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