Merge pull request #48 from mitchellh/render-pass

Multi-Pass Rendering for Backgrounds
This commit is contained in:
Mitchell Hashimoto
2022-11-18 14:01:46 -08:00
committed by GitHub
2 changed files with 179 additions and 97 deletions

View File

@ -55,7 +55,9 @@ foreground: terminal.color.RGB,
background: terminal.color.RGB,
/// The current set of cells to render. This is rebuilt on every frame
/// but we keep this around so that we don't reallocate.
/// but we keep this around so that we don't reallocate. Each set of
/// cells goes into a separate shader.
cells_bg: std.ArrayListUnmanaged(GPUCell),
cells: std.ArrayListUnmanaged(GPUCell),
/// The current GPU uniform values.
@ -69,6 +71,7 @@ font_shaper: font.Shaper,
device: objc.Object, // MTLDevice
queue: objc.Object, // MTLCommandQueue
swapchain: objc.Object, // CAMetalLayer
buf_cells_bg: objc.Object, // MTLBuffer
buf_cells: objc.Object, // MTLBuffer
buf_instance: objc.Object, // MTLBuffer
pipeline: objc.Object, // MTLRenderPipelineState
@ -204,6 +207,21 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
);
};
const buf_cells_bg = buffer: {
// Preallocate for 160x160 grid with 3 modes (bg, fg, text). This
// should handle most terminals well, and we can avoid a resize later.
const prealloc = 160 * 160;
break :buffer device.msgSend(
objc.Object,
objc.sel("newBufferWithLength:options:"),
.{
@intCast(c_ulong, prealloc * @sizeOf(GPUCell)),
MTLResourceStorageModeShared,
},
);
};
// Initialize our shader (MTLLibrary)
const library = try initLibrary(device, @embedFile("shaders/cell.metal"));
const pipeline_state = try initPipelineState(device, library);
@ -222,6 +240,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.cursor_style = .box,
// Render state
.cells_bg = .{},
.cells = .{},
.uniforms = .{
.projection_matrix = undefined,
@ -241,6 +260,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.queue = queue,
.swapchain = swapchain,
.buf_cells = buf_cells,
.buf_cells_bg = buf_cells_bg,
.buf_instance = buf_instance,
.pipeline = pipeline_state,
.texture_greyscale = texture_greyscale,
@ -250,6 +270,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
pub fn deinit(self: *Metal) void {
self.cells.deinit(self.alloc);
self.cells_bg.deinit(self.alloc);
self.font_shaper.deinit();
self.alloc.free(self.font_shaper.cell_buf);
@ -454,9 +475,6 @@ pub fn render(
// Get our surface (CAMetalDrawable)
const surface = self.swapchain.msgSend(objc.Object, objc.sel("nextDrawable"), .{});
// Setup our buffers
try self.syncCells();
// If our font atlas changed, sync the texture data
if (self.font_group.atlas_greyscale.modified) {
try syncAtlasTexture(self.device, &self.font_group.atlas_greyscale, &self.texture_greyscale);
@ -467,42 +485,42 @@ pub fn render(
self.font_group.atlas_color.modified = false;
}
// MTLRenderPassDescriptor
const desc = desc: {
const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?;
const desc = MTLRenderPassDescriptor.msgSend(
objc.Object,
objc.sel("renderPassDescriptor"),
.{},
);
// Set our color attachment to be our drawable surface.
const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
{
const attachment = attachments.msgSend(
objc.Object,
objc.sel("objectAtIndexedSubscript:"),
.{@as(c_ulong, 0)},
);
attachment.setProperty("loadAction", @enumToInt(MTLLoadAction.clear));
attachment.setProperty("storeAction", @enumToInt(MTLStoreAction.store));
attachment.setProperty("texture", surface.getProperty(objc.c.id, "texture").?);
attachment.setProperty("clearColor", MTLClearColor{
.red = @intToFloat(f32, critical.bg.r) / 255,
.green = @intToFloat(f32, critical.bg.g) / 255,
.blue = @intToFloat(f32, critical.bg.b) / 255,
.alpha = 1.0,
});
}
break :desc desc;
};
// Command buffer (MTLCommandBuffer)
const buffer = self.queue.msgSend(objc.Object, objc.sel("commandBuffer"), .{});
{
// MTLRenderPassDescriptor
const desc = desc: {
const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?;
const desc = MTLRenderPassDescriptor.msgSend(
objc.Object,
objc.sel("renderPassDescriptor"),
.{},
);
// Set our color attachment to be our drawable surface.
