renderer.rs

   1use super::{atlas::AtlasAllocator, image_cache::ImageCache, sprite_cache::SpriteCache};
   2use crate::{
   3    color::Color,
   4    geometry::{
   5        rect::RectF,
   6        vector::{vec2f, vec2i, Vector2F},
   7    },
   8    platform,
   9    scene::{Glyph, Icon, Image, ImageGlyph, Layer, Quad, Scene, Shadow, Underline},
  10};
  11use cocoa::{
  12    base::{NO, YES},
  13    foundation::NSUInteger,
  14    quartzcore::AutoresizingMask,
  15};
  16use core_foundation::base::TCFType;
  17use foreign_types::ForeignTypeRef;
  18use log::warn;
  19use media::core_video::{self, CVMetalTextureCache};
  20use metal::{CommandQueue, MTLPixelFormat, MTLResourceOptions, NSRange};
  21use objc::{self, msg_send, sel, sel_impl};
  22use shaders::ToFloat2 as _;
  23use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, ptr, sync::Arc, vec};
  24
  25const SHADERS_METALLIB: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
  26const INSTANCE_BUFFER_SIZE: usize = 8192 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
  27
  28pub struct Renderer {
  29    layer: metal::MetalLayer,
  30    command_queue: CommandQueue,
  31    sprite_cache: SpriteCache,
  32    image_cache: ImageCache,
  33    path_atlases: AtlasAllocator,
  34    quad_pipeline_state: metal::RenderPipelineState,
  35    shadow_pipeline_state: metal::RenderPipelineState,
  36    sprite_pipeline_state: metal::RenderPipelineState,
  37    image_pipeline_state: metal::RenderPipelineState,
  38    surface_pipeline_state: metal::RenderPipelineState,
  39    path_atlas_pipeline_state: metal::RenderPipelineState,
  40    underline_pipeline_state: metal::RenderPipelineState,
  41    unit_vertices: metal::Buffer,
  42    instances: metal::Buffer,
  43    cv_texture_cache: core_video::CVMetalTextureCache,
  44}
  45
  46struct PathSprite {
  47    layer_id: usize,
  48    atlas_id: usize,
  49    shader_data: shaders::GPUISprite,
  50}
  51
  52pub struct Surface {
  53    pub bounds: RectF,
  54    pub image_buffer: core_video::CVImageBuffer,
  55}
  56
  57impl Renderer {
  58    pub fn new(is_opaque: bool, fonts: Arc<dyn platform::FontSystem>) -> Self {
  59        const PIXEL_FORMAT: MTLPixelFormat = MTLPixelFormat::BGRA8Unorm;
  60
  61        let device: metal::Device = if let Some(device) = metal::Device::system_default() {
  62            device
  63        } else {
  64            log::error!("unable to access a compatible graphics device");
  65            std::process::exit(1);
  66        };
  67
  68        let layer = metal::MetalLayer::new();
  69        layer.set_device(&device);
  70        layer.set_pixel_format(PIXEL_FORMAT);
  71        layer.set_presents_with_transaction(true);
  72        layer.set_opaque(is_opaque);
  73        unsafe {
  74            let _: () = msg_send![&*layer, setAllowsNextDrawableTimeout: NO];
  75            let _: () = msg_send![&*layer, setNeedsDisplayOnBoundsChange: YES];
  76            let _: () = msg_send![
  77                &*layer,
  78                setAutoresizingMask: AutoresizingMask::WIDTH_SIZABLE
  79                    | AutoresizingMask::HEIGHT_SIZABLE
  80            ];
  81        }
  82
  83        let library = device
  84            .new_library_with_data(SHADERS_METALLIB)
  85            .expect("error building metal library");
  86
  87        let unit_vertices = [
  88            (0., 0.).to_float2(),
  89            (1., 0.).to_float2(),
  90            (0., 1.).to_float2(),
  91            (0., 1.).to_float2(),
  92            (1., 0.).to_float2(),
  93            (1., 1.).to_float2(),
  94        ];
  95        let unit_vertices = device.new_buffer_with_data(
  96            unit_vertices.as_ptr() as *const c_void,
  97            (unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
  98            MTLResourceOptions::StorageModeManaged,
  99        );
 100        let instances = device.new_buffer(
 101            INSTANCE_BUFFER_SIZE as u64,
 102            MTLResourceOptions::StorageModeManaged,
 103        );
 104
 105        let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), 1., fonts.clone());
 106        let image_cache = ImageCache::new(device.clone(), vec2i(1024, 768), 1., fonts);
 107        let path_atlases =
 108            AtlasAllocator::new(device.clone(), build_path_atlas_texture_descriptor());
 109        let quad_pipeline_state = build_pipeline_state(
 110            &device,
 111            &library,
 112            "quad",
 113            "quad_vertex",
 114            "quad_fragment",
 115            PIXEL_FORMAT,
 116        );
 117        let shadow_pipeline_state = build_pipeline_state(
 118            &device,
 119            &library,
 120            "shadow",
 121            "shadow_vertex",
 122            "shadow_fragment",
 123            PIXEL_FORMAT,
 124        );
 125        let sprite_pipeline_state = build_pipeline_state(
 126            &device,
 127            &library,
 128            "sprite",
 129            "sprite_vertex",
 130            "sprite_fragment",
 131            PIXEL_FORMAT,
 132        );
 133        let image_pipeline_state = build_pipeline_state(
 134            &device,
 135            &library,
 136            "image",
 137            "image_vertex",
 138            "image_fragment",
 139            PIXEL_FORMAT,
 140        );
 141        let surface_pipeline_state = build_pipeline_state(
 142            &device,
 143            &library,
 144            "surface",
 145            "surface_vertex",
 146            "surface_fragment",
 147            PIXEL_FORMAT,
 148        );
 149        let path_atlas_pipeline_state = build_path_atlas_pipeline_state(
 150            &device,
 151            &library,
 152            "path_atlas",
 153            "path_atlas_vertex",
 154            "path_atlas_fragment",
 155            MTLPixelFormat::R16Float,
 156        );
 157        let underline_pipeline_state = build_pipeline_state(
 158            &device,
 159            &library,
 160            "underline",
 161            "underline_vertex",
 162            "underline_fragment",
 163            PIXEL_FORMAT,
 164        );
 165        let cv_texture_cache = CVMetalTextureCache::new(device.as_ptr()).unwrap();
 166        Self {
