Enable Blade on MacOS via "macos-blade" feature (#7669)
Depends on https://github.com/zed-industries/font-kit/pull/2 and https://github.com/kvark/blade/pull/77 This change enables Blade to be also used on MacOS. It will also make it easier to use it on Windows. What works: most of the things. Zed loads as fast and appears equally responsive to the current renderer. <img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM" src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827"> Things missing: - [x] video streaming. ~~Requires a bit of plumbing on both Blade and Zed sides, but all fairly straightforward.~~ - verified with a local setup - [x] resize. ~~Not sure where exactly to hook up the reaction on the window size change. Once we know where, the fix is one line.~~ - [ ] fine-tune CA Layer - this isn't a blocker for merging the PR, but it would be a blocker if we wanted to switch to the new path by default - [ ] rebase on latest, get the dependency merged (need review/merge of https://github.com/zed-industries/font-kit/pull/2!) Update: I implemented resize support as well as "surface" rendering on the Blade path (which will be useful on Linux/Windows later on). I haven't tested the latter though - not sure how to get something streaming. Would appreciate some help! I don't think this should be a blocker to this PR, anyway. The only little piece that's missing for the Blade on MacOS path to be full-featured is fine-tuning the CALayer configuration. Zed does a lot of careful logic in configuring the layer, such as switching the "present with transaction" on/off intermittently, which Blade path doesn't have yet. Release Notes: - N/A --------- Co-authored-by: Mikayla <mikayla@zed.dev>
This commit is contained in:
co-authored by
Mikayla
parent
1c361ac579
commit
9ad1862f2f
@@ -1,361 +0,0 @@
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use super::{BladeBelt, BladeBeltDescriptor};
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use crate::{
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AtlasKey, AtlasTextureId, AtlasTextureKind, AtlasTile, Bounds, DevicePixels, PlatformAtlas,
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Point, Size,
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};
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use anyhow::Result;
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use blade_graphics as gpu;
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use collections::FxHashMap;
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use etagere::BucketedAtlasAllocator;
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use parking_lot::Mutex;
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use std::{borrow::Cow, ops, sync::Arc};
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pub(crate) const PATH_TEXTURE_FORMAT: gpu::TextureFormat = gpu::TextureFormat::R16Float;
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pub(crate) struct BladeAtlas(Mutex<BladeAtlasState>);
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struct PendingUpload {
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id: AtlasTextureId,
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bounds: Bounds<DevicePixels>,
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data: gpu::BufferPiece,
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}
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struct BladeAtlasState {
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gpu: Arc<gpu::Context>,
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upload_belt: BladeBelt,
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storage: BladeAtlasStorage,
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tiles_by_key: FxHashMap<AtlasKey, AtlasTile>,
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initializations: Vec<AtlasTextureId>,
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uploads: Vec<PendingUpload>,
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}
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impl BladeAtlasState {
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fn destroy(&mut self) {
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self.storage.destroy(&self.gpu);
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self.upload_belt.destroy(&self.gpu);
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}
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}
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pub struct BladeTextureInfo {
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pub size: gpu::Extent,
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pub raw_view: gpu::TextureView,
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}
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impl BladeAtlas {
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pub(crate) fn new(gpu: &Arc<gpu::Context>) -> Self {
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BladeAtlas(Mutex::new(BladeAtlasState {
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gpu: Arc::clone(gpu),
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upload_belt: BladeBelt::new(BladeBeltDescriptor {
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memory: gpu::Memory::Upload,
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min_chunk_size: 0x10000,
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alignment: 64, // Vulkan `optimalBufferCopyOffsetAlignment` on Intel XE
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}),
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storage: BladeAtlasStorage::default(),
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tiles_by_key: Default::default(),
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initializations: Vec::new(),
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uploads: Vec::new(),
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}))
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}
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pub(crate) fn destroy(&self) {
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self.0.lock().destroy();
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}
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pub(crate) fn clear_textures(&self, texture_kind: AtlasTextureKind) {
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let mut lock = self.0.lock();
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let textures = &mut lock.storage[texture_kind];
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for texture in textures {
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texture.clear();
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}
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}
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pub fn allocate(&self, size: Size<DevicePixels>, texture_kind: AtlasTextureKind) -> AtlasTile {
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let mut lock = self.0.lock();
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lock.allocate(size, texture_kind)
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}
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pub fn before_frame(&self, gpu_encoder: &mut gpu::CommandEncoder) {
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let mut lock = self.0.lock();
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lock.flush(gpu_encoder);
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}
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pub fn after_frame(&self, sync_point: &gpu::SyncPoint) {
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let mut lock = self.0.lock();
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lock.upload_belt.flush(sync_point);
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}
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pub fn get_texture_info(&self, id: AtlasTextureId) -> BladeTextureInfo {
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let lock = self.0.lock();
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let texture = &lock.storage[id];
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let size = texture.allocator.size();
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BladeTextureInfo {
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size: gpu::Extent {
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width: size.width as u32,
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height: size.height as u32,
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depth: 1,
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},
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raw_view: texture.raw_view,
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}
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}
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}
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impl PlatformAtlas for BladeAtlas {
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fn get_or_insert_with<'a>(
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&self,
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key: &AtlasKey,
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build: &mut dyn FnMut() -> Result<(Size<DevicePixels>, Cow<'a, [u8]>)>,
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) -> Result<AtlasTile> {
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let mut lock = self.0.lock();
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if let Some(tile) = lock.tiles_by_key.get(key) {
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Ok(tile.clone())
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} else {
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let (size, bytes) = build()?;
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let tile = lock.allocate(size, key.texture_kind());
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lock.upload_texture(tile.texture_id, tile.bounds, &bytes);
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lock.tiles_by_key.insert(key.clone(), tile.clone());
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Ok(tile)
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}
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}
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}
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impl BladeAtlasState {
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fn allocate(&mut self, size: Size<DevicePixels>, texture_kind: AtlasTextureKind) -> AtlasTile {
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let textures = &mut self.storage[texture_kind];
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textures
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.iter_mut()
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.rev()
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.find_map(|texture| texture.allocate(size))
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.unwrap_or_else(|| {
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let texture = self.push_texture(size, texture_kind);
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texture.allocate(size).unwrap()
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})
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}
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fn push_texture(
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&mut self,
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min_size: Size<DevicePixels>,
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kind: AtlasTextureKind,
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) -> &mut BladeAtlasTexture {
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const DEFAULT_ATLAS_SIZE: Size<DevicePixels> = Size {
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width: DevicePixels(1024),
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height: DevicePixels(1024),
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};
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let size = min_size.max(&DEFAULT_ATLAS_SIZE);
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let format;
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let usage;
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match kind {
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AtlasTextureKind::Monochrome => {
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format = gpu::TextureFormat::R8Unorm;
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usage = gpu::TextureUsage::COPY | gpu::TextureUsage::RESOURCE;
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}
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AtlasTextureKind::Polychrome => {
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format = gpu::TextureFormat::Bgra8Unorm;
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usage = gpu::TextureUsage::COPY | gpu::TextureUsage::RESOURCE;
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}
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AtlasTextureKind::Path => {
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format = PATH_TEXTURE_FORMAT;
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usage = gpu::TextureUsage::COPY
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| gpu::TextureUsage::RESOURCE
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| gpu::TextureUsage::TARGET;
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}
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}
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let raw = self.gpu.create_texture(gpu::TextureDesc {
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name: "atlas",
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format,
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size: gpu::Extent {
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width: size.width.into(),
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height: size.height.into(),
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depth: 1,
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},
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array_layer_count: 1,
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mip_level_count: 1,
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dimension: gpu::TextureDimension::D2,
