@@ -1,4 +1,4 @@
-use super::sprite_cache::SpriteCache;
+use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
use crate::{
color::ColorU,
geometry::{
@@ -11,7 +11,7 @@ use crate::{
};
use anyhow::{anyhow, Result};
use cocoa::foundation::NSUInteger;
-use metal::{MTLResourceOptions, NSRange};
+use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
use shaders::{ToFloat2 as _, ToUchar4 as _};
use std::{collections::HashMap, ffi::c_void, mem, sync::Arc};
@@ -19,26 +19,29 @@ const SHADERS_METALLIB: &'static [u8] =
include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
-struct RenderContext<'a> {
- drawable_size: Vector2F,
- command_encoder: &'a metal::RenderCommandEncoderRef,
- command_buffer: &'a metal::CommandBufferRef,
-}
-
pub struct Renderer {
+ device: metal::Device,
+ command_buffer: metal::CommandBuffer,
sprite_cache: SpriteCache,
+ path_stencils: AtlasAllocator,
quad_pipeline_state: metal::RenderPipelineState,
shadow_pipeline_state: metal::RenderPipelineState,
sprite_pipeline_state: metal::RenderPipelineState,
- path_winding_pipeline_state: metal::RenderPipelineState,
+ path_stencil_pipeline_state: metal::RenderPipelineState,
unit_vertices: metal::Buffer,
instances: metal::Buffer,
- path_winding_texture: metal::Texture,
+}
+
+struct PathStencil {
+ layer_id: usize,
+ atlas_id: usize,
+ sprite: shaders::GPUISprite,
}
impl Renderer {
pub fn new(
device: metal::Device,
+ command_buffer: metal::CommandBuffer,
pixel_format: metal::MTLPixelFormat,
fonts: Arc<dyn platform::FontSystem>,
) -> Result<Self> {
@@ -64,18 +67,19 @@ impl Renderer {
MTLResourceOptions::StorageModeManaged,
);
- let paths_texture_size = vec2f(2048., 2048.);
- let descriptor = metal::TextureDescriptor::new();
- descriptor.set_pixel_format(metal::MTLPixelFormat::Stencil8);
- descriptor.set_width(paths_texture_size.x() as u64);
- descriptor.set_height(paths_texture_size.y() as u64);
- descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
- descriptor.set_storage_mode(metal::MTLStorageMode::Private);
- let path_winding_texture = device.new_texture(&descriptor);
+ let path_stencil_pixel_format = metal::MTLPixelFormat::Stencil8;
+ let path_stencil_descriptor = metal::TextureDescriptor::new();
+ path_stencil_descriptor.set_width(2048);
+ path_stencil_descriptor.set_height(2048);
+ path_stencil_descriptor.set_pixel_format(path_stencil_pixel_format);
+ path_stencil_descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
+ path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
- let atlas_size: Vector2I = vec2i(1024, 768);
Ok(Self {
- sprite_cache: SpriteCache::new(device.clone(), atlas_size, fonts),
+ device,
+ command_buffer,
+ sprite_cache: SpriteCache::new(device.clone(), vec2i(1024, 768), fonts),
+ path_stencils: AtlasAllocator::new(device.clone(), path_stencil_descriptor),
quad_pipeline_state: build_pipeline_state(
&device,
&library,
@@ -100,26 +104,152 @@ impl Renderer {
"sprite_fragment",
pixel_format,
)?,
- path_winding_pipeline_state: build_stencil_pipeline_state(
+ path_stencil_pipeline_state: build_stencil_pipeline_state(
&device,
&library,
"path_winding",
"path_winding_vertex",
"path_winding_fragment",
- path_winding_texture.pixel_format(),
+ path_stencil_pixel_format,
)?,
unit_vertices,
instances,
- path_winding_texture,
})
}
- pub fn render(
+ pub fn render(&mut self, scene: &Scene, drawable_size: Vector2F, output: &metal::TextureRef) {
+ let mut offset = 0;
+ self.render_path_stencils(scene, &mut offset, drawable_size);
+ self.render_layers(scene, &mut offset, drawable_size, output);
+ }
+
+ fn render_path_stencils(
&mut self,
scene: &Scene,
+ offset: &mut usize,
+ drawable_size: Vector2F,
+ ) -> Vec<PathStencil> {
+ let mut stencils = Vec::new();
+ let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
+ let mut current_atlas_id = None;
+ for (layer_id, layer) in scene.layers().iter().enumerate() {
+ for path in layer.paths() {
+ // Push a PathStencil struct for use later when sampling from the atlas as we draw the content of the layers
+ let size = path.bounds.size().ceil().to_i32();
+ let (atlas_id, atlas_origin) = self.path_stencils.allocate(size).unwrap();
+ stencils.push(PathStencil {
+ layer_id,
+ atlas_id,
+ sprite: shaders::GPUISprite {
+ origin: path.bounds.origin().to_float2(),
+ size: size.to_float2(),
+ atlas_origin: atlas_origin.to_float2(),
+ color: path.color.to_uchar4(),
+ },
+ });
+
+ if current_atlas_id.map_or(false, |current_atlas_id| atlas_id != current_atlas_id) {
+ self.render_path_stencils_for_atlas(
+ scene,
+ offset,
+ drawable_size,
+ vertices.as_slice(),
+ self.path_stencils.texture(atlas_id).unwrap(),
+ );
+ vertices.clear();
+ }
+
+ current_atlas_id = Some(atlas_id);
+
+ // Populate the vertices by translating them to their appropriate location in the atlas.
