1use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
2use crate::{
3 color::Color,
4 geometry::{
5 rect::RectF,
6 vector::{vec2f, vec2i, Vector2F},
7 },
8 platform,
9 scene::Layer,
10 Scene,
11};
12use cocoa::foundation::NSUInteger;
13use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
14use shaders::ToFloat2 as _;
15use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, sync::Arc, vec};
16
17const SHADERS_METALLIB: &'static [u8] =
18 include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
19const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
20
21pub struct Renderer {
22 sprite_cache: SpriteCache,
23 path_atlases: AtlasAllocator,
24 quad_pipeline_state: metal::RenderPipelineState,
25 shadow_pipeline_state: metal::RenderPipelineState,
26 sprite_pipeline_state: metal::RenderPipelineState,
27 path_atlas_pipeline_state: metal::RenderPipelineState,
28 unit_vertices: metal::Buffer,
29 instances: metal::Buffer,
30}
31
32struct PathSprite {
33 layer_id: usize,
34 atlas_id: usize,
35 shader_data: shaders::GPUISprite,
36}
37
38impl Renderer {
39 pub fn new(
40 device: metal::Device,
41 pixel_format: metal::MTLPixelFormat,
42 fonts: Arc<dyn platform::FontSystem>,
43 ) -> Self {
44 let library = device
45 .new_library_with_data(SHADERS_METALLIB)
46 .expect("error building metal library");
47
48 let unit_vertices = [
49 (0., 0.).to_float2(),
50 (1., 0.).to_float2(),
51 (0., 1.).to_float2(),
52 (0., 1.).to_float2(),
53 (1., 0.).to_float2(),
54 (1., 1.).to_float2(),
55 ];
56 let unit_vertices = device.new_buffer_with_data(
57 unit_vertices.as_ptr() as *const c_void,
58 (unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
59 MTLResourceOptions::StorageModeManaged,
60 );
61 let instances = device.new_buffer(
62 INSTANCE_BUFFER_SIZE as u64,
63 MTLResourceOptions::StorageModeManaged,
64 );
65
66 let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
67 let path_atlases = build_path_atlas_allocator(MTLPixelFormat::R8Unorm, &device);
68 let quad_pipeline_state = build_pipeline_state(
69 &device,
70 &library,
71 "quad",
72 "quad_vertex",
73 "quad_fragment",
74 pixel_format,
75 );
76 let shadow_pipeline_state = build_pipeline_state(
77 &device,
78 &library,
79 "shadow",
80 "shadow_vertex",
81 "shadow_fragment",
82 pixel_format,
83 );
84 let sprite_pipeline_state = build_pipeline_state(
85 &device,
86 &library,
87 "sprite",
88 "sprite_vertex",
89 "sprite_fragment",
90 pixel_format,
91 );
92 let path_atlas_pipeline_state = build_path_atlas_pipeline_state(
93 &device,
94 &library,
95 "path_atlas",
96 "path_atlas_vertex",
97 "path_atlas_fragment",
98 MTLPixelFormat::R8Unorm,
99 );
100 Self {
101 sprite_cache,
102 path_atlases,
103 quad_pipeline_state,
104 shadow_pipeline_state,
105 sprite_pipeline_state,
106 path_atlas_pipeline_state,
107 unit_vertices,
108 instances,
109 }
110 }
111
112 pub fn render(
113 &mut self,
114 scene: &Scene,
115 drawable_size: Vector2F,
116 command_buffer: &metal::CommandBufferRef,
117 output: &metal::TextureRef,
118 ) {
119 let mut offset = 0;
120 let path_sprites = self.render_path_atlases(scene, &mut offset, command_buffer);
121 self.render_layers(
122 scene,
123 path_sprites,
124 &mut offset,
125 drawable_size,
126 command_buffer,
127 output,
128 );
129 self.instances.did_modify_range(NSRange {
130 location: 0,
131 length: offset as NSUInteger,
132 });
133 }
134
135 fn render_path_atlases(
136 &mut self,
137 scene: &Scene,
138 offset: &mut usize,
139 command_buffer: &metal::CommandBufferRef,
140 ) -> Vec<PathSprite> {
141 self.path_atlases.clear();
142 let mut sprites = Vec::new();
143 let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
144 let mut current_atlas_id = None;
145 for (layer_id, layer) in scene.layers().enumerate() {
146 for path in layer.paths() {
147 let origin = path.bounds.origin() * scene.scale_factor();
148 let size = (path.bounds.size() * scene.scale_factor()).ceil();