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usage,
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});
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let raw_view = self.gpu.create_texture_view(gpu::TextureViewDesc {
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name: "",
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texture: raw,
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format,
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dimension: gpu::ViewDimension::D2,
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subresources: &Default::default(),
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});
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let textures = &mut self.storage[kind];
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let atlas_texture = BladeAtlasTexture {
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id: AtlasTextureId {
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index: textures.len() as u32,
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kind,
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},
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allocator: etagere::BucketedAtlasAllocator::new(size.into()),
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format,
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raw,
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raw_view,
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};
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self.initializations.push(atlas_texture.id);
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textures.push(atlas_texture);
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textures.last_mut().unwrap()
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}
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fn upload_texture(&mut self, id: AtlasTextureId, bounds: Bounds<DevicePixels>, bytes: &[u8]) {
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let data = unsafe { self.upload_belt.alloc_data(bytes, &self.gpu) };
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self.uploads.push(PendingUpload { id, bounds, data });
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}
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fn flush(&mut self, encoder: &mut gpu::CommandEncoder) {
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for id in self.initializations.drain(..) {
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let texture = &self.storage[id];
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encoder.init_texture(texture.raw);
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}
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let mut transfers = encoder.transfer();
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for upload in self.uploads.drain(..) {
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let texture = &self.storage[upload.id];
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transfers.copy_buffer_to_texture(
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upload.data,
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upload.bounds.size.width.to_bytes(texture.bytes_per_pixel()),
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gpu::TexturePiece {
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texture: texture.raw,
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mip_level: 0,
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array_layer: 0,
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origin: [
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upload.bounds.origin.x.into(),
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upload.bounds.origin.y.into(),
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0,
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],
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},
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gpu::Extent {
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width: upload.bounds.size.width.into(),
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height: upload.bounds.size.height.into(),
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depth: 1,
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},
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);
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}
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}
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}
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#[derive(Default)]
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struct BladeAtlasStorage {
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monochrome_textures: Vec<BladeAtlasTexture>,
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polychrome_textures: Vec<BladeAtlasTexture>,
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path_textures: Vec<BladeAtlasTexture>,
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}
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impl ops::Index<AtlasTextureKind> for BladeAtlasStorage {
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type Output = Vec<BladeAtlasTexture>;
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fn index(&self, kind: AtlasTextureKind) -> &Self::Output {
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match kind {
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crate::AtlasTextureKind::Monochrome => &self.monochrome_textures,
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crate::AtlasTextureKind::Polychrome => &self.polychrome_textures,
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crate::AtlasTextureKind::Path => &self.path_textures,
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}
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}
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}
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impl ops::IndexMut<AtlasTextureKind> for BladeAtlasStorage {
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fn index_mut(&mut self, kind: AtlasTextureKind) -> &mut Self::Output {
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match kind {
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crate::AtlasTextureKind::Monochrome => &mut self.monochrome_textures,
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crate::AtlasTextureKind::Polychrome => &mut self.polychrome_textures,
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crate::AtlasTextureKind::Path => &mut self.path_textures,
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}
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}
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}
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impl ops::Index<AtlasTextureId> for BladeAtlasStorage {
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type Output = BladeAtlasTexture;
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fn index(&self, id: AtlasTextureId) -> &Self::Output {
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let textures = match id.kind {
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crate::AtlasTextureKind::Monochrome => &self.monochrome_textures,
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crate::AtlasTextureKind::Polychrome => &self.polychrome_textures,
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crate::AtlasTextureKind::Path => &self.path_textures,
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};
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&textures[id.index as usize]
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}
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}
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impl BladeAtlasStorage {
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fn destroy(&mut self, gpu: &gpu::Context) {
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for mut texture in self.monochrome_textures.drain(..) {
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texture.destroy(gpu);
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}
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for mut texture in self.polychrome_textures.drain(..) {
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texture.destroy(gpu);
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}
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for mut texture in self.path_textures.drain(..) {
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texture.destroy(gpu);
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}
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}
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}
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struct BladeAtlasTexture {
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id: AtlasTextureId,
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allocator: BucketedAtlasAllocator,
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raw: gpu::Texture,
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raw_view: gpu::TextureView,
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format: gpu::TextureFormat,
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}
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impl BladeAtlasTexture {
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fn clear(&mut self) {
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self.allocator.clear();
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}
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fn allocate(&mut self, size: Size<DevicePixels>) -> Option<AtlasTile> {
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let allocation = self.allocator.allocate(size.into())?;
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let tile = AtlasTile {
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texture_id: self.id,
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tile_id: allocation.id.into(),
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padding: 0,
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bounds: Bounds {
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origin: allocation.rectangle.min.into(),
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size,
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},
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};
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Some(tile)
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}
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fn destroy(&mut self, gpu: &gpu::Context) {
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gpu.destroy_texture(self.raw);
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gpu.destroy_texture_view(self.raw_view);
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}
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fn bytes_per_pixel(&self) -> u8 {
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self.format.block_info().size
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}
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}
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impl From<Size<DevicePixels>> for etagere::Size {
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fn from(size: Size<DevicePixels>) -> Self {
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etagere::Size::new(size.width.into(), size.height.into())
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}
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}
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impl From<etagere::Point> for Point<DevicePixels> {
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fn from(value: etagere::Point) -> Self {
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Point {
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x: DevicePixels::from(value.x),
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y: DevicePixels::from(value.y),
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}
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}
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}
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impl From<etagere::Size> for Size<DevicePixels> {
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fn from(size: etagere::Size) -> Self {
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Size {
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width: DevicePixels::from(size.width),
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height: DevicePixels::from(size.height),
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}
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}
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}
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impl From<etagere::Rectangle> for Bounds<DevicePixels> {
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fn from(rectangle: etagere::Rectangle) -> Self {
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Bounds {
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origin: rectangle.min.into(),
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size: rectangle.size().into(),
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}
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}
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}
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@@ -1,100 +0,0 @@
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use blade_graphics as gpu;
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use std::mem;
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struct ReusableBuffer {
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raw: gpu::Buffer,
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size: u64,
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}
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pub struct BladeBeltDescriptor {
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pub memory: gpu::Memory,
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pub min_chunk_size: u64,
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pub alignment: u64,
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}
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/// A belt of buffers, used by the BladeAtlas to cheaply
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/// find staging space for uploads.