const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
{
const attachment = attachments.msgSend(
objc.Object,
objc.sel("objectAtIndexedSubscript:"),
.{@as(c_ulong, 0)},
);
attachment.setProperty("loadAction", @enumToInt(MTLLoadAction.clear));
attachment.setProperty("storeAction", @enumToInt(MTLStoreAction.store));
attachment.setProperty("texture", surface.getProperty(objc.c.id, "texture").?);
attachment.setProperty("clearColor", MTLClearColor{
.red = @intToFloat(f32, critical.bg.r) / 255,
.green = @intToFloat(f32, critical.bg.g) / 255,
.blue = @intToFloat(f32, critical.bg.b) / 255,
.alpha = 1.0,
});
}
break :desc desc;
};
// MTLRenderCommandEncoder
const encoder = buffer.msgSend(
objc.Object,
@ -518,11 +536,6 @@ pub fn render(
encoder.msgSend(void, objc.sel("setRenderPipelineState:"), .{self.pipeline.value});
// Set our buffers
encoder.msgSend(
void,
objc.sel("setVertexBuffer:offset:atIndex:"),
.{ self.buf_cells.value, @as(c_ulong, 0), @as(c_ulong, 0) },
);
encoder.msgSend(
void,
objc.sel("setVertexBytes:length:atIndex:"),
@ -549,18 +562,9 @@ pub fn render(
},
);
encoder.msgSend(
void,
objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
.{
@enumToInt(MTLPrimitiveType.triangle),
@as(c_ulong, 6),
@enumToInt(MTLIndexType.uint16),
self.buf_instance.value,
@as(c_ulong, 0),
@as(c_ulong, self.cells.items.len),
},
);
// Issue the draw calls for this shader
try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg);
try self.drawCells(encoder, &self.buf_cells, self.cells);
// Build our devmode draw data. This sucks because it requires we
// lock our state mutex but the metal imgui implementation requires
@ -588,6 +592,38 @@ pub fn render(
buffer.msgSend(void, objc.sel("commit"), .{});
}
/// Loads some set of cell data into our buffer and issues a draw call.
/// This expects all the Metal command encoder state to be setup.
///
/// Future: when we move to multiple shaders, this will go away and
/// we'll have a draw call per-shader.
fn drawCells(
self: *Metal,
encoder: objc.Object,
buf: *objc.Object,
cells: std.ArrayListUnmanaged(GPUCell),
) !void {
try self.syncCells(buf, cells);
encoder.msgSend(
void,
objc.sel("setVertexBuffer:offset:atIndex:"),
.{ buf.value, @as(c_ulong, 0), @as(c_ulong, 0) },
);
encoder.msgSend(
void,
objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
.{
@enumToInt(MTLPrimitiveType.triangle),
@as(c_ulong, 6),
@enumToInt(MTLIndexType.uint16),
self.buf_instance.value,
@as(c_ulong, 0),
@as(c_ulong, cells.items.len),
},
);
}
/// Resize the screen.
pub fn setScreenSize(self: *Metal, _: renderer.ScreenSize) !void {
// We use the bounds of our view which should be updated by now.
@ -655,6 +691,10 @@ fn rebuildCells(
screen: *terminal.Screen,
draw_cursor: bool,
) !void {
// Bg cells at most will need space for the visible screen size
self.cells_bg.clearRetainingCapacity();
try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
// Over-allocate just to ensure we don't allocate again during loops.
self.cells.clearRetainingCapacity();
try self.cells.ensureTotalCapacity(
@ -662,7 +702,7 @@ fn rebuildCells(
// * 3 for background modes and cursor and underlines
// + 1 for cursor
(screen.rows * screen.cols * 3) + 1,
(screen.rows * screen.cols * 2) + 1,
);
// This is the cell that has [mode == .fg] and is underneath our cursor.