 167            layer,
 168            command_queue: device.new_command_queue(),
 169            sprite_cache,
 170            image_cache,
 171            path_atlases,
 172            quad_pipeline_state,
 173            shadow_pipeline_state,
 174            sprite_pipeline_state,
 175            image_pipeline_state,
 176            surface_pipeline_state,
 177            path_atlas_pipeline_state,
 178            underline_pipeline_state,
 179            unit_vertices,
 180            instances,
 181            cv_texture_cache,
 182        }
 183    }
 184
 185    pub fn layer(&self) -> &metal::MetalLayerRef {
 186        &*self.layer
 187    }
 188
 189    pub fn render(&mut self, scene: &Scene) {
 190        let layer = self.layer.clone();
 191        let drawable_size = layer.drawable_size();
 192        let drawable = if let Some(drawable) = layer.next_drawable() {
 193            drawable
 194        } else {
 195            log::error!(
 196                "failed to retrieve next drawable, drawable size: {:?}",
 197                drawable_size
 198            );
 199            return;
 200        };
 201        let command_queue = self.command_queue.clone();
 202        let command_buffer = command_queue.new_command_buffer();
 203
 204        self.sprite_cache.set_scale_factor(scene.scale_factor());
 205        self.image_cache.set_scale_factor(scene.scale_factor());
 206
 207        let mut offset = 0;
 208
 209        let path_sprites = self.render_path_atlases(scene, &mut offset, command_buffer);
 210        self.render_layers(
 211            scene,
 212            path_sprites,
 213            &mut offset,
 214            vec2f(drawable_size.width as f32, drawable_size.height as f32),
 215            command_buffer,
 216            drawable.texture(),
 217        );
 218        self.instances.did_modify_range(NSRange {
 219            location: 0,
 220            length: offset as NSUInteger,
 221        });
 222        self.image_cache.finish_frame();
 223
 224        command_buffer.commit();
 225        command_buffer.wait_until_completed();
 226        drawable.present();
 227    }
 228
 229    fn render_path_atlases(
 230        &mut self,
 231        scene: &Scene,
 232        offset: &mut usize,
 233        command_buffer: &metal::CommandBufferRef,
 234    ) -> Vec<PathSprite> {
 235        self.path_atlases.clear();
 236        let mut sprites = Vec::new();
 237        let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
 238        let mut current_atlas_id = None;
 239        for (layer_id, layer) in scene.layers().enumerate() {
 240            for path in layer.paths() {
 241                let origin = path.bounds.origin() * scene.scale_factor();
 242                let size = (path.bounds.size() * scene.scale_factor()).ceil();
 243
 244                let path_allocation = self.path_atlases.allocate(size.to_i32());
 245                if path_allocation.is_none() {
 246                    // Path size was likely zero.
 247                    warn!("could not allocate path texture of size {:?}", size);
 248                    continue;
 249                }
 250                let (alloc_id, atlas_origin) = path_allocation.unwrap();
 251                let atlas_origin = atlas_origin.to_f32();
 252                sprites.push(PathSprite {
 253                    layer_id,
 254                    atlas_id: alloc_id.atlas_id,
 255                    shader_data: shaders::GPUISprite {
 256                        origin: origin.floor().to_float2(),
 257                        target_size: size.to_float2(),
 258                        source_size: size.to_float2(),
 259                        atlas_origin: atlas_origin.to_float2(),
 260                        color: path.color.to_uchar4(),
 261                        compute_winding: 1,
 262                    },
 263                });
 264
 265                if let Some(current_atlas_id) = current_atlas_id {
 266                    if alloc_id.atlas_id != current_atlas_id {
 267                        self.render_paths_to_atlas(
 268                            offset,
 269                            &vertices,
 270                            current_atlas_id,
 271                            command_buffer,
 272                        );
 273                        vertices.clear();
 274                    }
 275                }
 276
 277                current_atlas_id = Some(alloc_id.atlas_id);
 278
 279                for vertex in &path.vertices {
 280                    let xy_position =
 281                        (vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
 282                    vertices.push(shaders::GPUIPathVertex {
 283                        xy_position: (atlas_origin + xy_position).to_float2(),
 284                        st_position: vertex.st_position.to_float2(),
 285                        clip_rect_origin: atlas_origin.to_float2(),
 286                        clip_rect_size: size.to_float2(),
 287                    });
 288                }
 289            }
 290        }
 291
 292        if let Some(atlas_id) = current_atlas_id {
 293            self.render_paths_to_atlas(offset, &vertices, atlas_id, command_buffer);
 294        }
 295
 296        sprites
 297    }
 298
 299    fn render_paths_to_atlas(
 300        &mut self,
 301        offset: &mut usize,
 302        vertices: &[shaders::GPUIPathVertex],
 303        atlas_id: usize,
 304        command_buffer: &metal::CommandBufferRef,
 305    ) {
 306        align_offset(offset);
 307        let next_offset = *offset + vertices.len() * mem::size_of::<shaders::GPUIPathVertex>();
 308        assert!(
 309            next_offset <= INSTANCE_BUFFER_SIZE,
 310            "instance buffer exhausted"
 311        );
 312
 313        let render_pass_descriptor = metal::RenderPassDescriptor::new();
 314        let color_attachment = render_pass_descriptor
 315            .color_attachments()
 316            .object_at(0)
 317            .unwrap();
 318        let texture = self.path_atlases.texture(atlas_id).unwrap();
 319        color_attachment.set_texture(Some(texture));
 320        color_attachment.set_load_action(metal::MTLLoadAction::Clear);