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pub struct BladeBelt {
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desc: BladeBeltDescriptor,
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buffers: Vec<(ReusableBuffer, gpu::SyncPoint)>,
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active: Vec<(ReusableBuffer, u64)>,
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}
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impl BladeBelt {
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pub fn new(desc: BladeBeltDescriptor) -> Self {
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assert_ne!(desc.alignment, 0);
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Self {
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desc,
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buffers: Vec::new(),
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active: Vec::new(),
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}
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}
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pub fn destroy(&mut self, gpu: &gpu::Context) {
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for (buffer, _) in self.buffers.drain(..) {
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gpu.destroy_buffer(buffer.raw);
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}
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for (buffer, _) in self.active.drain(..) {
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gpu.destroy_buffer(buffer.raw);
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}
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}
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pub fn alloc(&mut self, size: u64, gpu: &gpu::Context) -> gpu::BufferPiece {
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for &mut (ref rb, ref mut offset) in self.active.iter_mut() {
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let aligned = offset.next_multiple_of(self.desc.alignment);
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if aligned + size <= rb.size {
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let piece = rb.raw.at(aligned);
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*offset = aligned + size;
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return piece;
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}
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}
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let index_maybe = self
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.buffers
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.iter()
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.position(|(rb, sp)| size <= rb.size && gpu.wait_for(sp, 0));
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if let Some(index) = index_maybe {
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let (rb, _) = self.buffers.remove(index);
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let piece = rb.raw.into();
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self.active.push((rb, size));
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return piece;
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}
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let chunk_index = self.buffers.len() + self.active.len();
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let chunk_size = size.max(self.desc.min_chunk_size);
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let chunk = gpu.create_buffer(gpu::BufferDesc {
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name: &format!("chunk-{}", chunk_index),
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size: chunk_size,
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memory: self.desc.memory,
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});
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let rb = ReusableBuffer {
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raw: chunk,
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size: chunk_size,
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};
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self.active.push((rb, size));
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chunk.into()
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}
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// SAFETY: T should be zeroable and ordinary data, no references, pointers, cells or other complicated data type.
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pub unsafe fn alloc_data<T>(&mut self, data: &[T], gpu: &gpu::Context) -> gpu::BufferPiece {
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assert!(!data.is_empty());
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let type_alignment = mem::align_of::<T>() as u64;
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debug_assert_eq!(
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self.desc.alignment % type_alignment,
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0,
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"Type alignment {} is too big",
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type_alignment
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);
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let total_bytes = std::mem::size_of_val(data);
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let bp = self.alloc(total_bytes as u64, gpu);
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unsafe {
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std::ptr::copy_nonoverlapping(data.as_ptr() as *const u8, bp.data(), total_bytes);
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}
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bp
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}
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pub fn flush(&mut self, sp: &gpu::SyncPoint) {
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self.buffers
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.extend(self.active.drain(..).map(|(rb, _)| (rb, sp.clone())));
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}
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}
|
||||
@@ -1,515 +0,0 @@
|
||||
// Doing `if let` gives you nice scoping with passes/encoders
|
||||
#![allow(irrefutable_let_patterns)]
|
||||
|
||||
use super::{BladeBelt, BladeBeltDescriptor};
|
||||
use crate::{
|
||||
AtlasTextureKind, AtlasTile, BladeAtlas, Bounds, ContentMask, Hsla, MonochromeSprite, Path,
|
||||
PathId, PathVertex, PolychromeSprite, PrimitiveBatch, Quad, ScaledPixels, Scene, Shadow,
|
||||
Underline, PATH_TEXTURE_FORMAT,
|
||||
};
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use collections::HashMap;
|
||||
|
||||
use blade_graphics as gpu;
|
||||
use std::{mem, sync::Arc};
|
||||
|
||||
const SURFACE_FRAME_COUNT: u32 = 3;
|
||||
const MAX_FRAME_TIME_MS: u32 = 1000;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
struct GlobalParams {
|
||||
