renderer/metal: load shaders from precompiled lib

This commit is contained in:
Mitchell Hashimoto
2024-08-06 15:05:10 -07:00
parent e5a087e143
commit 14a42fcdb7
6 changed files with 63 additions and 10 deletions

8
pkg/macos/dispatch.zig Normal file
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@ -0,0 +1,8 @@
pub const c = @import("dispatch/c.zig");
pub const data = @import("dispatch/data.zig");
pub const queue = @import("dispatch/queue.zig");
pub const Data = data.Data;
test {
@import("std").testing.refAllDecls(@This());
}

3
pkg/macos/dispatch/c.zig Normal file
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@ -0,0 +1,3 @@
pub usingnamespace @cImport({
@cInclude("dispatch/dispatch.h");
});

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@ -0,0 +1,31 @@
const std = @import("std");
const foundation = @import("../foundation.zig");
const c = @import("c.zig");
pub const Data = opaque {
pub const DESTRUCTOR_DEFAULT = c.DISPATCH_DATA_DESTRUCTOR_DEFAULT;
pub fn create(
data: []const u8,
queue: ?*anyopaque,
destructor: ?*anyopaque,
) !*Data {
return dispatch_data_create(
data.ptr,
data.len,
queue,
destructor,
) orelse return error.OutOfMemory;
}
pub fn release(data: *Data) void {
foundation.c.CFRelease(data);
}
};
extern "c" fn dispatch_data_create(
data: [*]const u8,
len: usize,
queue: ?*anyopaque,
destructor: ?*anyopaque,
) ?*Data;

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@ -0,0 +1,8 @@
const std = @import("std");
const c = @import("c.zig");
pub const Queue = *anyopaque; // dispatch_queue_t
pub fn getMain() Queue {
return c.dispatch_get_main_queue().?;
}

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@ -1,5 +1,6 @@
pub const foundation = @import("foundation.zig");
pub const animation = @import("animation.zig");
pub const dispatch = @import("dispatch.zig");
pub const graphics = @import("graphics.zig");
pub const os = @import("os.zig");
pub const text = @import("text.zig");

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@ -156,27 +156,29 @@ pub const PostUniforms = extern struct {
/// Initialize the MTLLibrary. A MTLLibrary is a collection of shaders.
fn initLibrary(device: objc.Object) !objc.Object {
// Hardcoded since this file isn't meant to be reusable.
const data = @embedFile("../shaders/cell.metal");
const source = try macos.foundation.String.createWithBytes(
data,
.utf8,
false,
const start = try std.time.Instant.now();
const data = try macos.dispatch.Data.create(
@embedFile("../shaders/Ghostty.metallib"),
macos.dispatch.queue.getMain(),
macos.dispatch.Data.DESTRUCTOR_DEFAULT,
);
defer source.release();
defer data.release();
var err: ?*anyopaque = null;
const library = device.msgSend(
objc.Object,
objc.sel("newLibraryWithSource:options:error:"),
objc.sel("newLibraryWithData:error:"),
.{
source,
@as(?*anyopaque, null),
data,
&err,
},
);
try checkError(err);
const end = try std.time.Instant.now();
log.debug("shader library loaded time={}us", .{end.since(start) / std.time.ns_per_us});
return library;
}