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https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 16:56:09 +03:00
renderer/metal: cache buf cells
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@ -108,8 +108,6 @@ image_text_end: u32 = 0,
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/// Metal state
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shaders: Shaders, // Compiled shaders
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buf_cells: CellBuffer, // Vertex buffer for cells
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buf_cells_bg: CellBuffer, // Vertex buffer for background cells
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buf_instance: InstanceBuffer, // MTLBuffer
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/// Metal objects
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@ -373,10 +371,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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errdefer font_shaper.deinit();
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// Vertex buffers
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var buf_cells = try CellBuffer.init(device, 160 * 160);
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errdefer buf_cells.deinit();
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var buf_cells_bg = try CellBuffer.init(device, 160 * 160);
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errdefer buf_cells_bg.deinit();
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var buf_instance = try InstanceBuffer.initFill(device, &.{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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@ -459,8 +453,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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// Shaders
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.shaders = shaders,
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.buf_cells = buf_cells,
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.buf_cells_bg = buf_cells_bg,
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.buf_instance = buf_instance,
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// Metal stuff
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@ -492,8 +484,6 @@ pub fn deinit(self: *Metal) void {
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}
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self.image_placements.deinit(self.alloc);
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self.buf_cells_bg.deinit();
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self.buf_cells.deinit();
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self.buf_instance.deinit();
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if (self.visible_resources) |*v| v.deinit();
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self.queue.msgSend(void, objc.sel("release"), .{});
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@ -865,13 +855,13 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
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try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]);
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// Then draw background cells
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try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg, resources);
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try self.drawCells(encoder, &resources.buf_cells_bg, self.cells_bg, resources);
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// Then draw images under text
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try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end]);
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// Then draw fg cells
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try self.drawCells(encoder, &self.buf_cells, self.cells, resources);
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try self.drawCells(encoder, &resources.buf_cells, self.cells, resources);
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// Then draw remaining images
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try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
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@ -2228,22 +2218,33 @@ fn deinitMTLResource(obj: objc.Object) void {
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/// This is a performance optimization that makes it so that Ghostty
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/// only uses GPU resources for views that are currently visible.
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const VisibleResources = struct {
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buf_cells: CellBuffer, // Vertex buffer for cells
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buf_cells_bg: CellBuffer, // Vertex buffer for background cells
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texture_greyscale: objc.Object, // MTLTexture
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texture_color: objc.Object, // MTLTexture
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pub fn init(m: *Metal) !VisibleResources {
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var buf_cells = try CellBuffer.init(m.device, 160 * 160);
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errdefer buf_cells.deinit();
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var buf_cells_bg = try CellBuffer.init(m.device, 160 * 160);
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errdefer buf_cells_bg.deinit();
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const texture_greyscale = try initAtlasTexture(m.device, &m.font_group.atlas_greyscale);
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errdefer deinitMTLResource(texture_greyscale);
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const texture_color = try initAtlasTexture(m.device, &m.font_group.atlas_color);
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errdefer deinitMTLResource(texture_color);
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return .{
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.buf_cells = buf_cells,
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.buf_cells_bg = buf_cells_bg,
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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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pub fn deinit(self: *VisibleResources) void {
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self.buf_cells.deinit();
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self.buf_cells_bg.deinit();
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deinitMTLResource(self.texture_greyscale);
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deinitMTLResource(self.texture_color);
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}
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