viewport_size: [f32; 2],
|
||||
pad: [u32; 2],
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderQuadsData {
|
||||
globals: GlobalParams,
|
||||
b_quads: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderShadowsData {
|
||||
globals: GlobalParams,
|
||||
b_shadows: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderPathRasterizationData {
|
||||
globals: GlobalParams,
|
||||
b_path_vertices: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderPathsData {
|
||||
globals: GlobalParams,
|
||||
t_sprite: gpu::TextureView,
|
||||
s_sprite: gpu::Sampler,
|
||||
b_path_sprites: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderUnderlinesData {
|
||||
globals: GlobalParams,
|
||||
b_underlines: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderMonoSpritesData {
|
||||
globals: GlobalParams,
|
||||
t_sprite: gpu::TextureView,
|
||||
s_sprite: gpu::Sampler,
|
||||
b_mono_sprites: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(blade_macros::ShaderData)]
|
||||
struct ShaderPolySpritesData {
|
||||
globals: GlobalParams,
|
||||
t_sprite: gpu::TextureView,
|
||||
s_sprite: gpu::Sampler,
|
||||
b_poly_sprites: gpu::BufferPiece,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
struct PathSprite {
|
||||
bounds: Bounds<ScaledPixels>,
|
||||
color: Hsla,
|
||||
tile: AtlasTile,
|
||||
}
|
||||
|
||||
struct BladePipelines {
|
||||
quads: gpu::RenderPipeline,
|
||||
shadows: gpu::RenderPipeline,
|
||||
path_rasterization: gpu::RenderPipeline,
|
||||
paths: gpu::RenderPipeline,
|
||||
underlines: gpu::RenderPipeline,
|
||||
mono_sprites: gpu::RenderPipeline,
|
||||
poly_sprites: gpu::RenderPipeline,
|
||||
}
|
||||
|
||||
impl BladePipelines {
|
||||
fn new(gpu: &gpu::Context, surface_format: gpu::TextureFormat) -> Self {
|
||||
use gpu::ShaderData as _;
|
||||
|
||||
let shader = gpu.create_shader(gpu::ShaderDesc {
|
||||
source: include_str!("shaders.wgsl"),
|
||||
});
|
||||
shader.check_struct_size::<Quad>();
|
||||
shader.check_struct_size::<Shadow>();
|
||||
assert_eq!(
|
||||
mem::size_of::<PathVertex<ScaledPixels>>(),
|
||||
shader.get_struct_size("PathVertex") as usize,
|
||||
);
|
||||
shader.check_struct_size::<PathSprite>();
|
||||
shader.check_struct_size::<Underline>();
|
||||
shader.check_struct_size::<MonochromeSprite>();
|
||||
shader.check_struct_size::<PolychromeSprite>();
|
||||
|
||||
Self {
|
||||
quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "quads",
|
||||
data_layouts: &[&ShaderQuadsData::layout()],
|
||||
vertex: shader.at("vs_quad"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_quad"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
shadows: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "shadows",
|
||||
data_layouts: &[&ShaderShadowsData::layout()],
|
||||
vertex: shader.at("vs_shadow"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_shadow"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
path_rasterization: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "path_rasterization",
|
||||
data_layouts: &[&ShaderPathRasterizationData::layout()],
|
||||
vertex: shader.at("vs_path_rasterization"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleList,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_path_rasterization"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: PATH_TEXTURE_FORMAT,
|
||||
blend: Some(gpu::BlendState::ADDITIVE),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
paths: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "paths",
|
||||
data_layouts: &[&ShaderPathsData::layout()],
|
||||
vertex: shader.at("vs_path"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_path"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
underlines: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "underlines",
|
||||
data_layouts: &[&ShaderUnderlinesData::layout()],
|
||||
vertex: shader.at("vs_underline"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_underline"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
mono_sprites: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "mono-sprites",
|
||||
data_layouts: &[&ShaderMonoSpritesData::layout()],
|
||||
vertex: shader.at("vs_mono_sprite"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_mono_sprite"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
poly_sprites: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
|
||||
name: "poly-sprites",
|
||||
data_layouts: &[&ShaderPolySpritesData::layout()],
|
||||
vertex: shader.at("vs_poly_sprite"),
|
||||
primitive: gpu::PrimitiveState {
|
||||
topology: gpu::PrimitiveTopology::TriangleStrip,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
fragment: shader.at("fs_poly_sprite"),
|
||||
color_targets: &[gpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(gpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: gpu::ColorWrites::default(),
|
||||
}],
|
||||
}),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct BladeRenderer {
|
||||
gpu: Arc<gpu::Context>,
|
||||
command_encoder: gpu::CommandEncoder,
|
||||
last_sync_point: Option<gpu::SyncPoint>,
|
||||
pipelines: BladePipelines,
|
||||
instance_belt: BladeBelt,
|
||||
viewport_size: gpu::Extent,
|
||||
path_tiles: HashMap<PathId, AtlasTile>,
|
||||
atlas: Arc<BladeAtlas>,
|
||||
atlas_sampler: gpu::Sampler,
|
||||
}
|
||||
|
||||
impl BladeRenderer {
|
||||
fn make_surface_config(size: gpu::Extent) -> gpu::SurfaceConfig {
|
||||
gpu::SurfaceConfig {
|
||||
size,
|
||||
usage: gpu::TextureUsage::TARGET,
|
||||
frame_count: SURFACE_FRAME_COUNT,
|
||||
//Note: this matches the original logic of the Metal backend,
|
||||
// but ultimaterly we need to switch to `Linear`.
|
||||
color_space: gpu::ColorSpace::Srgb,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new(gpu: Arc<gpu::Context>, size: gpu::Extent) -> Self {
|
||||
let surface_format = gpu.resize(Self::make_surface_config(size));
|
||||
let command_encoder = gpu.create_command_encoder(gpu::CommandEncoderDesc {
|
||||
name: "main",
|
||||
buffer_count: 2,
|
||||
});
|
||||
let pipelines = BladePipelines::new(&gpu, surface_format);
|
||||
let instance_belt = BladeBelt::new(BladeBeltDescriptor {
|
||||
memory: gpu::Memory::Shared,
|
||||
min_chunk_size: 0x1000,
|
||||
alignment: 0x40, // Vulkan `minStorageBufferOffsetAlignment` on Intel Xe
|
||||
});
|
||||
let atlas = Arc::new(BladeAtlas::new(&gpu));
|
||||
let atlas_sampler = gpu.create_sampler(gpu::SamplerDesc {
|
||||
name: "atlas",
|
||||
mag_filter: gpu::FilterMode::Linear,
|
||||
min_filter: gpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
gpu,
|
||||
command_encoder,
|
||||
last_sync_point: None,
|
||||
pipelines,
|
||||
instance_belt,
|
||||
viewport_size: size,
|
||||
path_tiles: HashMap::default(),
|
||||
atlas,
|
||||
atlas_sampler,
|
||||
}
|
||||
}
|
||||
|
||||
fn wait_for_gpu(&mut self) {
|
||||
if let Some(last_sp) = self.last_sync_point.take() {
|
||||
if !self.gpu.wait_for(&last_sp, MAX_FRAME_TIME_MS) {
|
||||