149 let (atlas_id, atlas_origin) = self.path_atlases.allocate(size.to_i32()).unwrap();
150 let atlas_origin = atlas_origin.to_f32();
151 sprites.push(PathSprite {
152 layer_id,
153 atlas_id,
154 shader_data: shaders::GPUISprite {
155 origin: origin.floor().to_float2(),
156 target_size: size.to_float2(),
157 source_size: size.to_float2(),
158 atlas_origin: atlas_origin.to_float2(),
159 color: path.color.to_uchar4(),
160 compute_winding: 1,
161 },
162 });
163
164 if let Some(current_atlas_id) = current_atlas_id {
165 if atlas_id != current_atlas_id {
166 self.render_paths_to_atlas(
167 offset,
168 &vertices,
169 current_atlas_id,
170 command_buffer,
171 );
172 vertices.clear();
173 }
174 }
175
176 current_atlas_id = Some(atlas_id);
177
178 for vertex in &path.vertices {
179 let xy_position =
180 (vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
181 vertices.push(shaders::GPUIPathVertex {
182 xy_position: (atlas_origin + xy_position).to_float2(),
183 st_position: vertex.st_position.to_float2(),
184 clip_rect_origin: atlas_origin.to_float2(),
185 clip_rect_size: size.to_float2(),
186 });
187 }
188 }
189 }
190
191 if let Some(atlas_id) = current_atlas_id {
192 self.render_paths_to_atlas(offset, &vertices, atlas_id, command_buffer);
193 }
194
195 sprites
196 }
197
198 fn render_paths_to_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 path_atlas_command_encoder =
224 command_buffer.new_render_command_encoder(render_pass_descriptor);
225 path_atlas_command_encoder.set_render_pipeline_state(&self.path_atlas_pipeline_state);
226 path_atlas_command_encoder.set_vertex_buffer(
227 shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexVertices as u64,
228 Some(&self.instances),
229 *offset as u64,
230 );
231 path_atlas_command_encoder.set_vertex_bytes(
232 shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexAtlasSize as u64,
233 mem::size_of::<shaders::vector_float2>() as u64,
234 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
235 as *const c_void,
236 );
237
238 let buffer_contents = unsafe {
239 (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
240 };
241
242 for (ix, vertex) in vertices.iter().enumerate() {
243 unsafe {
244 *buffer_contents.add(ix) = *vertex;
245 }
246 }
247
248 path_atlas_command_encoder.draw_primitives(
249 metal::MTLPrimitiveType::Triangle,
250 0,
251 vertices.len() as u64,
252 );
253 path_atlas_command_encoder.end_encoding();
254 *offset = next_offset;
255 }
256
257 fn render_layers(
258 &mut self,
259 scene: &Scene,
260 path_sprites: Vec<PathSprite>,
261 offset: &mut usize,
262 drawable_size: Vector2F,
263 command_buffer: &metal::CommandBufferRef,
264 output: &metal::TextureRef,
265 ) {
266 let render_pass_descriptor = metal::RenderPassDescriptor::new();
267 let color_attachment = render_pass_descriptor
268 .color_attachments()
269 .object_at(0)
270 .unwrap();
271 color_attachment.set_texture(Some(output));
272 color_attachment.set_load_action(metal::MTLLoadAction::Clear);
273 color_attachment.set_store_action(metal::MTLStoreAction::Store);
274 color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
275 let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
276
277 command_encoder.set_viewport(metal::MTLViewport {
278 originX: 0.0,
279 originY: 0.0,
280 width: drawable_size.x() as f64,
281 height: drawable_size.y() as f64,
282 znear: 0.0,
283 zfar: 1.0,
284 });
285
286 let mut path_sprites = path_sprites.into_iter().peekable();
287
288 for (layer_id, layer) in scene.layers().enumerate() {
289 self.clip(scene, layer, drawable_size, command_encoder);
290 self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
291 self.render_quads(scene, layer, offset, drawable_size, command_encoder);
292 self.render_path_sprites(
293 layer_id,
294 &mut path_sprites,
295 offset,
296 drawable_size,
297 command_encoder,
298 );
299 self.render_sprites(scene, layer, offset, drawable_size, command_encoder);
300 }
301
