1use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
2use crate::{
3 color::ColorU,
4 geometry::{
5 rect::RectF,
6 vector::{vec2f, vec2i, Vector2F},
7 },
8 platform,
9 scene::Layer,
10 Scene,
11};
12use anyhow::{anyhow, Result};
13use cocoa::foundation::NSUInteger;
14use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
15use shaders::{ToFloat2 as _, ToUchar4 as _};
16use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, sync::Arc, vec};
17
18const SHADERS_METALLIB: &'static [u8] =
19 include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
20const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
21
22pub struct Renderer {
23 device: metal::Device,
24 sprite_cache: SpriteCache,
25 path_atlases: AtlasAllocator,
26 quad_pipeline_state: metal::RenderPipelineState,
27 shadow_pipeline_state: metal::RenderPipelineState,
28 sprite_pipeline_state: metal::RenderPipelineState,
29 path_stencil_pipeline_state: metal::RenderPipelineState,
30 unit_vertices: metal::Buffer,
31 instances: metal::Buffer,
32}
33
34struct PathSprite {
35 layer_id: usize,
36 atlas_id: usize,
37 shader_data: shaders::GPUISprite,
38}
39
40impl Renderer {
41 pub fn new(
42 device: metal::Device,
43 pixel_format: metal::MTLPixelFormat,
44 fonts: Arc<dyn platform::FontSystem>,
45 ) -> Result<Self> {
46 let library = device
47 .new_library_with_data(SHADERS_METALLIB)
48 .map_err(|message| anyhow!("error building metal library: {}", message))?;
49
50 let unit_vertices = [
51 (0., 0.).to_float2(),
52 (1., 0.).to_float2(),
53 (0., 1.).to_float2(),
54 (0., 1.).to_float2(),
55 (1., 0.).to_float2(),
56 (1., 1.).to_float2(),
57 ];
58 let unit_vertices = device.new_buffer_with_data(
59 unit_vertices.as_ptr() as *const c_void,
60 (unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
61 MTLResourceOptions::StorageModeManaged,
62 );
63 let instances = device.new_buffer(
64 INSTANCE_BUFFER_SIZE as u64,
65 MTLResourceOptions::StorageModeManaged,
66 );
67
68 let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
69 let path_atlases = build_path_atlas_allocator(pixel_format, &device);
70 let quad_pipeline_state = build_pipeline_state(
71 &device,
72 &library,
73 "quad",
74 "quad_vertex",
75 "quad_fragment",
76 pixel_format,
77 )?;
78 let shadow_pipeline_state = build_pipeline_state(
79 &device,
80 &library,
81 "shadow",
82 "shadow_vertex",
83 "shadow_fragment",
84 pixel_format,
85 )?;
86 let sprite_pipeline_state = build_pipeline_state(
87 &device,
88 &library,
89 "sprite",
90 "sprite_vertex",
91 "sprite_fragment",
92 pixel_format,
93 )?;
94 let path_stencil_pipeline_state = build_path_atlas_pipeline_state(
95 &device,
96 &library,
97 "path_winding",
98 "path_winding_vertex",
99 "path_winding_fragment",
100 pixel_format,
101 )?;
102 Ok(Self {
103 device,
104 sprite_cache,
105 path_atlases,
106 quad_pipeline_state,
107 shadow_pipeline_state,
108 sprite_pipeline_state,
109 path_stencil_pipeline_state,
110 unit_vertices,
111 instances,
112 })
113 }
114
115 pub fn render(
116 &mut self,
117 scene: &Scene,
118 drawable_size: Vector2F,
119 command_buffer: &metal::CommandBufferRef,
120 output: &metal::TextureRef,
121 ) {
122 let mut offset = 0;
123 let stencils = self.render_path_stencils(scene, &mut offset, command_buffer);
124 self.render_layers(
125 scene,
126 stencils,
127 &mut offset,
128 drawable_size,
129 command_buffer,
130 output,
131 );
132 self.instances.did_modify_range(NSRange {
133 location: 0,
134 length: offset as NSUInteger,
135 });
136 }
137
138 fn render_path_stencils(
139 &mut self,
140 scene: &Scene,
141 offset: &mut usize,
142 command_buffer: &metal::CommandBufferRef,
143 ) -> Vec<PathSprite> {
144 self.path_atlases.clear();
145 let mut stencils = Vec::new();
146 let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
147 let mut current_atlas_id = None;
148 for (layer_id, layer) in scene.layers().iter().enumerate() {
149 for path in layer.paths() {
150 // Push a PathStencil struct for use later when sampling from the atlas as we draw the content of the layers
