@@ -20,13 +20,12 @@ const SHADERS_METALLIB: &'static [u8] =
const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
pub struct Renderer {
- device: metal::Device,
sprite_cache: SpriteCache,
path_atlases: AtlasAllocator,
quad_pipeline_state: metal::RenderPipelineState,
shadow_pipeline_state: metal::RenderPipelineState,
sprite_pipeline_state: metal::RenderPipelineState,
- path_stencil_pipeline_state: metal::RenderPipelineState,
+ path_atlas_pipeline_state: metal::RenderPipelineState,
unit_vertices: metal::Buffer,
instances: metal::Buffer,
}
@@ -91,22 +90,21 @@ impl Renderer {
"sprite_fragment",
pixel_format,
)?;
- let path_stencil_pipeline_state = build_path_atlas_pipeline_state(
+ let path_atlas_pipeline_state = build_path_atlas_pipeline_state(
&device,
&library,
- "path_winding",
- "path_winding_vertex",
- "path_winding_fragment",
+ "path_atlas",
+ "path_atlas_vertex",
+ "path_atlas_fragment",
pixel_format,
)?;
Ok(Self {
- device,
sprite_cache,
path_atlases,
quad_pipeline_state,
shadow_pipeline_state,
sprite_pipeline_state,
- path_stencil_pipeline_state,
+ path_atlas_pipeline_state,
unit_vertices,
instances,
})
@@ -120,10 +118,10 @@ impl Renderer {
output: &metal::TextureRef,
) {
let mut offset = 0;
- let stencils = self.render_path_stencils(scene, &mut offset, command_buffer);
+ let path_sprites = self.render_path_atlases(scene, &mut offset, command_buffer);
self.render_layers(
scene,
- stencils,
+ path_sprites,
&mut offset,
drawable_size,
command_buffer,
@@ -135,24 +133,23 @@ impl Renderer {
});
}
- fn render_path_stencils(
+ fn render_path_atlases(
&mut self,
scene: &Scene,
offset: &mut usize,
command_buffer: &metal::CommandBufferRef,
) -> Vec<PathSprite> {
self.path_atlases.clear();
- let mut stencils = Vec::new();
+ let mut sprites = 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 origin = path.bounds.origin() * scene.scale_factor();
let size = (path.bounds.size() * scene.scale_factor()).ceil();
let (atlas_id, atlas_origin) = self.path_atlases.allocate(size.to_i32()).unwrap();
let atlas_origin = atlas_origin.to_f32();
- stencils.push(PathSprite {
+ sprites.push(PathSprite {
layer_id,
atlas_id,
shader_data: shaders::GPUISprite {
@@ -166,7 +163,7 @@ impl Renderer {
if let Some(current_atlas_id) = current_atlas_id {
if atlas_id != current_atlas_id {
- self.render_path_stencils_for_atlas(
+ self.render_paths_to_atlas(
offset,
&vertices,
current_atlas_id,
@@ -178,7 +175,6 @@ impl Renderer {
current_atlas_id = Some(atlas_id);
- // Populate the vertices by translating them to their appropriate location in the atlas.
for vertex in &path.vertices {
let xy_position =
(vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
@@ -191,13 +187,13 @@ impl Renderer {
}
if let Some(atlas_id) = current_atlas_id {
- self.render_path_stencils_for_atlas(offset, &vertices, atlas_id, command_buffer);
+ self.render_paths_to_atlas(offset, &vertices, atlas_id, command_buffer);
}
- stencils
+ sprites
}
- fn render_path_stencils_for_atlas(
+ fn render_paths_to_atlas(
&mut self,
offset: &mut usize,
vertices: &[shaders::GPUIPathVertex],
@@ -222,17 +218,16 @@ impl Renderer {
color_attachment.set_store_action(metal::MTLStoreAction::Store);
color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
- let winding_command_encoder =
+ let path_atlas_command_encoder =
command_buffer.new_render_command_encoder(render_pass_descriptor);
- winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
- winding_command_encoder.set_vertex_buffer(
- shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices as u64,
+ path_atlas_command_encoder.set_render_pipeline_state(&self.path_atlas_pipeline_state);
+ path_atlas_command_encoder.set_vertex_buffer(
+ shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexVertices as u64,
Some(&self.instances),
*offset as u64,
);
- winding_command_encoder.set_vertex_bytes(
- shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexAtlasSize
- as u64,
+ path_atlas_command_encoder.set_vertex_bytes(
+ shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexAtlasSize as u64,
mem::size_of::<shaders::vector_float2>() as u64,
[vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
as *const c_void,
@@ -248,12 +243,12 @@ impl Renderer {
}
}
- winding_command_encoder.draw_primitives(
+ path_atlas_command_encoder.draw_primitives(
metal::MTLPrimitiveType::Triangle,
0,
vertices.len() as u64,
);
- winding_command_encoder.end_encoding();
+ path_atlas_command_encoder.end_encoding();
*offset = next_offset;
}
@@ -668,14 +663,14 @@ fn build_path_atlas_allocator(
pixel_format: MTLPixelFormat,
device: &metal::Device,
) -> AtlasAllocator {
- 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(pixel_format);
- path_stencil_descriptor
+ let texture_descriptor = metal::TextureDescriptor::new();
+ texture_descriptor.set_width(2048);
+ texture_descriptor.set_height(2048);
+ texture_descriptor.set_pixel_format(pixel_format);
+ texture_descriptor
.set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
- path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
- let path_atlases = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
+ texture_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
+ let path_atlases = AtlasAllocator::new(device.clone(), texture_descriptor);
path_atlases
}