metal: implement auto padding

This commit is contained in:
Mitchell Hashimoto
2022-11-14 12:37:29 -08:00
parent f73753ac6f
commit 024cd65ac8

View File

@ -390,14 +390,13 @@ pub fn render(
defer objc_autoreleasePoolPop(pool); defer objc_autoreleasePoolPop(pool);
// If we're resizing, then we have to update a bunch of things... // If we're resizing, then we have to update a bunch of things...
if (critical.screen_size) |screen_size| { if (critical.screen_size) |_| {
// Update our grid size // Note: we ignore the screen size value because our view should be
try self.setScreenSize(screen_size); // automatically updated by being in the window.
const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds");
// Scale the bounds based on the layer content scale so that we // Scale the bounds based on the layer content scale so that we
// properly handle Retina. // properly handle Retina.
const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds");
const scaled: macos.graphics.Size = scaled: { const scaled: macos.graphics.Size = scaled: {
const scaleFactor = self.swapchain.getProperty(macos.graphics.c.CGFloat, "contentsScale"); const scaleFactor = self.swapchain.getProperty(macos.graphics.c.CGFloat, "contentsScale");
break :scaled .{ break :scaled .{
@ -406,25 +405,8 @@ pub fn render(
}; };
}; };
// Set the size of the drawable surface to the scaled bounds // Handle our new size
self.swapchain.setProperty("drawableSize", scaled); try self.setScreenSize(scaled);
//log.warn("bounds={} screen={} scaled={}", .{ bounds, screen_size, scaled });
// Setup our uniforms
const old = self.uniforms;
self.uniforms = .{
.projection_matrix = math.ortho2d(
0,
@floatCast(f32, scaled.width),
@floatCast(f32, scaled.height),
0,
),
.cell_size = .{ self.cell_size.width, self.cell_size.height },
.underline_position = old.underline_position,
.underline_thickness = old.underline_thickness,
.strikethrough_position = old.strikethrough_position,
.strikethrough_thickness = old.strikethrough_thickness,
};
} }
// Build our GPU cells // Build our GPU cells
@ -572,10 +554,45 @@ pub fn render(
} }
/// Resize the screen. /// Resize the screen.
fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void { fn setScreenSize(self: *Metal, bounds: macos.graphics.Size) !void {
// Easier to work with our own types
const dim: renderer.ScreenSize = .{
.width = @floatToInt(u32, bounds.width),
.height = @floatToInt(u32, bounds.height),
};
// Recalculate the rows/columns. // Recalculate the rows/columns.
const grid_size = renderer.GridSize.init(dim, self.cell_size); const grid_size = renderer.GridSize.init(dim, self.cell_size);
// Determine if we need to pad the window. For "auto" padding, we take
// the leftover amounts on the right/bottom that don't fit a full grid cell
// and we split them equal across all boundaries.
// The size of our full grid
const grid_width = @intToFloat(f32, grid_size.columns) * self.cell_size.width;
const grid_height = @intToFloat(f32, grid_size.rows) * self.cell_size.height;
// The empty space to the right of a line and bottom of the last row
const space_right = @intToFloat(f32, dim.width) - grid_width;
const space_bot = @intToFloat(f32, dim.height) - grid_height;
// The left/right padding is just an equal split.
const padding_right = @floatToInt(i32, @floor(space_right / 2));
const padding_left = padding_right;
// The top/bottom padding is interesting. Subjectively, lots of padding
// at the top looks bad. So instead of always being equal (like left/right),
// we force the top padding to be at most equal to the left, and the bottom
// padding is the difference thereafter.
const padding_top = @min(padding_left, @floatToInt(i32, @floor(space_bot / 2)));
const padding_bot = @floatToInt(i32, space_bot - @intToFloat(f32, padding_top));
// The full padded dimensions of the renderable area.
const padded_dim: renderer.ScreenSize = .{
.width = dim.width - @intCast(u32, padding_left + padding_right),
.height = dim.height - @intCast(u32, padding_bot + padding_top),
};
// Update our shaper // Update our shaper
// TODO: don't reallocate if it is close enough (but bigger) // TODO: don't reallocate if it is close enough (but bigger)
var shape_buf = try self.alloc.alloc(font.Shaper.Cell, grid_size.columns * 2); var shape_buf = try self.alloc.alloc(font.Shaper.Cell, grid_size.columns * 2);
@ -583,6 +600,25 @@ fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void {
self.alloc.free(self.font_shaper.cell_buf); self.alloc.free(self.font_shaper.cell_buf);
self.font_shaper.cell_buf = shape_buf; self.font_shaper.cell_buf = shape_buf;
// Set the size of the drawable surface to the bounds
self.swapchain.setProperty("drawableSize", bounds);
// Setup our uniforms
const old = self.uniforms;
self.uniforms = .{
.projection_matrix = math.ortho2d(
@intToFloat(f32, -1 * padding_left),
@intToFloat(f32, padded_dim.width),
@intToFloat(f32, padded_dim.height),
@intToFloat(f32, -1 * padding_top),
),
.cell_size = .{ self.cell_size.width, self.cell_size.height },
.underline_position = old.underline_position,
.underline_thickness = old.underline_thickness,
.strikethrough_position = old.strikethrough_position,
.strikethrough_thickness = old.strikethrough_thickness,
};
log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size }); log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size });
} }