renderer/metal: move shaders to cached state

This commit is contained in:
Mitchell Hashimoto
2024-02-13 19:37:10 -08:00
parent 9f6db11b95
commit bef83446d1

View File

@ -106,10 +106,6 @@ image_placements: ImagePlacementList = .{},
image_bg_end: u32 = 0,
image_text_end: u32 = 0,
/// Metal state
shaders: Shaders, // Compiled shaders
buf_instance: InstanceBuffer, // MTLBuffer
/// Metal objects
device: objc.Object, // MTLDevice
queue: objc.Object, // MTLCommandQueue
@ -263,10 +259,6 @@ pub fn surfaceInit(surface: *apprt.Surface) !void {
}
pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
var arena = ArenaAllocator.init(alloc);
defer arena.deinit();
const arena_alloc = arena.allocator();
const ViewInfo = struct {
view: objc.Object,
scaleFactor: f64,
@ -370,26 +362,9 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
});
errdefer font_shaper.deinit();
// Vertex buffers
var buf_instance = try InstanceBuffer.initFill(device, &.{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
});
errdefer buf_instance.deinit();
// Load our custom shaders
const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles(
arena_alloc,
options.config.custom_shaders.items,
.msl,
) catch |err| err: {
log.warn("error loading custom shaders err={}", .{err});
break :err &.{};
};
// If we have custom shaders then setup our state
var custom_shader_state: ?CustomShaderState = state: {
if (custom_shaders.len == 0) break :state null;
if (options.config.custom_shaders.items.len == 0) break :state null;
// Build our sampler for our texture
var sampler = try mtl_sampler.Sampler.init(device);
@ -419,10 +394,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
};
errdefer if (custom_shader_state) |*state| state.deinit();
// Initialize our shaders
var shaders = try Shaders.init(alloc, device, custom_shaders);
errdefer shaders.deinit(alloc);
return Metal{
.alloc = alloc,
.config = options.config,
@ -451,10 +422,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.font_group = options.font_group,
.font_shaper = font_shaper,
// Shaders
.shaders = shaders,
.buf_instance = buf_instance,
// Metal stuff
.device = device,
.queue = queue,
@ -484,13 +451,9 @@ pub fn deinit(self: *Metal) void {
}
self.image_placements.deinit(self.alloc);
self.buf_instance.deinit();
if (self.visible_resources) |*v| v.deinit();
self.queue.msgSend(void, objc.sel("release"), .{});
if (self.custom_shader_state) |*state| state.deinit();
self.shaders.deinit(self.alloc);
if (self.visible_resources) |*v| v.deinit(self.alloc);
self.queue.msgSend(void, objc.sel("release"), .{});
self.* = undefined;
}
@ -852,19 +815,19 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
defer encoder.msgSend(void, objc.sel("endEncoding"), .{});
// Draw background images first
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]);
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end], resources);
// Then draw background cells
try self.drawCells(encoder, &resources.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]);
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end], resources);
// Then draw fg cells
try self.drawCells(encoder, &resources.buf_cells, self.cells, resources);
// Then draw remaining images
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..], resources);
}
// If we have custom shaders AND we have a screen texture, then we
@ -915,7 +878,7 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
);
defer encoder.msgSend(void, objc.sel("endEncoding"), .{});
for (self.shaders.post_pipelines) |pipeline| {
for (resources.shaders.post_pipelines) |pipeline| {
try self.drawPostShader(encoder, pipeline, &state);
}
}
@ -1037,6 +1000,7 @@ fn drawImagePlacements(
self: *Metal,
encoder: objc.Object,
placements: []const mtl_image.Placement,
resources: *const VisibleResources,
) !void {
if (placements.len == 0) return;
@ -1044,7 +1008,7 @@ fn drawImagePlacements(
encoder.msgSend(
void,
objc.sel("setRenderPipelineState:"),
.{self.shaders.image_pipeline.value},
.{resources.shaders.image_pipeline.value},
);
// Set our uniform, which is the only shared buffer
@ -1059,7 +1023,7 @@ fn drawImagePlacements(
);
for (placements) |placement| {
try self.drawImagePlacement(encoder, placement);
try self.drawImagePlacement(encoder, placement, resources);
}
}
@ -1067,6 +1031,7 @@ fn drawImagePlacement(
self: *Metal,
encoder: objc.Object,
p: mtl_image.Placement,
resources: *const VisibleResources,
) !void {
// Look up the image
const image = self.images.get(p.image_id) orelse {
@ -1144,7 +1109,7 @@ fn drawImagePlacement(
@intFromEnum(mtl.MTLPrimitiveType.triangle),
@as(c_ulong, 6),
@intFromEnum(mtl.MTLIndexType.uint16),
self.buf_instance.buffer.value,
resources.buf_instance.buffer.value,
@as(c_ulong, 0),
@as(c_ulong, 1),
},
@ -1173,7 +1138,7 @@ fn drawCells(
encoder.msgSend(
void,
objc.sel("setRenderPipelineState:"),
.{self.shaders.cell_pipeline.value},
.{resources.shaders.cell_pipeline.value},
);
// Set our buffers
@ -1215,7 +1180,7 @@ fn drawCells(
@intFromEnum(mtl.MTLPrimitiveType.triangle),
@as(c_ulong, 6),
@intFromEnum(mtl.MTLIndexType.uint16),
self.buf_instance.buffer.value,
resources.buf_instance.buffer.value,
@as(c_ulong, 0),
@as(c_ulong, cells.items.len),
},
@ -2218,34 +2183,65 @@ 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 {
shaders: Shaders, // Compiled shaders
buf_cells: CellBuffer, // Vertex buffer for cells
buf_cells_bg: CellBuffer, // Vertex buffer for background cells
buf_instance: InstanceBuffer, // MTLBuffer
texture_greyscale: objc.Object, // MTLTexture
texture_color: objc.Object, // MTLTexture
pub fn init(m: *Metal) !VisibleResources {
var arena = ArenaAllocator.init(m.alloc);
defer arena.deinit();
const arena_alloc = arena.allocator();
// Load our custom shaders
const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles(
arena_alloc,
m.config.custom_shaders.items,
.msl,
) catch |err| err: {
log.warn("error loading custom shaders err={}", .{err});
break :err &.{};
};
// Shaders
var shaders = try Shaders.init(m.alloc, m.device, custom_shaders);
errdefer shaders.deinit(m.alloc);
// Buffers
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();
var buf_instance = try InstanceBuffer.initFill(m.device, &.{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
});
errdefer buf_instance.deinit();
// Textures
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 .{
.shaders = shaders,
.buf_cells = buf_cells,
.buf_cells_bg = buf_cells_bg,
.buf_instance = buf_instance,
.texture_greyscale = texture_greyscale,
.texture_color = texture_color,
};
}
pub fn deinit(self: *VisibleResources) void {
pub fn deinit(self: *VisibleResources, alloc: Allocator) void {
self.buf_cells.deinit();
self.buf_cells_bg.deinit();
self.buf_instance.deinit();
deinitMTLResource(self.texture_greyscale);
deinitMTLResource(self.texture_color);
self.shaders.deinit(alloc);
}
};