mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-24 12:46:10 +03:00
Revert "renderer/metal: cache buf cells"
This reverts commit 9f6db11b95f1bfed79f9b653f2ffb2be81cfc158.
This commit is contained in:
@ -108,6 +108,8 @@ image_text_end: u32 = 0,
|
||||
|
||||
/// Metal state
|
||||
shaders: Shaders, // Compiled shaders
|
||||
buf_cells: CellBuffer, // Vertex buffer for cells
|
||||
buf_cells_bg: CellBuffer, // Vertex buffer for background cells
|
||||
buf_instance: InstanceBuffer, // MTLBuffer
|
||||
|
||||
/// Metal objects
|
||||
@ -371,6 +373,10 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
|
||||
errdefer font_shaper.deinit();
|
||||
|
||||
// Vertex buffers
|
||||
var buf_cells = try CellBuffer.init(device, 160 * 160);
|
||||
errdefer buf_cells.deinit();
|
||||
var buf_cells_bg = try CellBuffer.init(device, 160 * 160);
|
||||
errdefer buf_cells_bg.deinit();
|
||||
var buf_instance = try InstanceBuffer.initFill(device, &.{
|
||||
0, 1, 3, // Top-left triangle
|
||||
1, 2, 3, // Bottom-right triangle
|
||||
@ -453,6 +459,8 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
|
||||
|
||||
// Shaders
|
||||
.shaders = shaders,
|
||||
.buf_cells = buf_cells,
|
||||
.buf_cells_bg = buf_cells_bg,
|
||||
.buf_instance = buf_instance,
|
||||
|
||||
// Metal stuff
|
||||
@ -484,6 +492,8 @@ pub fn deinit(self: *Metal) void {
|
||||
}
|
||||
self.image_placements.deinit(self.alloc);
|
||||
|
||||
self.buf_cells_bg.deinit();
|
||||
self.buf_cells.deinit();
|
||||
self.buf_instance.deinit();
|
||||
if (self.visible_resources) |*v| v.deinit();
|
||||
self.queue.msgSend(void, objc.sel("release"), .{});
|
||||
@ -855,13 +865,13 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
|
||||
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]);
|
||||
|
||||
// Then draw background cells
|
||||
try self.drawCells(encoder, &resources.buf_cells_bg, self.cells_bg, resources);
|
||||
try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg, resources);
|
||||
|
||||
// Then draw images under text
|
||||
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end]);
|
||||
|
||||
// Then draw fg cells
|
||||
try self.drawCells(encoder, &resources.buf_cells, self.cells, resources);
|
||||
try self.drawCells(encoder, &self.buf_cells, self.cells, resources);
|
||||
|
||||
// Then draw remaining images
|
||||
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
|
||||
@ -2218,33 +2228,22 @@ fn deinitMTLResource(obj: objc.Object) void {
|
||||
/// This is a performance optimization that makes it so that Ghostty
|
||||
/// only uses GPU resources for views that are currently visible.
|
||||
const VisibleResources = struct {
|
||||
buf_cells: CellBuffer, // Vertex buffer for cells
|
||||
buf_cells_bg: CellBuffer, // Vertex buffer for background cells
|
||||
texture_greyscale: objc.Object, // MTLTexture
|
||||
texture_color: objc.Object, // MTLTexture
|
||||
|
||||
pub fn init(m: *Metal) !VisibleResources {
|
||||
var buf_cells = try CellBuffer.init(m.device, 160 * 160);
|
||||
errdefer buf_cells.deinit();
|
||||
var buf_cells_bg = try CellBuffer.init(m.device, 160 * 160);
|
||||
errdefer buf_cells_bg.deinit();
|
||||
|
||||
const texture_greyscale = try initAtlasTexture(m.device, &m.font_group.atlas_greyscale);
|
||||
errdefer deinitMTLResource(texture_greyscale);
|
||||
const texture_color = try initAtlasTexture(m.device, &m.font_group.atlas_color);
|
||||
errdefer deinitMTLResource(texture_color);
|
||||
|
||||
return .{
|
||||
.buf_cells = buf_cells,
|
||||
.buf_cells_bg = buf_cells_bg,
|
||||
.texture_greyscale = texture_greyscale,
|
||||
.texture_color = texture_color,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: *VisibleResources) void {
|
||||
self.buf_cells.deinit();
|
||||
self.buf_cells_bg.deinit();
|
||||
deinitMTLResource(self.texture_greyscale);
|
||||
deinitMTLResource(self.texture_color);
|
||||
}
|
||||
|
Reference in New Issue
Block a user