 321        color_attachment.set_store_action(metal::MTLStoreAction::Store);
 322        color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
 323
 324        let path_atlas_command_encoder =
 325            command_buffer.new_render_command_encoder(render_pass_descriptor);
 326        path_atlas_command_encoder.set_render_pipeline_state(&self.path_atlas_pipeline_state);
 327        path_atlas_command_encoder.set_vertex_buffer(
 328            shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexVertices as u64,
 329            Some(&self.instances),
 330            *offset as u64,
 331        );
 332        path_atlas_command_encoder.set_vertex_bytes(
 333            shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexAtlasSize as u64,
 334            mem::size_of::<shaders::vector_float2>() as u64,
 335            [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
 336                as *const c_void,
 337        );
 338
 339        let buffer_contents = unsafe {
 340            (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
 341        };
 342
 343        for (ix, vertex) in vertices.iter().enumerate() {
 344            unsafe {
 345                *buffer_contents.add(ix) = *vertex;
 346            }
 347        }
 348
 349        path_atlas_command_encoder.draw_primitives(
 350            metal::MTLPrimitiveType::Triangle,
 351            0,
 352            vertices.len() as u64,
 353        );
 354        path_atlas_command_encoder.end_encoding();
 355        *offset = next_offset;
 356    }
 357
 358    fn render_layers(
 359        &mut self,
 360        scene: &Scene,
 361        path_sprites: Vec<PathSprite>,
 362        offset: &mut usize,
 363        drawable_size: Vector2F,
 364        command_buffer: &metal::CommandBufferRef,
 365        output: &metal::TextureRef,
 366    ) {
 367        let render_pass_descriptor = metal::RenderPassDescriptor::new();
 368        let color_attachment = render_pass_descriptor
 369            .color_attachments()
 370            .object_at(0)
 371            .unwrap();
 372        color_attachment.set_texture(Some(output));
 373        color_attachment.set_load_action(metal::MTLLoadAction::Clear);
 374        color_attachment.set_store_action(metal::MTLStoreAction::Store);
 375        let alpha = if self.layer.is_opaque() { 1. } else { 0. };
 376        color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., alpha));
 377        let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
 378
 379        command_encoder.set_viewport(metal::MTLViewport {
 380            originX: 0.0,
 381            originY: 0.0,
 382            width: drawable_size.x() as f64,
 383            height: drawable_size.y() as f64,
 384            znear: 0.0,
 385            zfar: 1.0,
 386        });
 387
 388        let scale_factor = scene.scale_factor();
 389        let mut path_sprites = path_sprites.into_iter().peekable();
 390        for (layer_id, layer) in scene.layers().enumerate() {
 391            self.clip(scene, layer, drawable_size, command_encoder);
 392            self.render_shadows(
 393                layer.shadows(),
 394                scale_factor,
 395                offset,
 396                drawable_size,
 397                command_encoder,
 398            );
 399            self.render_quads(
 400                layer.quads(),
 401                scale_factor,
 402                offset,
 403                drawable_size,
 404                command_encoder,
 405            );
 406            self.render_path_sprites(
 407                layer_id,
 408                &mut path_sprites,
 409                offset,
 410                drawable_size,
 411                command_encoder,
 412            );
 413            self.render_underlines(
 414                layer.underlines(),
 415                scale_factor,
 416                offset,
 417                drawable_size,
 418                command_encoder,
 419            );
 420            self.render_sprites(
 421                layer.glyphs(),
 422                layer.icons(),
 423                scale_factor,
 424                offset,
 425                drawable_size,
 426                command_encoder,
 427            );
 428            self.render_images(
 429                layer.images(),
 430                layer.image_glyphs(),
 431                scale_factor,
 432                offset,
 433                drawable_size,
 434                command_encoder,
 435            );
 436            self.render_surfaces(
 437                layer.surfaces(),
 438                scale_factor,
 439                offset,
 440                drawable_size,
 441                command_encoder,
 442            );
 443        }
 444
 445        command_encoder.end_encoding();
 446    }
 447
 448    fn clip(
 449        &mut self,
 450        scene: &Scene,
 451        layer: &Layer,
 452        drawable_size: Vector2F,
 453        command_encoder: &metal::RenderCommandEncoderRef,
 454    ) {
 455        let clip_bounds = (layer
 456            .clip_bounds()
 457            .unwrap_or_else(|| RectF::new(vec2f(0., 0.), drawable_size / scene.scale_factor()))
 458            * scene.scale_factor())
 459        .round();
 460        command_encoder.set_scissor_rect(metal::MTLScissorRect {
 461            x: clip_bounds.origin_x() as NSUInteger,
 462            y: clip_bounds.origin_y() as NSUInteger,
 463            width: clip_bounds.width() as NSUInteger,
 464            height: clip_bounds.height() as NSUInteger,
 465        });
 466    }
 467
 468    fn render_shadows(
 469        &mut self,
 470        shadows: &[Shadow],
 471        scale_factor: f32,
 472        offset: &mut usize,
 473        drawable_size: Vector2F,
 474        command_encoder: &metal::RenderCommandEncoderRef,
 475    ) {
 476        if shadows.is_empty() {
 477            return;
 478        }
 479
 480        align_offset(offset);
 481        let next_offset = *offset + shadows.len() * mem::size_of::<shaders::GPUIShadow>();
 482        assert!(
 483            next_offset <= INSTANCE_BUFFER_SIZE,
 484            "instance buffer exhausted"
 485        );
 486
 487        command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
 488        command_encoder.set_vertex_buffer(