panic!("GPU hung");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn destroy(&mut self) {
|
||||
self.wait_for_gpu();
|
||||
self.atlas.destroy();
|
||||
self.instance_belt.destroy(&self.gpu);
|
||||
self.gpu.destroy_command_encoder(&mut self.command_encoder);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, size: gpu::Extent) {
|
||||
self.wait_for_gpu();
|
||||
self.gpu.resize(Self::make_surface_config(size));
|
||||
self.viewport_size = size;
|
||||
}
|
||||
|
||||
pub fn viewport_size(&self) -> gpu::Extent {
|
||||
self.viewport_size
|
||||
}
|
||||
|
||||
pub fn atlas(&self) -> &Arc<BladeAtlas> {
|
||||
&self.atlas
|
||||
}
|
||||
|
||||
fn rasterize_paths(&mut self, paths: &[Path<ScaledPixels>]) {
|
||||
self.path_tiles.clear();
|
||||
let mut vertices_by_texture_id = HashMap::default();
|
||||
|
||||
for path in paths {
|
||||
let clipped_bounds = path.bounds.intersect(&path.content_mask.bounds);
|
||||
let tile = self
|
||||
.atlas
|
||||
.allocate(clipped_bounds.size.map(Into::into), AtlasTextureKind::Path);
|
||||
vertices_by_texture_id
|
||||
.entry(tile.texture_id)
|
||||
.or_insert(Vec::new())
|
||||
.extend(path.vertices.iter().map(|vertex| PathVertex {
|
||||
xy_position: vertex.xy_position - clipped_bounds.origin
|
||||
+ tile.bounds.origin.map(Into::into),
|
||||
st_position: vertex.st_position,
|
||||
content_mask: ContentMask {
|
||||
bounds: tile.bounds.map(Into::into),
|
||||
},
|
||||
}));
|
||||
self.path_tiles.insert(path.id, tile);
|
||||
}
|
||||
|
||||
for (texture_id, vertices) in vertices_by_texture_id {
|
||||
let tex_info = self.atlas.get_texture_info(texture_id);
|
||||
let globals = GlobalParams {
|
||||
viewport_size: [tex_info.size.width as f32, tex_info.size.height as f32],
|
||||
pad: [0; 2],
|
||||
};
|
||||
|
||||
let vertex_buf = unsafe { self.instance_belt.alloc_data(&vertices, &self.gpu) };
|
||||
let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
|
||||
colors: &[gpu::RenderTarget {
|
||||
view: tex_info.raw_view,
|
||||
init_op: gpu::InitOp::Clear(gpu::TextureColor::OpaqueBlack),
|
||||
finish_op: gpu::FinishOp::Store,
|
||||
}],
|
||||
depth_stencil: None,
|
||||
});
|
||||
|
||||
let mut encoder = pass.with(&self.pipelines.path_rasterization);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderPathRasterizationData {
|
||||
globals,
|
||||
b_path_vertices: vertex_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, vertices.len() as u32, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(&mut self, scene: &Scene) {
|
||||
let frame = self.gpu.acquire_frame();
|
||||
self.command_encoder.start();
|
||||
self.command_encoder.init_texture(frame.texture());
|
||||
|
||||
self.atlas.before_frame(&mut self.command_encoder);
|
||||
self.rasterize_paths(scene.paths());
|
||||
|
||||
let globals = GlobalParams {
|
||||
viewport_size: [
|
||||
self.viewport_size.width as f32,
|
||||
self.viewport_size.height as f32,
|
||||
],
|
||||
pad: [0; 2],
|
||||
};
|
||||
|
||||
if let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
|
||||
colors: &[gpu::RenderTarget {
|
||||
view: frame.texture_view(),
|
||||
init_op: gpu::InitOp::Clear(gpu::TextureColor::TransparentBlack),
|
||||
finish_op: gpu::FinishOp::Store,
|
||||
}],
|
||||
depth_stencil: None,
|
||||
}) {
|
||||
for batch in scene.batches() {
|
||||
match batch {
|
||||
PrimitiveBatch::Quads(quads) => {
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(quads, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.quads);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderQuadsData {
|
||||
globals,
|
||||
b_quads: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, quads.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::Shadows(shadows) => {
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(shadows, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.shadows);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderShadowsData {
|
||||
globals,
|
||||
b_shadows: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, shadows.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::Paths(paths) => {
|
||||
let mut encoder = pass.with(&self.pipelines.paths);
|
||||
//todo!(linux): group by texture ID
|
||||
for path in paths {
|
||||
let tile = &self.path_tiles[&path.id];
|
||||
let tex_info = self.atlas.get_texture_info(tile.texture_id);
|
||||
let origin = path.bounds.intersect(&path.content_mask.bounds).origin;
|
||||
let sprites = [PathSprite {
|
||||
bounds: Bounds {
|
||||
origin: origin.map(|p| p.floor()),
|
||||
size: tile.bounds.size.map(Into::into),
|
||||
},
|
||||
color: path.color,
|
||||
tile: (*tile).clone(),
|
||||
}];
|
||||
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(&sprites, &self.gpu) };
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderPathsData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_path_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
}
|
||||
PrimitiveBatch::Underlines(underlines) => {
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(underlines, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.underlines);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderUnderlinesData {
|
||||
globals,
|
||||
b_underlines: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, underlines.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::MonochromeSprites {
|
||||
texture_id,
|
||||
sprites,
|
||||
} => {
|
||||
let tex_info = self.atlas.get_texture_info(texture_id);
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(sprites, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.mono_sprites);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderMonoSpritesData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_mono_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::PolychromeSprites {
|
||||
texture_id,
|
||||
sprites,
|
||||
} => {
|
||||
let tex_info = self.atlas.get_texture_info(texture_id);
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(sprites, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.poly_sprites);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderPolySpritesData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_poly_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::Surfaces { .. } => {
|
||||
unimplemented!()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.command_encoder.present(frame);
|
||||
let sync_point = self.gpu.submit(&mut self.command_encoder);
|
||||
|
||||
self.instance_belt.flush(&sync_point);
|
||||
self.atlas.after_frame(&sync_point);
|
||||
self.atlas.clear_textures(AtlasTextureKind::Path);
|
||||
|
||||
self.wait_for_gpu();
|
||||
self.last_sync_point = Some(sync_point);
|
||||
}
|
||||
}
|
||||
@@ -1,569 +0,0 @@
|
||||
struct Globals {
|
||||
viewport_size: vec2<f32>,
|
||||
pad: vec2<u32>,
|
||||
}
|
||||
|
||||
var<uniform> globals: Globals;
|
||||
var t_sprite: texture_2d<f32>;
|
||||
var s_sprite: sampler;
|
||||
|
||||
const M_PI_F: f32 = 3.1415926;
|
||||
const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
|
||||
|
||||
struct ViewId {