151 let origin = path.bounds.origin() * scene.scale_factor();
152 let size = (path.bounds.size() * scene.scale_factor()).ceil();
153 let (atlas_id, atlas_origin) = self.path_atlases.allocate(size.to_i32()).unwrap();
154 let atlas_origin = atlas_origin.to_f32();
155 stencils.push(PathSprite {
156 layer_id,
157 atlas_id,
158 shader_data: shaders::GPUISprite {
159 origin: origin.floor().to_float2(),
160 size: size.to_float2(),
161 atlas_origin: atlas_origin.to_float2(),
162 color: path.color.to_uchar4(),
163 compute_winding: 1,
164 },
165 });
166
167 if current_atlas_id.map_or(false, |current_atlas_id| atlas_id != current_atlas_id) {
168 self.render_path_stencils_for_atlas(
169 offset,
170 &vertices,
171 atlas_id,
172 command_buffer,
173 );
174 vertices.clear();
175 }
176
177 current_atlas_id = Some(atlas_id);
178
179 // Populate the vertices by translating them to their appropriate location in the atlas.
180 for vertex in &path.vertices {
181 let xy_position =
182 (vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
183 vertices.push(shaders::GPUIPathVertex {
184 xy_position: (atlas_origin + xy_position).to_float2(),
185 st_position: vertex.st_position.to_float2(),
186 });
187 }
188 }
189 }
190
191 if let Some(atlas_id) = current_atlas_id {
192 self.render_path_stencils_for_atlas(offset, &vertices, atlas_id, command_buffer);
193 }
194
195 stencils
196 }
197
198 fn render_path_stencils_for_atlas(
199 &mut self,
200 offset: &mut usize,
201 vertices: &[shaders::GPUIPathVertex],
202 atlas_id: usize,
203 command_buffer: &metal::CommandBufferRef,
204 ) {
205 align_offset(offset);
206 let next_offset = *offset + vertices.len() * mem::size_of::<shaders::GPUIPathVertex>();
207 assert!(
208 next_offset <= INSTANCE_BUFFER_SIZE,
209 "instance buffer exhausted"
210 );
211
212 let render_pass_descriptor = metal::RenderPassDescriptor::new();
213 let color_attachment = render_pass_descriptor
214 .color_attachments()
215 .object_at(0)
216 .unwrap();
217 let texture = self.path_atlases.texture(atlas_id).unwrap();
218 color_attachment.set_texture(Some(texture));
219 color_attachment.set_load_action(metal::MTLLoadAction::Clear);
220 color_attachment.set_store_action(metal::MTLStoreAction::Store);
221 color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
222
223 let winding_command_encoder =
224 command_buffer.new_render_command_encoder(render_pass_descriptor);
225 winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
226 winding_command_encoder.set_vertex_buffer(
227 shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices as u64,
228 Some(&self.instances),
229 *offset as u64,
230 );
231 winding_command_encoder.set_vertex_bytes(
232 shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexAtlasSize
233 as u64,
234 mem::size_of::<shaders::vector_float2>() as u64,
235 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
236 as *const c_void,
237 );
238
239 let buffer_contents = unsafe {
240 (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
241 };
242
243 for (ix, vertex) in vertices.iter().enumerate() {
244 unsafe {
245 *buffer_contents.add(ix) = *vertex;
246 }
247 }
248
249 winding_command_encoder.draw_primitives(
250 metal::MTLPrimitiveType::Triangle,
251 0,
252 vertices.len() as u64,
253 );
254 winding_command_encoder.end_encoding();
255 *offset = next_offset;
256 }
257
258 fn render_layers(
259 &mut self,
260 scene: &Scene,
261 path_sprites: Vec<PathSprite>,
262 offset: &mut usize,
263 drawable_size: Vector2F,
264 command_buffer: &metal::CommandBufferRef,
265 output: &metal::TextureRef,
266 ) {
267 let render_pass_descriptor = metal::RenderPassDescriptor::new();
268 let color_attachment = render_pass_descriptor
269 .color_attachments()
270 .object_at(0)
271 .unwrap();
272 color_attachment.set_texture(Some(output));
273 color_attachment.set_load_action(metal::MTLLoadAction::Clear);
274 color_attachment.set_store_action(metal::MTLStoreAction::Store);
275 color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
276 let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