 489            shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
 490            Some(&self.unit_vertices),
 491            0,
 492        );
 493        command_encoder.set_vertex_buffer(
 494            shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
 495            Some(&self.instances),
 496            *offset as u64,
 497        );
 498        command_encoder.set_vertex_bytes(
 499            shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
 500            mem::size_of::<shaders::GPUIUniforms>() as u64,
 501            [shaders::GPUIUniforms {
 502                viewport_size: drawable_size.to_float2(),
 503            }]
 504            .as_ptr() as *const c_void,
 505        );
 506
 507        let buffer_contents = unsafe {
 508            (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIShadow
 509        };
 510        for (ix, shadow) in shadows.iter().enumerate() {
 511            let shape_bounds = shadow.bounds * scale_factor;
 512            let shader_shadow = shaders::GPUIShadow {
 513                origin: shape_bounds.origin().to_float2(),
 514                size: shape_bounds.size().to_float2(),
 515                corner_radius: shadow.corner_radius * scale_factor,
 516                sigma: shadow.sigma,
 517                color: shadow.color.to_uchar4(),
 518            };
 519            unsafe {
 520                *(buffer_contents.add(ix)) = shader_shadow;
 521            }
 522        }
 523
 524        command_encoder.draw_primitives_instanced(
 525            metal::MTLPrimitiveType::Triangle,
 526            0,
 527            6,
 528            shadows.len() as u64,
 529        );
 530        *offset = next_offset;
 531    }
 532
 533    fn render_quads(
 534        &mut self,
 535        quads: &[Quad],
 536        scale_factor: f32,
 537        offset: &mut usize,
 538        drawable_size: Vector2F,
 539        command_encoder: &metal::RenderCommandEncoderRef,
 540    ) {
 541        if quads.is_empty() {
 542            return;
 543        }
 544        align_offset(offset);
 545        let next_offset = *offset + quads.len() * mem::size_of::<shaders::GPUIQuad>();
 546        assert!(
 547            next_offset <= INSTANCE_BUFFER_SIZE,
 548            "instance buffer exhausted"
 549        );
 550
 551        command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
 552        command_encoder.set_vertex_buffer(
 553            shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
 554            Some(&self.unit_vertices),
 555            0,
 556        );
 557        command_encoder.set_vertex_buffer(
 558            shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
 559            Some(&self.instances),
 560            *offset as u64,
 561        );
 562        command_encoder.set_vertex_bytes(
 563            shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
 564            mem::size_of::<shaders::GPUIUniforms>() as u64,
 565            [shaders::GPUIUniforms {
 566                viewport_size: drawable_size.to_float2(),
 567            }]
 568            .as_ptr() as *const c_void,
 569        );
 570
 571        let buffer_contents = unsafe {
 572            (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIQuad
 573        };
 574        for (ix, quad) in quads.iter().enumerate() {
 575            let bounds = quad.bounds * scale_factor;
 576            let border_width = quad.border.width * scale_factor;
 577            let shader_quad = shaders::GPUIQuad {
 578                origin: bounds.origin().round().to_float2(),
 579                size: bounds.size().round().to_float2(),
 580                background_color: quad
 581                    .background
 582                    .unwrap_or_else(Color::transparent_black)
 583                    .to_uchar4(),
 584                border_top: border_width * (quad.border.top as usize as f32),
 585                border_right: border_width * (quad.border.right as usize as f32),
 586                border_bottom: border_width * (quad.border.bottom as usize as f32),
 587                border_left: border_width * (quad.border.left as usize as f32),
 588                border_color: quad.border.color.to_uchar4(),
 589                corner_radius: quad.corner_radius * scale_factor,
 590            };
 591            unsafe {
 592                *(buffer_contents.add(ix)) = shader_quad;
 593            }
 594        }
 595
 596        command_encoder.draw_primitives_instanced(
 597            metal::MTLPrimitiveType::Triangle,
 598            0,
 599            6,
 600            quads.len() as u64,
 601        );
 602        *offset = next_offset;
 603    }
 604
 605    fn render_sprites(
 606        &mut self,
 607        glyphs: &[Glyph],
 608        icons: &[Icon],
 609        scale_factor: f32,
 610        offset: &mut usize,
 611        drawable_size: Vector2F,
 612        command_encoder: &metal::RenderCommandEncoderRef,
 613    ) {
 614        if glyphs.is_empty() && icons.is_empty() {
 615            return;
 616        }
 617
 618        let mut sprites_by_atlas = HashMap::new();
 619
 620        for glyph in glyphs {
 621            if let Some(sprite) = self.sprite_cache.render_glyph(
 622                glyph.font_id,
 623                glyph.font_size,
 624                glyph.id,
 625                glyph.origin,
 626            ) {
 627                // Snap sprite to pixel grid.
 628                let origin = (glyph.origin * scale_factor).floor() + sprite.offset.to_f32();
 629                sprites_by_atlas
 630                    .entry(sprite.atlas_id)
 631                    .or_insert_with(Vec::new)
 632                    .push(shaders::GPUISprite {
 633                        origin: origin.to_float2(),
 634                        target_size: sprite.size.to_float2(),
 635                        source_size: sprite.size.to_float2(),
 636                        atlas_origin: sprite.atlas_origin.to_float2(),
 637                        color: glyph.color.to_uchar4(),
 638                        compute_winding: 0,
 639                    });
 640            }
 641        }
 642
 643        for icon in icons {
 644            // Snap sprite to pixel grid.