|
||||
lo: u32,
|
||||
hi: u32,
|
||||
}
|
||||
|
||||
struct Bounds {
|
||||
origin: vec2<f32>,
|
||||
size: vec2<f32>,
|
||||
}
|
||||
struct Corners {
|
||||
top_left: f32,
|
||||
top_right: f32,
|
||||
bottom_right: f32,
|
||||
bottom_left: f32,
|
||||
}
|
||||
struct Edges {
|
||||
top: f32,
|
||||
right: f32,
|
||||
bottom: f32,
|
||||
left: f32,
|
||||
}
|
||||
struct Hsla {
|
||||
h: f32,
|
||||
s: f32,
|
||||
l: f32,
|
||||
a: f32,
|
||||
}
|
||||
|
||||
struct AtlasTextureId {
|
||||
index: u32,
|
||||
kind: u32,
|
||||
}
|
||||
|
||||
struct AtlasBounds {
|
||||
origin: vec2<i32>,
|
||||
size: vec2<i32>,
|
||||
}
|
||||
struct AtlasTile {
|
||||
texture_id: AtlasTextureId,
|
||||
tile_id: u32,
|
||||
padding: u32,
|
||||
bounds: AtlasBounds,
|
||||
}
|
||||
|
||||
fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> {
|
||||
let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
|
||||
return vec4<f32>(device_position, 0.0, 1.0);
|
||||
}
|
||||
|
||||
fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
|
||||
let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
|
||||
return to_device_position_impl(position);
|
||||
}
|
||||
|
||||
fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
|
||||
let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
|
||||
return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;
|
||||
}
|
||||
|
||||
fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> {
|
||||
let tl = position - clip_bounds.origin;
|
||||
let br = clip_bounds.origin + clip_bounds.size - position;
|
||||
return vec4<f32>(tl.x, br.x, tl.y, br.y);
|
||||
}
|
||||
|
||||
fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> {
|
||||
let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
|
||||
return distance_from_clip_rect_impl(position, clip_bounds);
|
||||
}
|
||||
|
||||
fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
|
||||
let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
|
||||
let s = hsla.s;
|
||||
let l = hsla.l;
|
||||
let a = hsla.a;
|
||||
|
||||
let c = (1.0 - abs(2.0 * l - 1.0)) * s;
|
||||
let x = c * (1.0 - abs(h % 2.0 - 1.0));
|
||||
let m = l - c / 2.0;
|
||||
|
||||
var color = vec4<f32>(m, m, m, a);
|
||||
|
||||
if (h >= 0.0 && h < 1.0) {
|
||||
color.r += c;
|
||||
color.g += x;
|
||||
} else if (h >= 1.0 && h < 2.0) {
|
||||
color.r += x;
|
||||
color.g += c;
|
||||
} else if (h >= 2.0 && h < 3.0) {
|
||||
color.g += c;
|
||||
color.b += x;
|
||||
} else if (h >= 3.0 && h < 4.0) {
|
||||
color.g += x;
|
||||
color.b += c;
|
||||
} else if (h >= 4.0 && h < 5.0) {
|
||||
color.r += x;
|
||||
color.b += c;
|
||||
} else {
|
||||
color.r += c;
|
||||
color.b += x;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
|
||||
let alpha = above.a + below.a * (1.0 - above.a);
|
||||
let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
|
||||
return vec4<f32>(color, alpha);
|
||||
}
|
||||
|
||||
// A standard gaussian function, used for weighting samples
|
||||
fn gaussian(x: f32, sigma: f32) -> f32{
|
||||
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
|
||||
}
|
||||
|
||||
// This approximates the error function, needed for the gaussian integral
|
||||
fn erf(v: vec2<f32>) -> vec2<f32> {
|
||||
let s = sign(v);
|
||||
let a = abs(v);
|
||||
let r1 = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
|
||||
let r2 = r1 * r1;
|
||||
return s - s / (r2 * r2);
|
||||
}
|
||||
|
||||
fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
|
||||
let delta = min(half_size.y - corner - abs(y), 0.0);
|
||||
let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
|
||||
let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
|
||||
return integral.y - integral.x;
|
||||
}
|
||||
|
||||
fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
|
||||
if (point.x < 0.0) {
|
||||
if (point.y < 0.0) {
|
||||
return radii.top_left;
|
||||
} else {
|
||||
return radii.bottom_left;
|
||||
}
|
||||
} else {
|
||||
if (point.y < 0.0) {
|
||||
return radii.top_right;
|
||||
} else {
|
||||
return radii.bottom_right;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
|
||||
let half_size = bounds.size / 2.0;
|
||||
let center = bounds.origin + half_size;
|
||||
let center_to_point = point - center;
|
||||
let corner_radius = pick_corner_radius(center_to_point, corner_radii);
|
||||
let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
|
||||
return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
|
||||
min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
|
||||
corner_radius;
|
||||
}
|
||||
|
||||
// --- quads --- //
|
||||
|
||||
struct Quad {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
background: Hsla,
|
||||
border_color: Hsla,
|
||||
corner_radii: Corners,
|
||||
border_widths: Edges,
|
||||
}
|
||||
var<storage, read> b_quads: array<Quad>;
|
||||
|
||||
struct QuadVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) @interpolate(flat) background_color: vec4<f32>,
|
||||
@location(1) @interpolate(flat) border_color: vec4<f32>,
|
||||
@location(2) @interpolate(flat) quad_id: u32,
|
||||
//TODO: use `clip_distance` once Naga supports it
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let quad = b_quads[instance_id];
|
||||
|
||||
var out = QuadVarying();
|
||||
out.position = to_device_position(unit_vertex, quad.bounds);
|
||||
out.background_color = hsla_to_rgba(quad.background);
|
||||
out.border_color = hsla_to_rgba(quad.border_color);
|
||||
out.quad_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
|
||||
// Alpha clip first, since we don't have `clip_distance`.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let quad = b_quads[input.quad_id];
|
||||
let half_size = quad.bounds.size / 2.0;
|
||||
let center = quad.bounds.origin + half_size;
|
||||
let center_to_point = input.position.xy - center;
|
||||
|
||||
let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||||
|
||||
let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
|
||||
let distance =
|
||||
length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
|
||||
min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
|
||||
corner_radius;
|
||||
|
||||
let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0);
|
||||
let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0);
|
||||
let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border);
|
||||
let point_to_inset_corner = abs(center_to_point) - inset_size;
|
||||
|
||||
var border_width = 0.0;
|
||||
if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) {
|
||||
border_width = 0.0;
|
||||
} else if (point_to_inset_corner.y > point_to_inset_corner.x) {
|
||||
border_width = horizontal_border;
|
||||
} else {
|
||||
border_width = vertical_border;
|
||||
}
|
||||
|
||||
var color = input.background_color;
|
||||
if (border_width > 0.0) {
|
||||
let inset_distance = distance + border_width;
|
||||
// Blend the border on top of the background and then linearly interpolate
|
||||
// between the two as we slide inside the background.
