Construct Metal command encoder inside of Renderer

Co-Authored-By: Max Brunsfeld <max@zed.dev>
This commit is contained in:
Antonio Scandurra 2021-03-29 19:48:14 +02:00
parent a88b63d83c
commit 11f469b8e2
2 changed files with 44 additions and 35 deletions

View file

@ -1,9 +1,9 @@
use super::{sprite_cache::SpriteCache, window::RenderContext};
use super::sprite_cache::SpriteCache;
use crate::{
color::ColorU,
geometry::{
rect::RectF,
vector::{vec2f, vec2i, Vector2I},
vector::{vec2f, vec2i, Vector2F, Vector2I},
},
platform,
scene::Layer,
@ -19,6 +19,11 @@ 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,
}
pub struct Renderer {
sprite_cache: SpriteCache,
quad_pipeline_state: metal::RenderPipelineState,
@ -85,26 +90,51 @@ impl Renderer {
)?,
unit_vertices,
instances,
paths_texture,
})
}
pub fn render(&mut self, scene: &Scene, ctx: &RenderContext) {
ctx.command_encoder.set_viewport(metal::MTLViewport {
pub fn render(
&mut self,
scene: &Scene,
drawable_size: Vector2F,
device: &metal::DeviceRef,
command_buffer: &metal::CommandBufferRef,
output: &metal::TextureRef,
) {
let render_pass_descriptor = metal::RenderPassDescriptor::new();
let color_attachment = render_pass_descriptor
.color_attachments()
.object_at(0)
.unwrap();
color_attachment.set_texture(Some(output));
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);
command_encoder.set_viewport(metal::MTLViewport {
originX: 0.0,
originY: 0.0,
width: ctx.drawable_size.x() as f64,
height: ctx.drawable_size.y() as f64,
width: drawable_size.x() as f64,
height: drawable_size.y() as f64,
znear: 0.0,
zfar: 1.0,
});
let ctx = RenderContext {
drawable_size,
command_encoder,
};
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_sprites(scene, layer, &mut offset, ctx);
self.clip(scene, layer, &ctx);
self.render_shadows(scene, layer, &mut offset, &ctx);
self.render_quads(scene, layer, &mut offset, &ctx);
self.render_sprites(scene, layer, &mut offset, &ctx);
}
command_encoder.end_encoding();
}
fn clip(&mut self, scene: &Scene, layer: &Layer, ctx: &RenderContext) {

View file

@ -16,7 +16,6 @@ use cocoa::{
};
use ctor::ctor;
use foreign_types::ForeignType as _;
use metal::{MTLClearColor, MTLLoadAction, MTLStoreAction};
use objc::{
class,
declare::ClassDecl,
@ -131,12 +130,6 @@ struct WindowState {
layer: id,
}
pub struct RenderContext<'a> {
pub drawable_size: Vector2F,
pub device: &'a metal::Device,
pub command_encoder: &'a metal::RenderCommandEncoderRef,
}
impl Window {
pub fn open(
options: platform::WindowOptions,
@ -428,20 +421,8 @@ extern "C" fn display_layer(this: &Object, _: Sel, _: id) {
if let Some(scene) = window_state.scene_to_render.take() {
let drawable: &metal::MetalDrawableRef = msg_send![window_state.layer, nextDrawable];
let render_pass_descriptor = metal::RenderPassDescriptor::new();
let color_attachment = render_pass_descriptor
.color_attachments()
.object_at(0)
.unwrap();
color_attachment.set_texture(Some(drawable.texture()));
color_attachment.set_load_action(MTLLoadAction::Clear);
color_attachment.set_store_action(MTLStoreAction::Store);
color_attachment.set_clear_color(MTLClearColor::new(0., 0., 0., 1.));
let command_queue = window_state.command_queue.clone();
let command_buffer = command_queue.new_command_buffer();
let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
let size = window_state.size();
let scale_factor = window_state.scale_factor();
@ -449,14 +430,12 @@ extern "C" fn display_layer(this: &Object, _: Sel, _: id) {
window_state.renderer.render(
&scene,
&RenderContext {
drawable_size: size * scale_factor,
device: &device,
command_encoder,
},
size * scale_factor,
&device,
command_buffer,
drawable.texture(),
);
command_encoder.end_encoding();
command_buffer.commit();
command_buffer.wait_until_completed();
drawable.present();