 645            let origin = (icon.bounds.origin() * scale_factor).floor();
 646            let target_size = (icon.bounds.size() * scale_factor).ceil();
 647            let source_size = (target_size * 2.).to_i32();
 648
 649            let sprite =
 650                self.sprite_cache
 651                    .render_icon(source_size, icon.path.clone(), icon.svg.clone());
 652            if sprite.is_none() {
 653                continue;
 654            }
 655            let sprite = sprite.unwrap();
 656
 657            sprites_by_atlas
 658                .entry(sprite.atlas_id)
 659                .or_insert_with(Vec::new)
 660                .push(shaders::GPUISprite {
 661                    origin: origin.to_float2(),
 662                    target_size: target_size.to_float2(),
 663                    source_size: sprite.size.to_float2(),
 664                    atlas_origin: sprite.atlas_origin.to_float2(),
 665                    color: icon.color.to_uchar4(),
 666                    compute_winding: 0,
 667                });
 668        }
 669
 670        command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
 671        command_encoder.set_vertex_buffer(
 672            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
 673            Some(&self.unit_vertices),
 674            0,
 675        );
 676        command_encoder.set_vertex_bytes(
 677            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
 678            mem::size_of::<shaders::vector_float2>() as u64,
 679            [drawable_size.to_float2()].as_ptr() as *const c_void,
 680        );
 681
 682        for (atlas_id, sprites) in sprites_by_atlas {
 683            align_offset(offset);
 684            let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
 685            assert!(
 686                next_offset <= INSTANCE_BUFFER_SIZE,
 687                "instance buffer exhausted"
 688            );
 689
 690            let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
 691            command_encoder.set_vertex_buffer(
 692                shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
 693                Some(&self.instances),
 694                *offset as u64,
 695            );
 696            command_encoder.set_vertex_bytes(
 697                shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
 698                mem::size_of::<shaders::vector_float2>() as u64,
 699                [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
 700                    as *const c_void,
 701            );
 702
 703            command_encoder.set_fragment_texture(
 704                shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
 705                Some(texture),
 706            );
 707
 708            unsafe {
 709                let buffer_contents =
 710                    (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUISprite;
 711                std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
 712            }
 713
 714            command_encoder.draw_primitives_instanced(
 715                metal::MTLPrimitiveType::Triangle,
 716                0,
 717                6,
 718                sprites.len() as u64,
 719            );
 720            *offset = next_offset;
 721        }
 722    }
 723
 724    fn render_images(
 725        &mut self,
 726        images: &[Image],
 727        image_glyphs: &[ImageGlyph],
 728        scale_factor: f32,
 729        offset: &mut usize,
 730        drawable_size: Vector2F,
 731        command_encoder: &metal::RenderCommandEncoderRef,
 732    ) {
 733        if images.is_empty() && image_glyphs.is_empty() {
 734            return;
 735        }
 736
 737        let mut images_by_atlas = HashMap::new();
 738        for image in images {
 739            let origin = image.bounds.origin() * scale_factor;
 740            let target_size = image.bounds.size() * scale_factor;
 741            let corner_radius = image.corner_radius * scale_factor;
 742            let border_width = image.border.width * scale_factor;
 743            let (alloc_id, atlas_bounds) = self.image_cache.render(&image.data);
 744            images_by_atlas
 745                .entry(alloc_id.atlas_id)
 746                .or_insert_with(Vec::new)
 747                .push(shaders::GPUIImage {
 748                    origin: origin.to_float2(),
 749                    target_size: target_size.to_float2(),
 750                    source_size: atlas_bounds.size().to_float2(),
 751                    atlas_origin: atlas_bounds.origin().to_float2(),
 752                    border_top: border_width * (image.border.top as usize as f32),
 753                    border_right: border_width * (image.border.right as usize as f32),
 754                    border_bottom: border_width * (image.border.bottom as usize as f32),
 755                    border_left: border_width * (image.border.left as usize as f32),
 756                    border_color: image.border.color.to_uchar4(),
 757                    corner_radius,
 758                    grayscale: image.grayscale as u8,
 759                });
 760        }
 761
 762        for image_glyph in image_glyphs {
 763            let origin = (image_glyph.origin * scale_factor).floor();
 764            if let Some((alloc_id, atlas_bounds, glyph_origin)) =
 765                self.image_cache.render_glyph(image_glyph)
 766            {
 767                images_by_atlas
 768                    .entry(alloc_id.atlas_id)
 769                    .or_insert_with(Vec::new)
 770                    .push(shaders::GPUIImage {
 771                        origin: (origin + glyph_origin.to_f32()).to_float2(),
 772                        target_size: atlas_bounds.size().to_float2(),
 773                        source_size: atlas_bounds.size().to_float2(),
 774                        atlas_origin: atlas_bounds.origin().to_float2(),
 775                        border_top: 0.,
 776                        border_right: 0.,
 777                        border_bottom: 0.,
 778                        border_left: 0.,
 779                        border_color: Default::default(),
 780                        corner_radius: 0.,
 781                        grayscale: false as u8,
 782                    });
 783            } else {
 784                log::warn!("could not render glyph with id {}", image_glyph.id);