277
278 command_encoder.set_viewport(metal::MTLViewport {
279 originX: 0.0,
280 originY: 0.0,
281 width: drawable_size.x() as f64,
282 height: drawable_size.y() as f64,
283 znear: 0.0,
284 zfar: 1.0,
285 });
286
287 let mut path_sprites = path_sprites.into_iter().peekable();
288
289 for (layer_id, layer) in scene.layers().iter().enumerate() {
290 self.clip(scene, layer, drawable_size, command_encoder);
291 self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
292 self.render_quads(scene, layer, offset, drawable_size, command_encoder);
293 self.render_path_sprites(
294 layer_id,
295 &mut path_sprites,
296 offset,
297 drawable_size,
298 command_encoder,
299 );
300 self.render_glyph_sprites(scene, layer, offset, drawable_size, command_encoder);
301 }
302
303 command_encoder.end_encoding();
304 }
305
306 fn clip(
307 &mut self,
308 scene: &Scene,
309 layer: &Layer,
310 drawable_size: Vector2F,
311 command_encoder: &metal::RenderCommandEncoderRef,
312 ) {
313 let clip_bounds = layer.clip_bounds().unwrap_or(RectF::new(
314 vec2f(0., 0.),
315 drawable_size / scene.scale_factor(),
316 )) * scene.scale_factor();
317 command_encoder.set_scissor_rect(metal::MTLScissorRect {
318 x: clip_bounds.origin_x() as NSUInteger,
319 y: clip_bounds.origin_y() as NSUInteger,
320 width: clip_bounds.width() as NSUInteger,
321 height: clip_bounds.height() as NSUInteger,
322 });
323 }
324
325 fn render_shadows(
326 &mut self,
327 scene: &Scene,
328 layer: &Layer,
329 offset: &mut usize,
330 drawable_size: Vector2F,
331 command_encoder: &metal::RenderCommandEncoderRef,
332 ) {
333 if layer.shadows().is_empty() {
334 return;
335 }
336
337 align_offset(offset);
338 let next_offset = *offset + layer.shadows().len() * mem::size_of::<shaders::GPUIShadow>();
339 assert!(
340 next_offset <= INSTANCE_BUFFER_SIZE,
341 "instance buffer exhausted"
342 );
343
344 command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
345 command_encoder.set_vertex_buffer(
346 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
347 Some(&self.unit_vertices),
348 0,
349 );
350 command_encoder.set_vertex_buffer(
351 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
352 Some(&self.instances),
353 *offset as u64,
354 );
355 command_encoder.set_vertex_bytes(
356 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
357 mem::size_of::<shaders::GPUIUniforms>() as u64,
358 [shaders::GPUIUniforms {
359 viewport_size: drawable_size.to_float2(),
360 }]
361 .as_ptr() as *const c_void,
362 );
363
364 let buffer_contents = unsafe {
365 (self.instances.contents() as *mut u8).offset(*offset as isize)
366 as *mut shaders::GPUIShadow
367 };
368 for (ix, shadow) in layer.shadows().iter().enumerate() {
369 let shape_bounds = shadow.bounds * scene.scale_factor();
370 let shader_shadow = shaders::GPUIShadow {
371 origin: shape_bounds.origin().to_float2(),
372 size: shape_bounds.size().to_float2(),
373 corner_radius: shadow.corner_radius * scene.scale_factor(),
374 sigma: shadow.sigma,
375 color: shadow.color.to_uchar4(),
376 };
377 unsafe {
378 *(buffer_contents.offset(ix as isize)) = shader_shadow;
379 }
380 }
381
382 command_encoder.draw_primitives_instanced(
383 metal::MTLPrimitiveType::Triangle,
384 0,
385 6,
386 layer.shadows().len() as u64,
387 );
388 *offset = next_offset;
389 }
390
391 fn render_quads(
392 &mut self,
393 scene: &Scene,
394 layer: &Layer,
395 offset: &mut usize,
396 drawable_size: Vector2F,
397 command_encoder: &metal::RenderCommandEncoderRef,
398 ) {
399 if layer.quads().is_empty() {
400 return;
401 }
402 align_offset(offset);
403 let next_offset = *offset + layer.quads().len() * mem::size_of::<shaders::GPUIQuad>();
404 assert!(
405 next_offset <= INSTANCE_BUFFER_SIZE,
406 "instance buffer exhausted"
407 );
408
409 command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
410 command_encoder.set_vertex_buffer(
411 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
412 Some(&self.unit_vertices),
413 0,
414 );
415 command_encoder.set_vertex_buffer(
416 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