@ -722,6 +762,12 @@ fn rebuildCells(
cell.color = .{ 0, 0, 0, 255 };
self.cells.appendAssumeCapacity(cell.*);
}
// Some debug mode safety checks
if (std.debug.runtime_safety) {
for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
for (self.cells.items) |cell| assert(cell.mode != .bg);
}
}
pub fn updateCell(
@ -787,7 +833,7 @@ pub fn updateCell(
// If the cell has a background, we always draw it.
if (colors.bg) |rgb| {
self.cells.appendAssumeCapacity(.{
self.cells_bg.appendAssumeCapacity(.{
.mode = .bg,
.grid_pos = .{ @intToFloat(f32, x), @intToFloat(f32, y) },
.cell_width = cell.widthLegacy(),
@ -863,18 +909,22 @@ fn addCursor(self: *Metal, screen: *terminal.Screen) void {
/// Sync the vertex buffer inputs to the GPU. This will attempt to reuse
/// the existing buffer (of course!) but will allocate a new buffer if
/// our cells don't fit in it.
fn syncCells(self: *Metal) !void {
const req_bytes = self.cells.items.len * @sizeOf(GPUCell);
const avail_bytes = self.buf_cells.getProperty(c_ulong, "length");
fn syncCells(
self: *Metal,
target: *objc.Object,
cells: std.ArrayListUnmanaged(GPUCell),
) !void {
const req_bytes = cells.items.len * @sizeOf(GPUCell);
const avail_bytes = target.getProperty(c_ulong, "length");
// If we need more bytes than our buffer has, we need to reallocate.
if (req_bytes > avail_bytes) {
// Deallocate previous buffer
deinitMTLResource(self.buf_cells);
deinitMTLResource(target.*);
// Allocate a new buffer with enough to hold double what we require.
const size = req_bytes * 2;
self.buf_cells = self.device.msgSend(
target.* = self.device.msgSend(
objc.Object,
objc.sel("newBufferWithLength:options:"),
.{
@ -885,12 +935,12 @@ fn syncCells(self: *Metal) !void {
}
// We can fit within the vertex buffer so we can just replace bytes.
const ptr = self.buf_cells.msgSend(?[*]u8, objc.sel("contents"), .{}) orelse {
const ptr = target.msgSend(?[*]u8, objc.sel("contents"), .{}) orelse {
log.warn("buf_cells contents ptr is null", .{});
return error.MetalFailed;
};
@memcpy(ptr, @ptrCast([*]const u8, self.cells.items.ptr), req_bytes);
@memcpy(ptr, @ptrCast([*]const u8, cells.items.ptr), req_bytes);
}
/// Sync the atlas data to the given texture. This copies the bytes

View File

@ -36,7 +36,9 @@ alloc: std.mem.Allocator,
/// Current cell dimensions for this grid.
cell_size: renderer.CellSize,
/// The current set of cells to render.
/// The current set of cells to render. Each set of cells goes into
/// a separate shader call.
cells_bg: std.ArrayListUnmanaged(GPUCell),
cells: std.ArrayListUnmanaged(GPUCell),
/// The LRU that stores our GPU cells cached by row IDs. This is used to
@ -280,6 +282,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
return OpenGL{
.alloc = alloc,
.cells_bg = .{},
.cells = .{},
.cells_lru = CellsLRU.init(0),
.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
@ -316,6 +319,7 @@ pub fn deinit(self: *OpenGL) void {
self.cells_lru.deinit(self.alloc);
self.cells.deinit(self.alloc);
self.cells_bg.deinit(self.alloc);
self.* = undefined;
}
@ -650,6 +654,10 @@ pub fn rebuildCells(
const t = trace(@src());
defer t.end();
// Bg cells at most will need space for the visible screen size
self.cells_bg.clearRetainingCapacity();
try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
// For now, we just ensure that we have enough cells for all the lines
// we have plus a full width. This is very likely too much but its
// the probably close enough while guaranteeing no more allocations.