 785            }
 786        }
 787
 788        command_encoder.set_render_pipeline_state(&self.image_pipeline_state);
 789        command_encoder.set_vertex_buffer(
 790            shaders::GPUIImageVertexInputIndex_GPUIImageVertexInputIndexVertices as u64,
 791            Some(&self.unit_vertices),
 792            0,
 793        );
 794        command_encoder.set_vertex_bytes(
 795            shaders::GPUIImageVertexInputIndex_GPUIImageVertexInputIndexViewportSize as u64,
 796            mem::size_of::<shaders::vector_float2>() as u64,
 797            [drawable_size.to_float2()].as_ptr() as *const c_void,
 798        );
 799
 800        for (atlas_id, images) in images_by_atlas {
 801            align_offset(offset);
 802            let next_offset = *offset + images.len() * mem::size_of::<shaders::GPUIImage>();
 803            assert!(
 804                next_offset <= INSTANCE_BUFFER_SIZE,
 805                "instance buffer exhausted"
 806            );
 807
 808            let texture = self.image_cache.atlas_texture(atlas_id).unwrap();
 809            command_encoder.set_vertex_buffer(
 810                shaders::GPUIImageVertexInputIndex_GPUIImageVertexInputIndexImages as u64,
 811                Some(&self.instances),
 812                *offset as u64,
 813            );
 814            command_encoder.set_vertex_bytes(
 815                shaders::GPUIImageVertexInputIndex_GPUIImageVertexInputIndexAtlasSize as u64,
 816                mem::size_of::<shaders::vector_float2>() as u64,
 817                [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
 818                    as *const c_void,
 819            );
 820            command_encoder.set_fragment_texture(
 821                shaders::GPUIImageFragmentInputIndex_GPUIImageFragmentInputIndexAtlas as u64,
 822                Some(texture),
 823            );
 824
 825            unsafe {
 826                let buffer_contents =
 827                    (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIImage;
 828                std::ptr::copy_nonoverlapping(images.as_ptr(), buffer_contents, images.len());
 829            }
 830
 831            command_encoder.draw_primitives_instanced(
 832                metal::MTLPrimitiveType::Triangle,
 833                0,
 834                6,
 835                images.len() as u64,
 836            );
 837            *offset = next_offset;
 838        }
 839    }
 840
 841    fn render_surfaces(
 842        &mut self,
 843        surfaces: &[Surface],
 844        scale_factor: f32,
 845        offset: &mut usize,
 846        drawable_size: Vector2F,
 847        command_encoder: &metal::RenderCommandEncoderRef,
 848    ) {
 849        if surfaces.is_empty() {
 850            return;
 851        }
 852
 853        command_encoder.set_render_pipeline_state(&self.surface_pipeline_state);
 854        command_encoder.set_vertex_buffer(
 855            shaders::GPUISurfaceVertexInputIndex_GPUISurfaceVertexInputIndexVertices as u64,
 856            Some(&self.unit_vertices),
 857            0,
 858        );
 859        command_encoder.set_vertex_bytes(
 860            shaders::GPUISurfaceVertexInputIndex_GPUISurfaceVertexInputIndexViewportSize as u64,
 861            mem::size_of::<shaders::vector_float2>() as u64,
 862            [drawable_size.to_float2()].as_ptr() as *const c_void,
 863        );
 864
 865        for surface in surfaces {
 866            let origin = surface.bounds.origin() * scale_factor;
 867            let source_size = vec2i(
 868                surface.image_buffer.width() as i32,
 869                surface.image_buffer.height() as i32,
 870            );
 871            let target_size = surface.bounds.size() * scale_factor;
 872
 873            assert_eq!(
 874                surface.image_buffer.pixel_format_type(),
 875                core_video::kCVPixelFormatType_420YpCbCr8BiPlanarFullRange
 876            );
 877
 878            let y_texture = self
 879                .cv_texture_cache
 880                .create_texture_from_image(
 881                    surface.image_buffer.as_concrete_TypeRef(),
 882                    ptr::null(),
 883                    MTLPixelFormat::R8Unorm,
 884                    surface.image_buffer.plane_width(0),
 885                    surface.image_buffer.plane_height(0),
 886                    0,
 887                )
 888                .unwrap();
 889            let cb_cr_texture = self
 890                .cv_texture_cache
 891                .create_texture_from_image(
 892                    surface.image_buffer.as_concrete_TypeRef(),
 893                    ptr::null(),
 894                    MTLPixelFormat::RG8Unorm,
 895                    surface.image_buffer.plane_width(1),
 896                    surface.image_buffer.plane_height(1),
 897                    1,
 898                )
 899                .unwrap();
 900
 901            align_offset(offset);
 902            let next_offset = *offset + mem::size_of::<shaders::GPUISurface>();
 903            assert!(
 904                next_offset <= INSTANCE_BUFFER_SIZE,
 905                "instance buffer exhausted"
 906            );
 907
 908            command_encoder.set_vertex_buffer(
 909                shaders::GPUISurfaceVertexInputIndex_GPUISurfaceVertexInputIndexSurfaces as u64,
 910                Some(&self.instances),
 911                *offset as u64,
 912            );
 913            command_encoder.set_vertex_bytes(
 914                shaders::GPUISurfaceVertexInputIndex_GPUISurfaceVertexInputIndexAtlasSize as u64,
 915                mem::size_of::<shaders::vector_float2>() as u64,
 916                [source_size.to_float2()].as_ptr() as *const c_void,
 917            );
 918            command_encoder.set_fragment_texture(
 919                shaders::GPUISurfaceFragmentInputIndex_GPUISurfaceFragmentInputIndexYAtlas as u64,
 920                Some(y_texture.as_texture_ref()),
 921            );
 922            command_encoder.set_fragment_texture(
 923                shaders::GPUISurfaceFragmentInputIndex_GPUISurfaceFragmentInputIndexCbCrAtlas
 924                    as u64,
 925                Some(cb_cr_texture.as_texture_ref()),
 926            );
 927
 928            unsafe {
 929                let buffer_contents = (self.instances.contents() as *mut u8).add(*offset)