302 command_encoder.end_encoding();
303 }
304
305 fn clip(
306 &mut self,
307 scene: &Scene,
308 layer: &Layer,
309 drawable_size: Vector2F,
310 command_encoder: &metal::RenderCommandEncoderRef,
311 ) {
312 let clip_bounds = (layer.clip_bounds().unwrap_or(RectF::new(
313 vec2f(0., 0.),
314 drawable_size / scene.scale_factor(),
315 )) * scene.scale_factor())
316 .round();
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(Color::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.border.color.to_uchar4(),
448 corner_radius: quad.corner_radius * scene.scale_factor(),
449 };
450 unsafe {
451 *(buffer_contents.offset(ix as isize)) = shader_quad;
452 }
453 }
454
455 command_encoder.draw_primitives_instanced(
456 metal::MTLPrimitiveType::Triangle,
457 0,
458 6,
459 layer.quads().len() as u64,
460 );
461 *offset = next_offset;
462 }
463
464 fn render_sprites(
465 &mut self,
466 scene: &Scene,
467 layer: &Layer,
468 offset: &mut usize,
469 drawable_size: Vector2F,
470 command_encoder: &metal::RenderCommandEncoderRef,
471 ) {
472 if layer.glyphs().is_empty() && layer.icons().is_empty() {
473 return;
474 }
475
476 let mut sprites_by_atlas = HashMap::new();
477
478 for glyph in layer.glyphs() {
479 if let Some(sprite) = self.sprite_cache.render_glyph(
480 glyph.font_id,
481 glyph.font_size,
482 glyph.id,
483 glyph.origin,
484 scene.scale_factor(),
485 ) {
486 // Snap sprite to pixel grid.
487 let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
488 sprites_by_atlas
489 .entry(sprite.atlas_id)
490 .or_insert_with(Vec::new)
491 .push(shaders::GPUISprite {
492 origin: origin.to_float2(),
493 target_size: sprite.size.to_float2(),
494 source_size: sprite.size.to_float2(),
495 atlas_origin: sprite.atlas_origin.to_float2(),
496 color: glyph.color.to_uchar4(),
497 compute_winding: 0,
498 });
499 }
500 }
501
502 for icon in layer.icons() {
503 let origin = icon.bounds.origin() * scene.scale_factor();
504 let target_size = icon.bounds.size() * scene.scale_factor();
505 let source_size = (target_size * 2.).ceil().to_i32();
506
507 let sprite =
508 self.sprite_cache
509 .render_icon(source_size, icon.path.clone(), icon.svg.clone());
510
511 sprites_by_atlas
512 .entry(sprite.atlas_id)
513 .or_insert_with(Vec::new)
514 .push(shaders::GPUISprite {
515 origin: origin.to_float2(),
516 target_size: target_size.to_float2(),
517 source_size: sprite.size.to_float2(),
518 atlas_origin: sprite.atlas_origin.to_float2(),
519 color: icon.color.to_uchar4(),
520 compute_winding: 0,
521 });
522 }
523
524 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
525 command_encoder.set_vertex_buffer(
526 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
527 Some(&self.unit_vertices),
528 0,
529 );
530 command_encoder.set_vertex_bytes(
531 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
532 mem::size_of::<shaders::vector_float2>() as u64,
533 [drawable_size.to_float2()].as_ptr() as *const c_void,
534 );
535 command_encoder.set_vertex_bytes(
536 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
537 mem::size_of::<shaders::vector_float2>() as u64,
538 [self.sprite_cache.atlas_size().to_float2()].as_ptr() as *const c_void,
539 );
540
541 for (atlas_id, sprites) in sprites_by_atlas {
542 align_offset(offset);
543 let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
544 assert!(
545 next_offset <= INSTANCE_BUFFER_SIZE,
546 "instance buffer exhausted"
547 );
548
549 command_encoder.set_vertex_buffer(
550 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
551 Some(&self.instances),
552 *offset as u64,
553 );
554
555 let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
556 command_encoder.set_fragment_texture(
557 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
558 Some(texture),
559 );
560
561 unsafe {
562 let buffer_contents = (self.instances.contents() as *mut u8)
563 .offset(*offset as isize)
564 as *mut shaders::GPUISprite;
565 std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