+ for vertex in &path.vertices {
+ vertices.push(todo!());
+ }
+ }
+ }
+
+ if let Some(atlas_id) = current_atlas_id {
+ self.render_path_stencils_for_atlas(
+ scene,
+ offset,
+ drawable_size,
+ vertices.as_slice(),
+ self.path_stencils.texture(atlas_id).unwrap(),
+ );
+ }
+
+ stencils
+ }
+
+ fn render_path_stencils_for_atlas(
+ &mut self,
+ scene: &Scene,
+ offset: &mut usize,
+ drawable_size: Vector2F,
+ vertices: &[shaders::GPUIPathVertex],
+ texture: &metal::TextureRef,
+ ) {
+ // let render_pass_descriptor = metal::RenderPassDescriptor::new();
+ // let stencil_attachment = render_pass_descriptor.stencil_attachment().unwrap();
+ // stencil_attachment.set_texture(Some(&self.path_winding_texture));
+ // stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
+ // stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
+ // let winding_command_encoder = self
+ // .command_buffer
+ // .new_render_command_encoder(render_pass_descriptor);
+
+ // Dubious shit that may be valuable:
+
+ // for path in scene.paths() {
+ // winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
+ // winding_command_encoder.set_vertex_buffer(
+ // shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
+ // as u64,
+ // Some(&self.instances),
+ // *offset as u64,
+ // );
+ // winding_command_encoder.set_vertex_bytes(
+ // shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
+ // as u64,
+ // mem::size_of::<shaders::vector_float2>() as u64,
+ // [drawable_size.to_float2()].as_ptr() as *const c_void,
+ // );
+
+ // let buffer_contents = unsafe {
+ // (self.instances.contents() as *mut u8).offset(*offset as isize)
+ // as *mut shaders::GPUIPathVertex
+ // };
+
+ // for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
+ // let shader_vertex = shaders::GPUIPathVertex {
+ // xy_position: vertex.xy_position.to_float2(),
+ // st_position: vertex.st_position.to_float2(),
+ // };
+ // unsafe {
+ // *(buffer_contents.offset(ix as isize)) = shader_vertex;
+ // }
+ // }
+
+ // self.instances.did_modify_range(NSRange {
+ // location: *offset as u64,
+ // length: (next_offset - *offset) as u64,
+ // });
+ // *offset = next_offset;
+
+ // winding_command_encoder.draw_primitives(
+ // metal::MTLPrimitiveType::Triangle,
+ // 0,
+ // vertex_count as u64,
+ // );
+ // winding_command_encoder.end_encoding();
+ // }
+ }
+
+ fn render_layers(
+ &mut self,
+ scene: &Scene,
+ offset: &mut usize,
drawable_size: Vector2F,
- device: &metal::DeviceRef,
- command_buffer: &metal::CommandBufferRef,
output: &metal::TextureRef,
) {
let render_pass_descriptor = metal::RenderPassDescriptor::new();
@@ -131,7 +261,9 @@ impl Renderer {
color_attachment.set_load_action(metal::MTLLoadAction::Clear);
color_attachment.set_store_action(metal::MTLStoreAction::Store);
color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
- let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
+ let command_encoder = self
+ .command_buffer
+ .new_render_command_encoder(render_pass_descriptor);
command_encoder.set_viewport(metal::MTLViewport {
originX: 0.0,
@@ -142,30 +274,28 @@ impl Renderer {
zfar: 1.0,
});
- let ctx = RenderContext {
- drawable_size,
- command_encoder,
- command_buffer,
- };
-
- let mut offset = 0;
for layer in scene.layers() {
- self.clip(scene, layer, &ctx);
- self.render_shadows(scene, layer, &mut offset, &ctx);
- self.render_quads(scene, layer, &mut offset, &ctx);
- self.render_paths(scene, layer, &mut offset, &ctx);
- self.render_sprites(scene, layer, &mut offset, &ctx);
+ self.clip(scene, layer, drawable_size, command_encoder);
+ self.render_shadows(scene, layer, &mut offset, drawable_size, command_encoder);