|
||||
let blended_border = over(input.background_color, input.border_color);
|
||||
color = mix(blended_border, input.background_color,
|
||||
saturate(0.5 - inset_distance));
|
||||
}
|
||||
|
||||
return color * vec4<f32>(1.0, 1.0, 1.0, saturate(0.5 - distance));
|
||||
}
|
||||
|
||||
// --- shadows --- //
|
||||
|
||||
struct Shadow {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
corner_radii: Corners,
|
||||
content_mask: Bounds,
|
||||
color: Hsla,
|
||||
blur_radius: f32,
|
||||
pad: u32,
|
||||
}
|
||||
var<storage, read> b_shadows: array<Shadow>;
|
||||
|
||||
struct ShadowVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) @interpolate(flat) color: vec4<f32>,
|
||||
@location(1) @interpolate(flat) shadow_id: u32,
|
||||
//TODO: use `clip_distance` once Naga supports it
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
var shadow = b_shadows[instance_id];
|
||||
|
||||
let margin = 3.0 * shadow.blur_radius;
|
||||
// Set the bounds of the shadow and adjust its size based on the shadow's
|
||||
// spread radius to achieve the spreading effect
|
||||
shadow.bounds.origin -= vec2<f32>(margin);
|
||||
shadow.bounds.size += 2.0 * vec2<f32>(margin);
|
||||
|
||||
var out = ShadowVarying();
|
||||
out.position = to_device_position(unit_vertex, shadow.bounds);
|
||||
out.color = hsla_to_rgba(shadow.color);
|
||||
out.shadow_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
|
||||
// Alpha clip first, since we don't have `clip_distance`.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let shadow = b_shadows[input.shadow_id];
|
||||
let half_size = shadow.bounds.size / 2.0;
|
||||
let center = shadow.bounds.origin + half_size;
|
||||
let center_to_point = input.position.xy - center;
|
||||
|
||||
let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
|
||||
|
||||
// The signal is only non-zero in a limited range, so don't waste samples
|
||||
let low = center_to_point.y - half_size.y;
|
||||
let high = center_to_point.y + half_size.y;
|
||||
let start = clamp(-3.0 * shadow.blur_radius, low, high);
|
||||
let end = clamp(3.0 * shadow.blur_radius, low, high);
|
||||
|
||||
// Accumulate samples (we can get away with surprisingly few samples)
|
||||
let step = (end - start) / 4.0;
|
||||
var y = start + step * 0.5;
|
||||
var alpha = 0.0;
|
||||
for (var i = 0; i < 4; i += 1) {
|
||||
let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
|
||||
shadow.blur_radius, corner_radius, half_size);
|
||||
alpha += blur * gaussian(y, shadow.blur_radius) * step;
|
||||
y += step;
|
||||
}
|
||||
|
||||
return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
|
||||
}
|
||||
|
||||
// --- path rasterization --- //
|
||||
|
||||
struct PathVertex {
|
||||
xy_position: vec2<f32>,
|
||||
st_position: vec2<f32>,
|
||||
content_mask: Bounds,
|
||||
}
|
||||
var<storage, read> b_path_vertices: array<PathVertex>;
|
||||
|
||||
struct PathRasterizationVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) st_position: vec2<f32>,
|
||||
//TODO: use `clip_distance` once Naga supports it
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_path_rasterization(@builtin(vertex_index) vertex_id: u32) -> PathRasterizationVarying {
|
||||
let v = b_path_vertices[vertex_id];
|
||||
|
||||
var out = PathRasterizationVarying();
|
||||
out.position = to_device_position_impl(v.xy_position);
|
||||
out.st_position = v.st_position;
|
||||
out.clip_distances = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) f32 {
|
||||
let dx = dpdx(input.st_position);
|
||||
let dy = dpdy(input.st_position);
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
|
||||
let f = input.st_position.x * input.st_position.x - input.st_position.y;
|
||||
let distance = f / length(gradient);
|
||||
return saturate(0.5 - distance);
|
||||
}
|
||||
|
||||
// --- paths --- //
|
||||
|
||||
struct PathSprite {
|
||||
bounds: Bounds,
|
||||
color: Hsla,
|
||||
tile: AtlasTile,
|
||||
}
|
||||
var<storage, read> b_path_sprites: array<PathSprite>;
|
||||
|
||||
struct PathVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tile_position: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PathVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let sprite = b_path_sprites[instance_id];
|
||||
// Don't apply content mask because it was already accounted for when rasterizing the path.
|
||||
|
||||
var out = PathVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.color = hsla_to_rgba(sprite.color);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
||||
let mask = 1.0 - abs(1.0 - sample % 2.0);
|
||||
return input.color * mask;
|
||||
}
|
||||
|
||||
// --- underlines --- //
|
||||
|
||||
struct Underline {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
color: Hsla,
|
||||
thickness: f32,
|
||||
wavy: u32,
|
||||
}
|
||||
var<storage, read> b_underlines: array<Underline>;
|
||||
|
||||
struct UnderlineVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) @interpolate(flat) color: vec4<f32>,
|
||||
@location(1) @interpolate(flat) underline_id: u32,
|
||||
//TODO: use `clip_distance` once Naga supports it
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> UnderlineVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let underline = b_underlines[instance_id];
|
||||
|
||||
var out = UnderlineVarying();
|
||||
out.position = to_device_position(unit_vertex, underline.bounds);
|
||||
out.color = hsla_to_rgba(underline.color);
|
||||
out.underline_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
|
||||
// Alpha clip first, since we don't have `clip_distance`.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let underline = b_underlines[input.underline_id];
|
||||
if ((underline.wavy & 0xFFu) == 0u)
|
||||
{
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let half_thickness = underline.thickness * 0.5;
|
||||
let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
|
||||
let frequency = M_PI_F * 3.0 * underline.thickness / 8.0;
|
||||
let amplitude = 1.0 / (2.0 * underline.thickness);
|
||||
let sine = sin(st.x * frequency) * amplitude;
|
||||
let dSine = cos(st.x * frequency) * amplitude * frequency;
|
||||
let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
|
||||
let distance_in_pixels = distance * underline.bounds.size.y;
|
||||
let distance_from_top_border = distance_in_pixels - half_thickness;