566 }
567
568 command_encoder.draw_primitives_instanced(
569 metal::MTLPrimitiveType::Triangle,
570 0,
571 6,
572 sprites.len() as u64,
573 );
574 *offset = next_offset;
575 }
576 }
577
578 fn render_path_sprites(
579 &mut self,
580 layer_id: usize,
581 sprites: &mut Peekable<vec::IntoIter<PathSprite>>,
582 offset: &mut usize,
583 drawable_size: Vector2F,
584 command_encoder: &metal::RenderCommandEncoderRef,
585 ) {
586 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
587 command_encoder.set_vertex_buffer(
588 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
589 Some(&self.unit_vertices),
590 0,
591 );
592 command_encoder.set_vertex_bytes(
593 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
594 mem::size_of::<shaders::vector_float2>() as u64,
595 [drawable_size.to_float2()].as_ptr() as *const c_void,
596 );
597
598 let mut atlas_id = None;
599 let mut atlas_sprite_count = 0;
600 align_offset(offset);
601
602 while let Some(sprite) = sprites.peek() {
603 if sprite.layer_id != layer_id {
604 break;
605 }
606
607 let sprite = sprites.next().unwrap();
608 if let Some(atlas_id) = atlas_id.as_mut() {
609 if sprite.atlas_id != *atlas_id {
610 self.render_path_sprites_for_atlas(
611 offset,
612 *atlas_id,
613 atlas_sprite_count,
614 command_encoder,
615 );
616
617 *atlas_id = sprite.atlas_id;
618 atlas_sprite_count = 0;
619 align_offset(offset);
620 }
621 } else {
622 atlas_id = Some(sprite.atlas_id);
623 }
624
625 unsafe {
626 let buffer_contents = (self.instances.contents() as *mut u8)
627 .offset(*offset as isize)
628 as *mut shaders::GPUISprite;
629 *buffer_contents.offset(atlas_sprite_count as isize) = sprite.shader_data;
630 }
631
632 atlas_sprite_count += 1;
633 }
634
635 if let Some(atlas_id) = atlas_id {
636 self.render_path_sprites_for_atlas(
637 offset,
638 atlas_id,
639 atlas_sprite_count,
640 command_encoder,
641 );
642 }
643 }
644
645 fn render_path_sprites_for_atlas(
646 &mut self,
647 offset: &mut usize,
648 atlas_id: usize,
649 sprite_count: usize,
650 command_encoder: &metal::RenderCommandEncoderRef,
651 ) {
652 let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
653 assert!(
654 next_offset <= INSTANCE_BUFFER_SIZE,
655 "instance buffer exhausted"
656 );
657 command_encoder.set_vertex_buffer(
658 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
659 Some(&self.instances),
660 *offset as u64,
661 );
662 let texture = self.path_atlases.texture(atlas_id).unwrap();
663 command_encoder.set_fragment_texture(
664 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
665 Some(texture),
666 );
667 command_encoder.set_vertex_bytes(
668 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
669 mem::size_of::<shaders::vector_float2>() as u64,
670 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
671 as *const c_void,
672 );
673
674 command_encoder.draw_primitives_instanced(
675 metal::MTLPrimitiveType::Triangle,
676 0,
677 6,
678 sprite_count as u64,
679 );
680 *offset = next_offset;
681 }
682}
683
684fn build_path_atlas_allocator(
685 pixel_format: MTLPixelFormat,
686 device: &metal::Device,
687) -> AtlasAllocator {
688 let texture_descriptor = metal::TextureDescriptor::new();
689 texture_descriptor.set_width(2048);
690 texture_descriptor.set_height(2048);
691 texture_descriptor.set_pixel_format(pixel_format);
692 texture_descriptor
693 .set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
694 texture_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
695 let path_atlases = AtlasAllocator::new(device.clone(), texture_descriptor);
696 path_atlases
697}
698
699fn align_offset(offset: &mut usize) {
700 let r = *offset % 256;
701 if r > 0 {
702 *offset += 256 - r; // Align to a multiple of 256 to make Metal happy
703 }
704}
705
706fn build_pipeline_state(
707 device: &metal::DeviceRef,
708 library: &metal::LibraryRef,
709 label: &str,
710 vertex_fn_name: &str,
711 fragment_fn_name: &str,