+ self.render_quads(scene, layer, &mut offset, drawable_size, command_encoder);
+ self.render_sprites(scene, layer, &mut offset, drawable_size, command_encoder);
}
command_encoder.end_encoding();
}
- fn clip(&mut self, scene: &Scene, layer: &Layer, ctx: &RenderContext) {
+ fn clip(
+ &mut self,
+ scene: &Scene,
+ layer: &Layer,
+ drawable_size: Vector2F,
+ command_encoder: &metal::RenderCommandEncoderRef,
+ ) {
let clip_bounds = layer.clip_bounds().unwrap_or(RectF::new(
vec2f(0., 0.),
- ctx.drawable_size / scene.scale_factor(),
+ drawable_size / scene.scale_factor(),
)) * scene.scale_factor();
- ctx.command_encoder.set_scissor_rect(metal::MTLScissorRect {
+ command_encoder.set_scissor_rect(metal::MTLScissorRect {
x: clip_bounds.origin_x() as NSUInteger,
y: clip_bounds.origin_y() as NSUInteger,
width: clip_bounds.width() as NSUInteger,
@@ -178,7 +308,8 @@ impl Renderer {
scene: &Scene,
layer: &Layer,
offset: &mut usize,
- ctx: &RenderContext,
+ drawable_size: Vector2F,
+ command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.shadows().is_empty() {
return;
@@ -191,23 +322,22 @@ impl Renderer {
"instance buffer exhausted"
);
- ctx.command_encoder
- .set_render_pipeline_state(&self.shadow_pipeline_state);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
+ command_encoder.set_vertex_buffer(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
Some(&self.unit_vertices),
0,
);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_vertex_buffer(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
Some(&self.instances),
*offset as u64,
);
- ctx.command_encoder.set_vertex_bytes(
+ command_encoder.set_vertex_bytes(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
mem::size_of::<shaders::GPUIUniforms>() as u64,
[shaders::GPUIUniforms {
- viewport_size: ctx.drawable_size.to_float2(),
+ viewport_size: drawable_size.to_float2(),
}]
.as_ptr() as *const c_void,
);
@@ -236,7 +366,7 @@ impl Renderer {
});
*offset = next_offset;
- ctx.command_encoder.draw_primitives_instanced(
+ command_encoder.draw_primitives_instanced(
metal::MTLPrimitiveType::Triangle,
0,
6,
@@ -249,7 +379,8 @@ impl Renderer {
scene: &Scene,
layer: &Layer,
offset: &mut usize,
- ctx: &RenderContext,
+ drawable_size: Vector2F,
+ command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.quads().is_empty() {
return;
@@ -261,23 +392,22 @@ impl Renderer {
"instance buffer exhausted"
);
- ctx.command_encoder
- .set_render_pipeline_state(&self.quad_pipeline_state);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
+ command_encoder.set_vertex_buffer(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
Some(&self.unit_vertices),
0,
);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_vertex_buffer(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
Some(&self.instances),
*offset as u64,
);
- ctx.command_encoder.set_vertex_bytes(
+ command_encoder.set_vertex_bytes(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
mem::size_of::<shaders::GPUIUniforms>() as u64,
[shaders::GPUIUniforms {
- viewport_size: ctx.drawable_size.to_float2(),
+ viewport_size: drawable_size.to_float2(),
}]
.as_ptr() as *const c_void,
);
@@ -318,7 +448,7 @@ impl Renderer {
});
*offset = next_offset;
- ctx.command_encoder.draw_primitives_instanced(
+ command_encoder.draw_primitives_instanced(
metal::MTLPrimitiveType::Triangle,
0,
6,
@@ -326,81 +456,13 @@ impl Renderer {
);
}
- fn render_paths(
- &mut self,
- scene: &Scene,
- layer: &Layer,
- offset: &mut usize,
- ctx: &RenderContext,
- ) {
- for (color, paths) in layer.paths_by_color() {
- let winding_render_pass_descriptor = metal::RenderPassDescriptor::new();
