mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 16:56:09 +03:00
Revert "renderer/metal: move shaders to cached state"
This reverts commit bef83446d1cff42946c2a242e3c645350d00c574.
This commit is contained in:
@ -106,6 +106,10 @@ image_placements: ImagePlacementList = .{},
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image_bg_end: u32 = 0,
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image_text_end: u32 = 0,
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/// Metal state
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shaders: Shaders, // Compiled shaders
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buf_instance: InstanceBuffer, // MTLBuffer
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/// Metal objects
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device: objc.Object, // MTLDevice
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queue: objc.Object, // MTLCommandQueue
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@ -259,6 +263,10 @@ pub fn surfaceInit(surface: *apprt.Surface) !void {
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}
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pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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var arena = ArenaAllocator.init(alloc);
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defer arena.deinit();
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const arena_alloc = arena.allocator();
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const ViewInfo = struct {
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view: objc.Object,
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scaleFactor: f64,
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@ -362,9 +370,26 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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});
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errdefer font_shaper.deinit();
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// Vertex buffers
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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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});
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errdefer buf_instance.deinit();
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// Load our custom shaders
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const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles(
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arena_alloc,
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options.config.custom_shaders.items,
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.msl,
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) catch |err| err: {
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log.warn("error loading custom shaders err={}", .{err});
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break :err &.{};
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};
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// If we have custom shaders then setup our state
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var custom_shader_state: ?CustomShaderState = state: {
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if (options.config.custom_shaders.items.len == 0) break :state null;
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if (custom_shaders.len == 0) break :state null;
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// Build our sampler for our texture
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var sampler = try mtl_sampler.Sampler.init(device);
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@ -394,6 +419,10 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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};
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errdefer if (custom_shader_state) |*state| state.deinit();
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// Initialize our shaders
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var shaders = try Shaders.init(alloc, device, custom_shaders);
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errdefer shaders.deinit(alloc);
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return Metal{
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.alloc = alloc,
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.config = options.config,
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@ -422,6 +451,10 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.font_group = options.font_group,
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.font_shaper = font_shaper,
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// Shaders
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.shaders = shaders,
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.buf_instance = buf_instance,
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// Metal stuff
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.device = device,
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.queue = queue,
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@ -451,10 +484,14 @@ pub fn deinit(self: *Metal) void {
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}
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self.image_placements.deinit(self.alloc);
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if (self.custom_shader_state) |*state| state.deinit();
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if (self.visible_resources) |*v| v.deinit(self.alloc);
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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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if (self.custom_shader_state) |*state| state.deinit();
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self.shaders.deinit(self.alloc);
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self.* = undefined;
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}
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@ -815,19 +852,19 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
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defer encoder.msgSend(void, objc.sel("endEncoding"), .{});
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// Draw background images first
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try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end], resources);
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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, &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], resources);
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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, &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..], resources);
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try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
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}
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// If we have custom shaders AND we have a screen texture, then we
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@ -878,7 +915,7 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
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);
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defer encoder.msgSend(void, objc.sel("endEncoding"), .{});
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for (resources.shaders.post_pipelines) |pipeline| {
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for (self.shaders.post_pipelines) |pipeline| {
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try self.drawPostShader(encoder, pipeline, &state);
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}
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}
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@ -1000,7 +1037,6 @@ fn drawImagePlacements(
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self: *Metal,
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encoder: objc.Object,
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placements: []const mtl_image.Placement,
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resources: *const VisibleResources,
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) !void {
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if (placements.len == 0) return;
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@ -1008,7 +1044,7 @@ fn drawImagePlacements(
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encoder.msgSend(
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void,
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objc.sel("setRenderPipelineState:"),
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.{resources.shaders.image_pipeline.value},
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.{self.shaders.image_pipeline.value},
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);
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// Set our uniform, which is the only shared buffer
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@ -1023,7 +1059,7 @@ fn drawImagePlacements(
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);
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for (placements) |placement| {
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try self.drawImagePlacement(encoder, placement, resources);
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try self.drawImagePlacement(encoder, placement);
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}
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}
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@ -1031,7 +1067,6 @@ fn drawImagePlacement(
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self: *Metal,
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encoder: objc.Object,
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p: mtl_image.Placement,
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resources: *const VisibleResources,
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) !void {
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// Look up the image
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const image = self.images.get(p.image_id) orelse {
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@ -1109,7 +1144,7 @@ fn drawImagePlacement(
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@intFromEnum(mtl.MTLPrimitiveType.triangle),
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@as(c_ulong, 6),
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@intFromEnum(mtl.MTLIndexType.uint16),
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resources.buf_instance.buffer.value,
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self.buf_instance.buffer.value,
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@as(c_ulong, 0),
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@as(c_ulong, 1),
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},
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@ -1138,7 +1173,7 @@ fn drawCells(
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encoder.msgSend(
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void,
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objc.sel("setRenderPipelineState:"),
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.{resources.shaders.cell_pipeline.value},
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.{self.shaders.cell_pipeline.value},
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);
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// Set our buffers
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@ -1180,7 +1215,7 @@ fn drawCells(
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@intFromEnum(mtl.MTLPrimitiveType.triangle),
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@as(c_ulong, 6),
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@intFromEnum(mtl.MTLIndexType.uint16),
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resources.buf_instance.buffer.value,
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self.buf_instance.buffer.value,
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@as(c_ulong, 0),
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@as(c_ulong, cells.items.len),
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},
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@ -2183,65 +2218,34 @@ 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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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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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 arena = ArenaAllocator.init(m.alloc);
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defer arena.deinit();
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const arena_alloc = arena.allocator();
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// Load our custom shaders
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const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles(
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arena_alloc,
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m.config.custom_shaders.items,
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.msl,
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) catch |err| err: {
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log.warn("error loading custom shaders err={}", .{err});
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break :err &.{};
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};
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// Shaders
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var shaders = try Shaders.init(m.alloc, m.device, custom_shaders);
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errdefer shaders.deinit(m.alloc);
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// Buffers
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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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var buf_instance = try InstanceBuffer.initFill(m.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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});
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errdefer buf_instance.deinit();
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// Textures
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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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.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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.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, alloc: Allocator) void {
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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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self.buf_instance.deinit();
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deinitMTLResource(self.texture_greyscale);
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deinitMTLResource(self.texture_color);
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self.shaders.deinit(alloc);
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}
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};
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