712 pixel_format: metal::MTLPixelFormat,
713) -> metal::RenderPipelineState {
714 let vertex_fn = library
715 .get_function(vertex_fn_name, None)
716 .expect("error locating vertex function");
717 let fragment_fn = library
718 .get_function(fragment_fn_name, None)
719 .expect("error locating fragment function");
720
721 let descriptor = metal::RenderPipelineDescriptor::new();
722 descriptor.set_label(label);
723 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
724 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
725 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
726 color_attachment.set_pixel_format(pixel_format);
727 color_attachment.set_blending_enabled(true);
728 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
729 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
730 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
731 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
732 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
733 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
734
735 device
736 .new_render_pipeline_state(&descriptor)
737 .expect("could not create render pipeline state")
738}
739
740fn build_path_atlas_pipeline_state(
741 device: &metal::DeviceRef,
742 library: &metal::LibraryRef,
743 label: &str,
744 vertex_fn_name: &str,
745 fragment_fn_name: &str,
746 pixel_format: metal::MTLPixelFormat,
747) -> metal::RenderPipelineState {
748 let vertex_fn = library
749 .get_function(vertex_fn_name, None)
750 .expect("error locating vertex function");
751 let fragment_fn = library
752 .get_function(fragment_fn_name, None)
753 .expect("error locating fragment function");
754
755 let descriptor = metal::RenderPipelineDescriptor::new();
756 descriptor.set_label(label);
757 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
758 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
759 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
760 color_attachment.set_pixel_format(pixel_format);
761 color_attachment.set_blending_enabled(true);
762 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
763 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
764 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::One);
765 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
766 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::One);
767 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
768
769 device
770 .new_render_pipeline_state(&descriptor)
771 .expect("could not create render pipeline state")
772}
773
774mod shaders {
775 #![allow(non_upper_case_globals)]
776 #![allow(non_camel_case_types)]
777 #![allow(non_snake_case)]
778
779 use pathfinder_geometry::vector::Vector2I;
780
781 use crate::{color::Color, geometry::vector::Vector2F};
782 use std::mem;
783
784 include!(concat!(env!("OUT_DIR"), "/shaders.rs"));
785
786 pub trait ToFloat2 {
787 fn to_float2(&self) -> vector_float2;
788 }
789
790 impl ToFloat2 for (f32, f32) {
791 fn to_float2(&self) -> vector_float2 {
792 unsafe {
793 let mut output = mem::transmute::<_, u32>(self.1.to_bits()) as vector_float2;
794 output <<= 32;
795 output |= mem::transmute::<_, u32>(self.0.to_bits()) as vector_float2;
796 output
797 }
798 }
799 }
800
801 impl ToFloat2 for Vector2F {
802 fn to_float2(&self) -> vector_float2 {
803 unsafe {
804 let mut output = mem::transmute::<_, u32>(self.y().to_bits()) as vector_float2;
805 output <<= 32;
806 output |= mem::transmute::<_, u32>(self.x().to_bits()) as vector_float2;
807 output
808 }
809 }
810 }
811
812 impl ToFloat2 for Vector2I {
813 fn to_float2(&self) -> vector_float2 {
814 self.to_f32().to_float2()
815 }
816 }
817
818 impl Color {
819 pub fn to_uchar4(&self) -> vector_uchar4 {
820 let mut vec = self.a as vector_uchar4;
821 vec <<= 8;
822 vec |= self.b as vector_uchar4;
823 vec <<= 8;
824 vec |= self.g as vector_uchar4;
825 vec <<= 8;
826 vec |= self.r as vector_uchar4;
827 vec
828 }
829 }
830}