 930                    as *mut shaders::GPUISurface;
 931                std::ptr::write(
 932                    buffer_contents,
 933                    shaders::GPUISurface {
 934                        origin: origin.to_float2(),
 935                        target_size: target_size.to_float2(),
 936                        source_size: source_size.to_float2(),
 937                    },
 938                );
 939            }
 940
 941            command_encoder.draw_primitives(metal::MTLPrimitiveType::Triangle, 0, 6);
 942            *offset = next_offset;
 943        }
 944    }
 945
 946    fn render_path_sprites(
 947        &mut self,
 948        layer_id: usize,
 949        sprites: &mut Peekable<vec::IntoIter<PathSprite>>,
 950        offset: &mut usize,
 951        drawable_size: Vector2F,
 952        command_encoder: &metal::RenderCommandEncoderRef,
 953    ) {
 954        command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
 955        command_encoder.set_vertex_buffer(
 956            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
 957            Some(&self.unit_vertices),
 958            0,
 959        );
 960        command_encoder.set_vertex_bytes(
 961            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
 962            mem::size_of::<shaders::vector_float2>() as u64,
 963            [drawable_size.to_float2()].as_ptr() as *const c_void,
 964        );
 965
 966        let mut atlas_id = None;
 967        let mut atlas_sprite_count = 0;
 968        align_offset(offset);
 969
 970        while let Some(sprite) = sprites.peek() {
 971            if sprite.layer_id != layer_id {
 972                break;
 973            }
 974
 975            let sprite = sprites.next().unwrap();
 976            if let Some(atlas_id) = atlas_id.as_mut() {
 977                if sprite.atlas_id != *atlas_id {
 978                    self.render_path_sprites_for_atlas(
 979                        offset,
 980                        *atlas_id,
 981                        atlas_sprite_count,
 982                        command_encoder,
 983                    );
 984
 985                    *atlas_id = sprite.atlas_id;
 986                    atlas_sprite_count = 0;
 987                    align_offset(offset);
 988                }
 989            } else {
 990                atlas_id = Some(sprite.atlas_id);
 991            }
 992
 993            unsafe {
 994                let buffer_contents =
 995                    (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUISprite;
 996                *buffer_contents.add(atlas_sprite_count) = sprite.shader_data;
 997            }
 998
 999            atlas_sprite_count += 1;
1000        }
1001
1002        if let Some(atlas_id) = atlas_id {
1003            self.render_path_sprites_for_atlas(
1004                offset,
1005                atlas_id,
1006                atlas_sprite_count,
1007                command_encoder,
1008            );
1009        }
1010    }
1011
1012    fn render_path_sprites_for_atlas(
1013        &mut self,
1014        offset: &mut usize,
1015        atlas_id: usize,
1016        sprite_count: usize,
1017        command_encoder: &metal::RenderCommandEncoderRef,
1018    ) {
1019        let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
1020        assert!(
1021            next_offset <= INSTANCE_BUFFER_SIZE,
1022            "instance buffer exhausted"
1023        );
1024        command_encoder.set_vertex_buffer(
1025            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
1026            Some(&self.instances),
1027            *offset as u64,
1028        );
1029        let texture = self.path_atlases.texture(atlas_id).unwrap();
1030        command_encoder.set_fragment_texture(
1031            shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
1032            Some(texture),
1033        );
1034        command_encoder.set_vertex_bytes(
1035            shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
1036            mem::size_of::<shaders::vector_float2>() as u64,
1037            [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
1038                as *const c_void,
1039        );
1040
1041        command_encoder.draw_primitives_instanced(
1042            metal::MTLPrimitiveType::Triangle,
1043            0,
1044            6,
1045            sprite_count as u64,
1046        );
1047        *offset = next_offset;
1048    }
1049
1050    fn render_underlines(
1051        &mut self,
1052        underlines: &[Underline],
1053        scale_factor: f32,
1054        offset: &mut usize,
1055        drawable_size: Vector2F,
1056        command_encoder: &metal::RenderCommandEncoderRef,
1057    ) {
1058        if underlines.is_empty() {
1059            return;
1060        }
1061        align_offset(offset);
1062        let next_offset = *offset + underlines.len() * mem::size_of::<shaders::GPUIUnderline>();
1063        assert!(
1064            next_offset <= INSTANCE_BUFFER_SIZE,
1065            "instance buffer exhausted"
1066        );
1067
1068        command_encoder.set_render_pipeline_state(&self.underline_pipeline_state);
1069        command_encoder.set_vertex_buffer(
1070            shaders::GPUIUnderlineInputIndex_GPUIUnderlineInputIndexVertices as u64,
1071            Some(&self.unit_vertices),
1072            0,
1073        );
1074        command_encoder.set_vertex_buffer(
1075            shaders::GPUIUnderlineInputIndex_GPUIUnderlineInputIndexUnderlines as u64,
1076            Some(&self.instances),
1077            *offset as u64,
1078        );
1079        command_encoder.set_vertex_bytes(
1080            shaders::GPUIUnderlineInputIndex_GPUIUnderlineInputIndexUniforms as u64,
1081            mem::size_of::<shaders::GPUIUniforms>() as u64,
1082            [shaders::GPUIUniforms {
1083                viewport_size: drawable_size.to_float2(),
1084            }]
1085            .as_ptr() as *const c_void,
1086        );
1087
1088        let buffer_contents = unsafe {
1089            (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIUnderline
1090        };
1091        for (ix, underline) in underlines.iter().enumerate() {
1092            let origin = underline.origin * scale_factor;
1093            let mut height = underline.thickness;
1094            if underline.squiggly {
1095                height *= 3.;
1096            }