@ -659,7 +667,7 @@ pub fn rebuildCells(
// * 3 for background modes and cursor and underlines
// + 1 for cursor
(screen.rows * screen.cols * 3) + 1,
(screen.rows * screen.cols * 2) + 1,
);
// We've written no data to the GPU, refresh it all
@ -778,6 +786,12 @@ pub fn rebuildCells(
cell.fg_a = 255;
self.cells.appendAssumeCapacity(cell.*);
}
// Some debug mode safety checks
if (std.debug.runtime_safety) {
for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
for (self.cells.items) |cell| assert(cell.mode != .bg);
}
}
fn addCursor(self: *OpenGL, screen: *terminal.Screen) void {
@ -886,7 +900,7 @@ pub fn updateCell(
if (colors.bg) |rgb| {
var mode: GPUCellMode = .bg;
self.cells.appendAssumeCapacity(.{
self.cells_bg.appendAssumeCapacity(.{
.mode = mode,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
@ -1145,9 +1159,6 @@ pub fn draw(self: *OpenGL) !void {
// If we have no cells to render, then we render nothing.
if (self.cells.items.len == 0) return;
const pbind = try self.program.use();
defer pbind.unbind();
// Setup our VAO
try self.vao.bind();
defer gl.VertexArray.unbind() catch null;
@ -1160,34 +1171,6 @@ pub fn draw(self: *OpenGL) !void {
var binding = try self.vbo.bind(.ArrayBuffer);
defer binding.unbind();
// Our allocated buffer on the GPU is smaller than our capacity.
// We reallocate a new buffer with the full new capacity.
if (self.gl_cells_size < self.cells.capacity) {
log.info("reallocating GPU buffer old={} new={}", .{
self.gl_cells_size,
self.cells.capacity,
});
try binding.setDataNullManual(
@sizeOf(GPUCell) * self.cells.capacity,
.StaticDraw,
);
self.gl_cells_size = self.cells.capacity;
self.gl_cells_written = 0;
}
// If we have data to write to the GPU, send it.
if (self.gl_cells_written < self.cells.items.len) {
const data = self.cells.items[self.gl_cells_written..];
//log.info("sending {} cells to GPU", .{data.len});
try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
self.gl_cells_written += data.len;
assert(data.len > 0);
assert(self.gl_cells_written <= self.cells.items.len);
}
// Bind our textures
try gl.Texture.active(gl.c.GL_TEXTURE0);
var texbind = try self.texture.bind(.@"2D");
@ -1197,10 +1180,59 @@ pub fn draw(self: *OpenGL) !void {
var texbind1 = try self.texture_color.bind(.@"2D");
defer texbind1.unbind();
// Pick our shader to use
const pbind = try self.program.use();
defer pbind.unbind();
try self.drawCells(binding, self.cells_bg);
try self.drawCells(binding, self.cells);
}
/// Loads some set of cell data into our buffer and issues a draw call.
/// This expects all the OpenGL state to be setup.
///
/// Future: when we move to multiple shaders, this will go away and
/// we'll have a draw call per-shader.
fn drawCells(
self: *OpenGL,
binding: gl.Buffer.Binding,
cells: std.ArrayListUnmanaged(GPUCell),
) !void {
// Todo: get rid of this completely
self.gl_cells_written = 0;
// Our allocated buffer on the GPU is smaller than our capacity.
// We reallocate a new buffer with the full new capacity.
if (self.gl_cells_size < cells.capacity) {
log.info("reallocating GPU buffer old={} new={}", .{
self.gl_cells_size,
cells.capacity,
});
try binding.setDataNullManual(
@sizeOf(GPUCell) * cells.capacity,
.StaticDraw,
);
self.gl_cells_size = cells.capacity;
self.gl_cells_written = 0;
}
// If we have data to write to the GPU, send it.
if (self.gl_cells_written < cells.items.len) {
const data = cells.items[self.gl_cells_written..];
//log.info("sending {} cells to GPU", .{data.len});
try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
self.gl_cells_written += data.len;
assert(data.len > 0);
assert(self.gl_cells_written <= cells.items.len);
}
try gl.drawElementsInstanced(
gl.c.GL_TRIANGLES,
6,
gl.c.GL_UNSIGNED_BYTE,
self.cells.items.len,
cells.items.len,
);
}