417 Some(&self.instances),
418 *offset as u64,
419 );
420 command_encoder.set_vertex_bytes(
421 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
422 mem::size_of::<shaders::GPUIUniforms>() as u64,
423 [shaders::GPUIUniforms {
424 viewport_size: drawable_size.to_float2(),
425 }]
426 .as_ptr() as *const c_void,
427 );
428
429 let buffer_contents = unsafe {
430 (self.instances.contents() as *mut u8).offset(*offset as isize)
431 as *mut shaders::GPUIQuad
432 };
433 for (ix, quad) in layer.quads().iter().enumerate() {
434 let bounds = quad.bounds * scene.scale_factor();
435 let border_width = quad.border.width * scene.scale_factor();
436 let shader_quad = shaders::GPUIQuad {
437 origin: bounds.origin().round().to_float2(),
438 size: bounds.size().round().to_float2(),
439 background_color: quad
440 .background
441 .unwrap_or(ColorU::transparent_black())
442 .to_uchar4(),
443 border_top: border_width * (quad.border.top as usize as f32),
444 border_right: border_width * (quad.border.right as usize as f32),
445 border_bottom: border_width * (quad.border.bottom as usize as f32),
446 border_left: border_width * (quad.border.left as usize as f32),
447 border_color: quad
448 .border
449 .color
450 .unwrap_or(ColorU::transparent_black())
451 .to_uchar4(),
452 corner_radius: quad.corner_radius * scene.scale_factor(),
453 };
454 unsafe {
455 *(buffer_contents.offset(ix as isize)) = shader_quad;
456 }
457 }
458
459 command_encoder.draw_primitives_instanced(
460 metal::MTLPrimitiveType::Triangle,
461 0,
462 6,
463 layer.quads().len() as u64,
464 );
465 *offset = next_offset;
466 }
467
468 fn render_glyph_sprites(
469 &mut self,
470 scene: &Scene,
471 layer: &Layer,
472 offset: &mut usize,
473 drawable_size: Vector2F,
474 command_encoder: &metal::RenderCommandEncoderRef,
475 ) {
476 if layer.glyphs().is_empty() {
477 return;
478 }
479
480 let mut sprites_by_atlas = HashMap::new();
481 for glyph in layer.glyphs() {
482 if let Some(sprite) = self.sprite_cache.render_glyph(
483 glyph.font_id,
484 glyph.font_size,
485 glyph.id,
486 glyph.origin,
487 scene.scale_factor(),
488 ) {
489 // Snap sprite to pixel grid.
490 let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
491 sprites_by_atlas
492 .entry(sprite.atlas_id)
493 .or_insert_with(Vec::new)
494 .push(shaders::GPUISprite {
495 origin: origin.to_float2(),
496 size: sprite.size.to_float2(),
497 atlas_origin: sprite.atlas_origin.to_float2(),
498 color: glyph.color.to_uchar4(),
499 compute_winding: 0,
500 });
501 }
502 }
503
504 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
505 command_encoder.set_vertex_buffer(
506 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
507 Some(&self.unit_vertices),
508 0,
509 );
510 command_encoder.set_vertex_bytes(
511 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
512 mem::size_of::<shaders::vector_float2>() as u64,
513 [drawable_size.to_float2()].as_ptr() as *const c_void,
514 );
515 command_encoder.set_vertex_bytes(
516 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
517 mem::size_of::<shaders::vector_float2>() as u64,
518 [self.sprite_cache.atlas_size().to_float2()].as_ptr() as *const c_void,
519 );
520
521 for (atlas_id, sprites) in sprites_by_atlas {
522 align_offset(offset);
523 let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
524 assert!(
525 next_offset <= INSTANCE_BUFFER_SIZE,
526 "instance buffer exhausted"
527 );
528
529 command_encoder.set_vertex_buffer(
530 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
531 Some(&self.instances),
532 *offset as u64,
533 );
534
535 let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
536 command_encoder.set_fragment_texture(
537 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
538 Some(texture),
539 );
540
541 unsafe {
542 let buffer_contents = (self.instances.contents() as *mut u8)
543 .offset(*offset as isize)
544 as *mut shaders::GPUISprite;
545 std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
546 }
547
548 command_encoder.draw_primitives_instanced(