|
||||
let distance_from_bottom_border = distance_in_pixels + half_thickness;
|
||||
let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
|
||||
return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
|
||||
}
|
||||
|
||||
// --- monochrome sprites --- //
|
||||
|
||||
struct MonochromeSprite {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
color: Hsla,
|
||||
tile: AtlasTile,
|
||||
}
|
||||
var<storage, read> b_mono_sprites: array<MonochromeSprite>;
|
||||
|
||||
struct MonoSpriteVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tile_position: vec2<f32>,
|
||||
@location(1) @interpolate(flat) color: vec4<f32>,
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let sprite = b_mono_sprites[instance_id];
|
||||
|
||||
var out = MonoSpriteVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.color = hsla_to_rgba(sprite.color);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
||||
// Alpha clip after using the derivatives.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
return input.color * vec4<f32>(1.0, 1.0, 1.0, sample);
|
||||
}
|
||||
|
||||
// --- polychrome sprites --- //
|
||||
|
||||
struct PolychromeSprite {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
corner_radii: Corners,
|
||||
tile: AtlasTile,
|
||||
grayscale: u32,
|
||||
pad: u32,
|
||||
}
|
||||
var<storage, read> b_poly_sprites: array<PolychromeSprite>;
|
||||
|
||||
struct PolySpriteVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tile_position: vec2<f32>,
|
||||
@location(1) @interpolate(flat) sprite_id: u32,
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let sprite = b_poly_sprites[instance_id];
|
||||
|
||||
var out = PolySpriteVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.sprite_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position);
|
||||
// Alpha clip after using the derivatives.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let sprite = b_poly_sprites[input.sprite_id];
|
||||
let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
|
||||
|
||||
var color = sample;
|
||||
if ((sprite.grayscale & 0xFFu) != 0u) {
|
||||
let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
|
||||
color = vec4<f32>(vec3<f32>(grayscale), sample.a);
|
||||
}
|
||||
color.a *= saturate(0.5 - distance);
|
||||
return color;;
|
||||
}
|
||||
|
||||
// --- surface sprites --- //
|
||||
@@ -13,12 +13,12 @@ use raw_window_handle::{
|
||||
use wayland_client::{protocol::wl_surface, Proxy};
|
||||
use wayland_protocols::xdg::shell::client::xdg_toplevel;
|
||||
|
||||
use crate::platform::linux::blade_renderer::BladeRenderer;
|
||||
use crate::platform::blade::BladeRenderer;
|
||||
use crate::platform::linux::wayland::display::WaylandDisplay;
|
||||
use crate::platform::{PlatformAtlas, PlatformInputHandler, PlatformWindow};
|
||||
use crate::scene::Scene;
|
||||
use crate::{
|
||||
px, Bounds, Modifiers, Pixels, PlatformDisplay, PlatformInput, Point, PromptLevel, Size,
|
||||
px, size, Bounds, Modifiers, Pixels, PlatformDisplay, PlatformInput, Point, PromptLevel, Size,
|
||||
WindowAppearance, WindowBounds, WindowOptions,
|
||||
};
|
||||
|
||||
@@ -150,11 +150,9 @@ impl WaylandWindowState {
|
||||
let mut inner = self.inner.lock();
|
||||
inner.bounds.size.width = width;
|
||||
inner.bounds.size.height = height;
|
||||
inner.renderer.resize(gpu::Extent {
|
||||
width: width as u32,
|
||||
height: height as u32,
|
||||
depth: 1,
|
||||
});
|
||||
inner
|
||||
.renderer
|
||||
.update_drawable_size(size(width as f64, height as f64));
|
||||
}
|
||||
let mut callbacks = self.callbacks.lock();
|
||||
if let Some(ref mut fun) = callbacks.resize {
|
||||
@@ -341,7 +339,7 @@ impl PlatformWindow for WaylandWindow {
|
||||
|
||||
fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
|
||||
let inner = self.0.inner.lock();
|
||||
inner.renderer.atlas().clone()
|
||||
inner.renderer.sprite_atlas().clone()
|
||||
}
|
||||
|
||||
fn set_graphics_profiler_enabled(&self, enabled: bool) {
|
||||
|
||||
@@ -1,6 +1,20 @@
|
||||
//todo!(linux): remove
|
||||
#![allow(unused)]
|
||||
|
||||
use crate::{
|
||||
platform::blade::BladeRenderer, size, Bounds, GlobalPixels, Pixels, PlatformDisplay,
|
||||
PlatformInput, PlatformInputHandler, PlatformWindow, Point, Size, WindowAppearance,
|
||||
WindowBounds, WindowOptions, X11Display,
|
||||
};
|
||||
use blade_graphics as gpu;
|
||||
use parking_lot::Mutex;
|
||||
use raw_window_handle as rwh;
|
||||
|
||||
use xcb::{
|
||||
x::{self, StackMode},
|
||||
Xid as _,
|
||||
};
|
||||
|
||||
use std::{
|
||||
ffi::c_void,
|
||||
mem,
|
||||
@@ -10,17 +24,6 @@ use std::{
|
||||
sync::{self, Arc},
|
||||
};
|
||||
|
||||
use blade_graphics as gpu;
|
||||
use parking_lot::Mutex;
|
||||
use raw_window_handle as rwh;
|
||||
use xcb::{x, Xid as _};
|
||||
|
||||
use crate::platform::linux::blade_renderer::BladeRenderer;
|
||||
use crate::{
|
||||
Bounds, GlobalPixels, Pixels, PlatformDisplay, PlatformInput, PlatformInputHandler,
|
||||
PlatformWindow, Point, Size, WindowAppearance, WindowBounds, WindowOptions, X11Display,
|
||||
};
|
||||
|
||||
#[derive(Default)]
|
||||
struct Callbacks {
|
||||
request_frame: Option<Box<dyn FnMut()>>,
|
||||
@@ -293,9 +296,13 @@ impl X11WindowState {
|
||||
let mut inner = self.inner.lock();
|
||||
let old_bounds = mem::replace(&mut inner.bounds, bounds);
|
||||
do_move = old_bounds.origin != bounds.origin;
|
||||
//todo!(linux): use normal GPUI types here, refactor out the double
|
||||
// viewport check and extra casts ( )
|
||||
let gpu_size = query_render_extent(&self.xcb_connection, self.x_window);
|
||||
if inner.renderer.viewport_size() != gpu_size {
|
||||
inner.renderer.resize(gpu_size);
|
||||
inner
|
||||
.renderer
|
||||
.update_drawable_size(size(gpu_size.width as f64, gpu_size.height as f64));
|
||||
resize_args = Some((inner.content_size(), inner.scale_factor));
|
||||
}
|
||||
}
|
||||
@@ -493,7 +500,7 @@ impl PlatformWindow for X11Window {
|
||||
|
||||
fn sprite_atlas(&self) -> sync::Arc<dyn crate::PlatformAtlas> {
|
||||
let inner = self.0.inner.lock();
|
||||
inner.renderer.atlas().clone()
|
||||
inner.renderer.sprite_atlas().clone()
|
||||
}
|
||||
|
||||
fn set_graphics_profiler_enabled(&self, enabled: bool) {
|
||||
|
||||
Reference in New Issue
Block a user