- let stencil_attachment = winding_render_pass_descriptor.stencil_attachment().unwrap();
- stencil_attachment.set_texture(Some(&self.path_winding_texture));
- stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
- stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
- let winding_command_encoder = ctx
- .command_buffer
- .new_render_command_encoder(winding_render_pass_descriptor);
-
- align_offset(offset);
- let vertex_count = paths.iter().map(|p| p.vertices.len()).sum::<usize>();
- let next_offset = *offset + vertex_count * mem::size_of::<shaders::GPUIPathVertex>();
- assert!(
- next_offset <= INSTANCE_BUFFER_SIZE,
- "instance buffer exhausted"
- );
-
- winding_command_encoder.set_render_pipeline_state(&self.path_winding_pipeline_state);
- winding_command_encoder.set_vertex_buffer(
- shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
- as u64,
- Some(&self.instances),
- *offset as u64,
- );
- winding_command_encoder.set_vertex_bytes(
- shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
- as u64,
- mem::size_of::<shaders::vector_float2>() as u64,
- [ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
- );
-
- let buffer_contents = unsafe {
- (self.instances.contents() as *mut u8).offset(*offset as isize)
- as *mut shaders::GPUIPathVertex
- };
-
- for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
- let shader_vertex = shaders::GPUIPathVertex {
- xy_position: vertex.xy_position.to_float2(),
- st_position: vertex.st_position.to_float2(),
- };
- unsafe {
- *(buffer_contents.offset(ix as isize)) = shader_vertex;
- }
- }
-
- self.instances.did_modify_range(NSRange {
- location: *offset as u64,
- length: (next_offset - *offset) as u64,
- });
- *offset = next_offset;
-
- winding_command_encoder.draw_primitives(
- metal::MTLPrimitiveType::Triangle,
- 0,
- vertex_count as u64,
- );
- winding_command_encoder.end_encoding();
- }
- }
-
fn render_sprites(
&mut self,
scene: &Scene,
layer: &Layer,
offset: &mut usize,
- ctx: &RenderContext,
+ drawable_size: Vector2F,
+ command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.glyphs().is_empty() {
return;
@@ -429,19 +491,18 @@ impl Renderer {
}
}
- ctx.command_encoder
- .set_render_pipeline_state(&self.sprite_pipeline_state);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
+ command_encoder.set_vertex_buffer(
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
Some(&self.unit_vertices),
0,
);
- ctx.command_encoder.set_vertex_bytes(
+ command_encoder.set_vertex_bytes(
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
mem::size_of::<shaders::vector_float2>() as u64,
- [ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
+ [drawable_size.to_float2()].as_ptr() as *const c_void,
);
- ctx.command_encoder.set_vertex_bytes(
+ command_encoder.set_vertex_bytes(
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
mem::size_of::<shaders::vector_float2>() as u64,
[self.sprite_cache.atlas_size().to_float2()].as_ptr() as *const c_void,
@@ -455,14 +516,14 @@ impl Renderer {
"instance buffer exhausted"
);
- ctx.command_encoder.set_vertex_buffer(
+ command_encoder.set_vertex_buffer(
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
Some(&self.instances),
*offset as u64,
);
let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
- ctx.command_encoder.set_fragment_texture(
+ command_encoder.set_fragment_texture(
shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
Some(texture),
);
@@ -479,7 +540,7 @@ impl Renderer {
});
*offset = next_offset;
- ctx.command_encoder.draw_primitives_instanced(
+ command_encoder.draw_primitives_instanced(
metal::MTLPrimitiveType::Triangle,
0,
6,