1097            let size = vec2f(underline.width, height) * scale_factor;
1098            let shader_underline = shaders::GPUIUnderline {
1099                origin: origin.round().to_float2(),
1100                size: size.round().to_float2(),
1101                thickness: underline.thickness * scale_factor,
1102                color: underline.color.to_uchar4(),
1103                squiggly: underline.squiggly as u8,
1104            };
1105            unsafe {
1106                *(buffer_contents.add(ix)) = shader_underline;
1107            }
1108        }
1109
1110        command_encoder.draw_primitives_instanced(
1111            metal::MTLPrimitiveType::Triangle,
1112            0,
1113            6,
1114            underlines.len() as u64,
1115        );
1116        *offset = next_offset;
1117    }
1118}
1119
1120fn build_path_atlas_texture_descriptor() -> metal::TextureDescriptor {
1121    let texture_descriptor = metal::TextureDescriptor::new();
1122    texture_descriptor.set_width(2048);
1123    texture_descriptor.set_height(2048);
1124    texture_descriptor.set_pixel_format(MTLPixelFormat::R16Float);
1125    texture_descriptor
1126        .set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
1127    texture_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
1128    texture_descriptor
1129}
1130
1131fn align_offset(offset: &mut usize) {
1132    let r = *offset % 256;
1133    if r > 0 {
1134        *offset += 256 - r; // Align to a multiple of 256 to make Metal happy
1135    }
1136}
1137
1138fn build_pipeline_state(
1139    device: &metal::DeviceRef,
1140    library: &metal::LibraryRef,
1141    label: &str,
1142    vertex_fn_name: &str,
1143    fragment_fn_name: &str,
1144    pixel_format: metal::MTLPixelFormat,
1145) -> metal::RenderPipelineState {
1146    let vertex_fn = library
1147        .get_function(vertex_fn_name, None)
1148        .expect("error locating vertex function");
1149    let fragment_fn = library
1150        .get_function(fragment_fn_name, None)
1151        .expect("error locating fragment function");
1152
1153    let descriptor = metal::RenderPipelineDescriptor::new();
1154    descriptor.set_label(label);
1155    descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
1156    descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
1157    let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
1158    color_attachment.set_pixel_format(pixel_format);
1159    color_attachment.set_blending_enabled(true);
1160    color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
1161    color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
1162    color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
1163    color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
1164    color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
1165    color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
1166
1167    device
1168        .new_render_pipeline_state(&descriptor)
1169        .expect("could not create render pipeline state")
1170}
1171
1172fn build_path_atlas_pipeline_state(
1173    device: &metal::DeviceRef,
1174    library: &metal::LibraryRef,
1175    label: &str,
1176    vertex_fn_name: &str,
1177    fragment_fn_name: &str,
1178    pixel_format: metal::MTLPixelFormat,
1179) -> metal::RenderPipelineState {
1180    let vertex_fn = library
1181        .get_function(vertex_fn_name, None)
1182        .expect("error locating vertex function");
1183    let fragment_fn = library
1184        .get_function(fragment_fn_name, None)
1185        .expect("error locating fragment function");
1186
1187    let descriptor = metal::RenderPipelineDescriptor::new();
1188    descriptor.set_label(label);
1189    descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
1190    descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
1191    let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
1192    color_attachment.set_pixel_format(pixel_format);
1193    color_attachment.set_blending_enabled(true);
1194    color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
1195    color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
1196    color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::One);
1197    color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
1198    color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::One);
1199    color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
1200
1201    device
1202        .new_render_pipeline_state(&descriptor)
1203        .expect("could not create render pipeline state")
1204}
1205
1206mod shaders {
1207    #![allow(non_upper_case_globals)]
1208    #![allow(non_camel_case_types)]
1209    #![allow(non_snake_case)]
1210
1211    use crate::{
1212        color::Color,
1213        geometry::vector::{Vector2F, Vector2I},
1214    };
1215    use std::mem;
1216
1217    include!(concat!(env!("OUT_DIR"), "/shaders.rs"));
1218
1219    pub trait ToFloat2 {
1220        fn to_float2(&self) -> vector_float2;
1221    }
1222
1223    impl ToFloat2 for (f32, f32) {
1224        fn to_float2(&self) -> vector_float2 {
1225            unsafe {
1226                let mut output = mem::transmute::<_, u32>(self.1.to_bits()) as vector_float2;
1227                output <<= 32;
1228                output |= mem::transmute::<_, u32>(self.0.to_bits()) as vector_float2;
1229                output
1230            }
1231        }
1232    }
1233
1234    impl ToFloat2 for Vector2F {
1235        fn to_float2(&self) -> vector_float2 {
1236            unsafe {
1237                let mut output = mem::transmute::<_, u32>(self.y().to_bits()) as vector_float2;
1238                output <<= 32;
1239                output |= mem::transmute::<_, u32>(self.x().to_bits()) as vector_float2;
1240                output
1241            }
1242        }
1243    }
1244
1245    impl ToFloat2 for Vector2I {
1246        fn to_float2(&self) -> vector_float2 {
1247            self.to_f32().to_float2()
1248        }
1249    }
1250
1251    impl Color {
1252        pub fn to_uchar4(&self) -> vector_uchar4 {
1253            let mut vec = self.a as vector_uchar4;
1254            vec <<= 8;
1255            vec |= self.b as vector_uchar4;
1256            vec <<= 8;
1257            vec |= self.g as vector_uchar4;
1258            vec <<= 8;
1259            vec |= self.r as vector_uchar4;
1260            vec
1261        }
1262    }
1263}