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metal: color textures
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@ -65,6 +65,7 @@ buf_cells: objc.Object, // MTLBuffer
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buf_instance: objc.Object, // MTLBuffer
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pipeline: objc.Object, // MTLRenderPipelineState
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texture_greyscale: objc.Object, // MTLTexture
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texture_color: objc.Object, // MTLTexture
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const GPUCell = extern struct {
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mode: GPUCellMode,
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@ -200,6 +201,7 @@ pub fn init(alloc: Allocator, font_group: *font.GroupCache) !Metal {
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const library = try initLibrary(device, @embedFile("../shaders/cell.metal"));
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const pipeline_state = try initPipelineState(device, library);
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const texture_greyscale = try initAtlasTexture(device, &font_group.atlas_greyscale);
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const texture_color = try initAtlasTexture(device, &font_group.atlas_color);
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return Metal{
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.alloc = alloc,
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@ -233,6 +235,7 @@ pub fn init(alloc: Allocator, font_group: *font.GroupCache) !Metal {
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.buf_instance = buf_instance,
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.pipeline = pipeline_state,
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.texture_greyscale = texture_greyscale,
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.texture_color = texture_color,
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};
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}
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@ -368,6 +371,10 @@ pub fn render(
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try syncAtlasTexture(&self.font_group.atlas_greyscale, &self.texture_greyscale);
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self.font_group.atlas_greyscale.modified = false;
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}
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if (self.font_group.atlas_color.modified) {
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try syncAtlasTexture(&self.font_group.atlas_color, &self.texture_color);
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self.font_group.atlas_color.modified = false;
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}
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// MTLRenderPassDescriptor
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const desc = desc: {
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@ -442,6 +449,14 @@ pub fn render(
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@as(c_ulong, 0),
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},
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);
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encoder.msgSend(
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void,
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objc.sel("setFragmentTexture:atIndex:"),
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.{
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self.texture_color.value,
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@as(c_ulong, 1),
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},
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);
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encoder.msgSend(
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void,
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@ -621,8 +636,6 @@ pub fn updateCell(
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// If the cell has a character, draw it
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if (cell.char > 0) {
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// Render
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const face = try self.font_group.group.faceFromIndex(shaper_run.font_index);
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_ = face;
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const glyph = try self.font_group.renderGlyph(
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self.alloc,
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shaper_run.font_index,
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@ -630,16 +643,18 @@ pub fn updateCell(
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@floatToInt(u16, @ceil(self.cell_size.height)),
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);
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// If we're rendering a color font, we use the color atlas
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const face = try self.font_group.group.faceFromIndex(shaper_run.font_index);
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const mode: GPUCellMode = if (face.presentation == .emoji) .fg_color else .fg;
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self.cells.appendAssumeCapacity(.{
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.mode = .fg,
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.mode = mode,
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.grid_pos = .{ @intToFloat(f32, x), @intToFloat(f32, y) },
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.cell_width = cell.widthLegacy(),
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.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
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.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y },
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.glyph_size = .{ glyph.width, glyph.height },
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.glyph_offset = .{ glyph.offset_x, glyph.offset_y },
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// .mode = mode,
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});
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}
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@ -946,6 +961,7 @@ fn initAtlasTexture(device: objc.Object, atlas: *const Atlas) !objc.Object {
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// Determine our pixel format
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const pixel_format: MTLPixelFormat = switch (atlas.format) {
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.greyscale => .r8unorm,
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.rgba => .bgra8unorm,
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else => @panic("unsupported atlas format for Metal texture"),
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};
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@ -4,6 +4,7 @@ using namespace metal;
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enum Mode : uint8_t {
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MODE_BG = 1u,
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MODE_FG = 2u,
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MODE_FG_COLOR = 7u,
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MODE_CURSOR_RECT = 3u,
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MODE_CURSOR_RECT_HOLLOW = 4u,
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MODE_CURSOR_BAR = 5u,
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@ -92,11 +93,21 @@ vertex VertexOut uber_vertex(
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out.position = uniforms.projection_matrix * float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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break;
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case MODE_FG: {
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case MODE_FG:
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case MODE_FG_COLOR: {
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float2 glyph_size = float2(input.glyph_size) * uniforms.px_scale;
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float2 glyph_offset = float2(input.glyph_offset) * uniforms.px_scale;
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// TODO: downsampling
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// If the glyph is larger than our cell, we need to downsample it.
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// The "+ 3" here is to give some wiggle room for fonts that are
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// BARELY over it.
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float2 glyph_size_downsampled = glyph_size;
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if (glyph_size_downsampled.y > cell_size.y + 2) {
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// Magic 0.9 and 1.1 are padding to make emoji look better
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glyph_size_downsampled.y = cell_size.y * 0.9;
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glyph_size_downsampled.x = glyph_size.x * (glyph_size_downsampled.y / glyph_size.y);
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glyph_offset.y = glyph_offset.y * 1.1 * (glyph_size_downsampled.y / glyph_size.y);
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}
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// The glyph_offset.y is the y bearing, a y value that when added
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// to the baseline is the offset (+y is up). Our grid goes down.
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@ -105,7 +116,7 @@ vertex VertexOut uber_vertex(
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// Calculate the final position of the cell which uses our glyph size
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// and glyph offset to create the correct bounding box for the glyph.
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cell_pos = cell_pos + glyph_size * position + glyph_offset;
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cell_pos = cell_pos + glyph_size_downsampled * position + glyph_offset;
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out.position = uniforms.projection_matrix * float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
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// Calculate the texture coordinate in pixels. This is NOT normalized
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@ -181,7 +192,8 @@ vertex VertexOut uber_vertex(
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fragment float4 uber_fragment(
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VertexOut in [[ stage_in ]],
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texture2d<float> textureGreyscale [[ texture(0) ]]
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texture2d<float> textureGreyscale [[ texture(0) ]],
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texture2d<float> textureColor [[ texture(1) ]]
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) {
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constexpr sampler textureSampler(address::clamp_to_edge, filter::linear);
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@ -198,6 +210,13 @@ fragment float4 uber_fragment(
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return float4(in.color.rgb, in.color.a * a);
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}
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case MODE_FG_COLOR: {
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// Normalize the texture coordinates to [0,1]
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float2 size = float2(textureColor.get_width(), textureColor.get_height());
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float2 coord = in.tex_coord / size;
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return textureColor.sample(textureSampler, coord);
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}
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case MODE_CURSOR_RECT:
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return in.color;
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