549 metal::MTLPrimitiveType::Triangle,
550 0,
551 6,
552 sprites.len() as u64,
553 );
554 *offset = next_offset;
555 }
556 }
557
558 fn render_path_sprites(
559 &mut self,
560 layer_id: usize,
561 sprites: &mut Peekable<vec::IntoIter<PathSprite>>,
562 offset: &mut usize,
563 drawable_size: Vector2F,
564 command_encoder: &metal::RenderCommandEncoderRef,
565 ) {
566 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
567 command_encoder.set_vertex_buffer(
568 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
569 Some(&self.unit_vertices),
570 0,
571 );
572 command_encoder.set_vertex_bytes(
573 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
574 mem::size_of::<shaders::vector_float2>() as u64,
575 [drawable_size.to_float2()].as_ptr() as *const c_void,
576 );
577
578 let mut atlas_id = None;
579 let mut atlas_sprite_count = 0;
580 align_offset(offset);
581
582 while let Some(sprite) = sprites.peek() {
583 if sprite.layer_id != layer_id {
584 break;
585 }
586
587 let sprite = sprites.next().unwrap();
588 if let Some(atlas_id) = atlas_id.as_mut() {
589 if sprite.atlas_id != *atlas_id {
590 self.render_path_sprites_for_atlas(
591 offset,
592 *atlas_id,
593 atlas_sprite_count,
594 command_encoder,
595 );
596
597 *atlas_id = sprite.atlas_id;
598 atlas_sprite_count = 0;
599 align_offset(offset);
600 }
601 } else {
602 atlas_id = Some(sprite.atlas_id);
603 }
604
605 unsafe {
606 let buffer_contents = (self.instances.contents() as *mut u8)
607 .offset(*offset as isize)
608 as *mut shaders::GPUISprite;
609 *buffer_contents.offset(atlas_sprite_count as isize) = sprite.shader_data;
610 }
611
612 atlas_sprite_count += 1;
613 }
614
615 if let Some(atlas_id) = atlas_id {
616 self.render_path_sprites_for_atlas(
617 offset,
618 atlas_id,
619 atlas_sprite_count,
620 command_encoder,
621 );
622 }
623 }
624
625 fn render_path_sprites_for_atlas(
626 &mut self,
627 offset: &mut usize,
628 atlas_id: usize,
629 sprite_count: usize,
630 command_encoder: &metal::RenderCommandEncoderRef,
631 ) {
632 let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
633 assert!(
634 next_offset <= INSTANCE_BUFFER_SIZE,
635 "instance buffer exhausted"
636 );
637 command_encoder.set_vertex_buffer(
638 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
639 Some(&self.instances),
640 *offset as u64,
641 );
642 let texture = self.path_atlases.texture(atlas_id).unwrap();
643 command_encoder.set_fragment_texture(
644 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
645 Some(texture),
646 );
647 command_encoder.set_vertex_bytes(
648 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
649 mem::size_of::<shaders::vector_float2>() as u64,
650 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
651 as *const c_void,
652 );
653
654 command_encoder.draw_primitives_instanced(
655 metal::MTLPrimitiveType::Triangle,
656 0,
657 6,
658 sprite_count as u64,
659 );
660 *offset = next_offset;
661 }
662}
663
664fn build_path_atlas_allocator(
665 pixel_format: MTLPixelFormat,
666 device: &metal::Device,
667) -> AtlasAllocator {
668 let path_stencil_descriptor = metal::TextureDescriptor::new();
669 path_stencil_descriptor.set_width(2048);
670 path_stencil_descriptor.set_height(2048);
671 path_stencil_descriptor.set_pixel_format(pixel_format);
672 path_stencil_descriptor
673 .set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
674 path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
675 let path_atlases = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
676 path_atlases
677}
678
679fn align_offset(offset: &mut usize) {
680 let r = *offset % 256;
681 if r > 0 {
682 *offset += 256 - r; // Align to a multiple of 256 to make Metal happy
683 }
684}
685
686fn build_pipeline_state(
687 device: &metal::DeviceRef,
688 library: &metal::LibraryRef,
689 label: &str,
690 vertex_fn_name: &str,
691 fragment_fn_name: &str,
692 pixel_format: metal::MTLPixelFormat,
693) -> Result<metal::RenderPipelineState> {
694 let vertex_fn = library
695 .get_function(vertex_fn_name, None)
696 .map_err(|message| anyhow!("error locating vertex function: {}", message))?;
697 let fragment_fn = library
698 .get_function(fragment_fn_name, None)
699 .map_err(|message| anyhow!("error locating fragment function: {}", message))?;
700
701 let descriptor = metal::RenderPipelineDescriptor::new();
702 descriptor.set_label(label);
703 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
704 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
705 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
706 color_attachment.set_pixel_format(pixel_format);
707 color_attachment.set_blending_enabled(true);
708 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
709 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
710 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
711 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::SourceAlpha);
712 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
713 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
714
715 device
716 .new_render_pipeline_state(&descriptor)
717 .map_err(|message| anyhow!("could not create render pipeline state: {}", message))
718}
719
720fn build_path_atlas_pipeline_state(
721 device: &metal::DeviceRef,
722 library: &metal::LibraryRef,
723 label: &str,
724 vertex_fn_name: &str,
725 fragment_fn_name: &str,
726 pixel_format: metal::MTLPixelFormat,
727) -> Result<metal::RenderPipelineState> {
728 let vertex_fn = library
729 .get_function(vertex_fn_name, None)
730 .map_err(|message| anyhow!("error locating vertex function: {}", message))?;
731 let fragment_fn = library
732 .get_function(fragment_fn_name, None)
733 .map_err(|message| anyhow!("error locating fragment function: {}", message))?;
734
735 let descriptor = metal::RenderPipelineDescriptor::new();
736 descriptor.set_label(label);
737 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
738 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
739 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
740 color_attachment.set_pixel_format(pixel_format);
741 color_attachment.set_blending_enabled(true);
742 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
743 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
744 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::One);
745 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
746 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::One);
747 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
748
749 device
750 .new_render_pipeline_state(&descriptor)
751 .map_err(|message| anyhow!("could not create render pipeline state: {}", message))
752}
753
754mod shaders {
755 #![allow(non_upper_case_globals)]
756 #![allow(non_camel_case_types)]
757 #![allow(non_snake_case)]
758
759 use pathfinder_geometry::vector::Vector2I;
760
761 use crate::{color::ColorU, geometry::vector::Vector2F};
762 use std::mem;
763
764 include!(concat!(env!("OUT_DIR"), "/shaders.rs"));
765
766 pub trait ToFloat2 {
767 fn to_float2(&self) -> vector_float2;
768 }
769
770 pub trait ToUchar4 {
771 fn to_uchar4(&self) -> vector_uchar4;
772 }
773
774 impl ToFloat2 for (f32, f32) {
775 fn to_float2(&self) -> vector_float2 {
776 unsafe {
777 let mut output = mem::transmute::<_, u32>(self.1.to_bits()) as vector_float2;
778 output <<= 32;
779 output |= mem::transmute::<_, u32>(self.0.to_bits()) as vector_float2;
780 output
781 }
782 }
783 }
784
785 impl ToFloat2 for Vector2F {
786 fn to_float2(&self) -> vector_float2 {
787 unsafe {
788 let mut output = mem::transmute::<_, u32>(self.y().to_bits()) as vector_float2;
789 output <<= 32;
790 output |= mem::transmute::<_, u32>(self.x().to_bits()) as vector_float2;
791 output
792 }
793 }
794 }
795
796 impl ToFloat2 for Vector2I {
797 fn to_float2(&self) -> vector_float2 {
798 self.to_f32().to_float2()
799 }
800 }
801
802 impl ToUchar4 for ColorU {
803 fn to_uchar4(&self) -> vector_uchar4 {
804 let mut vec = self.a as vector_uchar4;
805 vec <<= 8;
806 vec |= self.b as vector_uchar4;
807 vec <<= 8;
808 vec |= self.g as vector_uchar4;
809 vec <<= 8;
810 vec |= self.r as vector_uchar4;
811 vec
812 }
813 }
814}