mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 00:36:07 +03:00
metal: implement two-pass render for bg
This commit is contained in:
@ -55,7 +55,9 @@ foreground: terminal.color.RGB,
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background: terminal.color.RGB,
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/// The current set of cells to render. This is rebuilt on every frame
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/// but we keep this around so that we don't reallocate.
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/// but we keep this around so that we don't reallocate. Each set of
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/// cells goes into a separate shader.
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cells_bg: std.ArrayListUnmanaged(GPUCell),
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cells: std.ArrayListUnmanaged(GPUCell),
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/// The current GPU uniform values.
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@ -69,6 +71,7 @@ font_shaper: font.Shaper,
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device: objc.Object, // MTLDevice
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queue: objc.Object, // MTLCommandQueue
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swapchain: objc.Object, // CAMetalLayer
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buf_cells_bg: objc.Object, // MTLBuffer
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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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@ -204,6 +207,21 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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);
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};
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const buf_cells_bg = buffer: {
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// Preallocate for 160x160 grid with 3 modes (bg, fg, text). This
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// should handle most terminals well, and we can avoid a resize later.
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const prealloc = 160 * 160;
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break :buffer device.msgSend(
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objc.Object,
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objc.sel("newBufferWithLength:options:"),
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.{
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@intCast(c_ulong, prealloc * @sizeOf(GPUCell)),
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MTLResourceStorageModeShared,
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},
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);
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};
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// Initialize our shader (MTLLibrary)
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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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@ -222,6 +240,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.cursor_style = .box,
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// Render state
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.cells_bg = .{},
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.cells = .{},
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.uniforms = .{
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.projection_matrix = undefined,
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@ -241,6 +260,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.queue = queue,
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.swapchain = swapchain,
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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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.pipeline = pipeline_state,
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.texture_greyscale = texture_greyscale,
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@ -250,6 +270,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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pub fn deinit(self: *Metal) void {
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self.cells.deinit(self.alloc);
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self.cells_bg.deinit(self.alloc);
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self.font_shaper.deinit();
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self.alloc.free(self.font_shaper.cell_buf);
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@ -454,9 +475,6 @@ pub fn render(
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// Get our surface (CAMetalDrawable)
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const surface = self.swapchain.msgSend(objc.Object, objc.sel("nextDrawable"), .{});
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// Setup our buffers
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try self.syncCells();
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// If our font atlas changed, sync the texture data
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if (self.font_group.atlas_greyscale.modified) {
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try syncAtlasTexture(self.device, &self.font_group.atlas_greyscale, &self.texture_greyscale);
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@ -467,42 +485,42 @@ pub fn render(
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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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const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?;
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const desc = MTLRenderPassDescriptor.msgSend(
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objc.Object,
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objc.sel("renderPassDescriptor"),
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.{},
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);
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// Set our color attachment to be our drawable surface.
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const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
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{
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const attachment = attachments.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 0)},
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);
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attachment.setProperty("loadAction", @enumToInt(MTLLoadAction.clear));
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attachment.setProperty("storeAction", @enumToInt(MTLStoreAction.store));
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attachment.setProperty("texture", surface.getProperty(objc.c.id, "texture").?);
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attachment.setProperty("clearColor", MTLClearColor{
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.red = @intToFloat(f32, critical.bg.r) / 255,
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.green = @intToFloat(f32, critical.bg.g) / 255,
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.blue = @intToFloat(f32, critical.bg.b) / 255,
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.alpha = 1.0,
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});
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}
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break :desc desc;
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};
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// Command buffer (MTLCommandBuffer)
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const buffer = self.queue.msgSend(objc.Object, objc.sel("commandBuffer"), .{});
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{
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// MTLRenderPassDescriptor
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const desc = desc: {
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const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?;
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const desc = MTLRenderPassDescriptor.msgSend(
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objc.Object,
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objc.sel("renderPassDescriptor"),
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.{},
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);
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// Set our color attachment to be our drawable surface.
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const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
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{
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const attachment = attachments.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 0)},
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);
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attachment.setProperty("loadAction", @enumToInt(MTLLoadAction.clear));
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attachment.setProperty("storeAction", @enumToInt(MTLStoreAction.store));
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attachment.setProperty("texture", surface.getProperty(objc.c.id, "texture").?);
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attachment.setProperty("clearColor", MTLClearColor{
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.red = @intToFloat(f32, critical.bg.r) / 255,
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.green = @intToFloat(f32, critical.bg.g) / 255,
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.blue = @intToFloat(f32, critical.bg.b) / 255,
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.alpha = 1.0,
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});
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}
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break :desc desc;
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};
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// MTLRenderCommandEncoder
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const encoder = buffer.msgSend(
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objc.Object,
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@ -518,11 +536,6 @@ pub fn render(
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encoder.msgSend(void, objc.sel("setRenderPipelineState:"), .{self.pipeline.value});
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// Set our buffers
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encoder.msgSend(
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void,
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objc.sel("setVertexBuffer:offset:atIndex:"),
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.{ self.buf_cells.value, @as(c_ulong, 0), @as(c_ulong, 0) },
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);
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encoder.msgSend(
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void,
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objc.sel("setVertexBytes:length:atIndex:"),
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@ -549,18 +562,9 @@ pub fn render(
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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("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
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.{
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@enumToInt(MTLPrimitiveType.triangle),
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@as(c_ulong, 6),
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@enumToInt(MTLIndexType.uint16),
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self.buf_instance.value,
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@as(c_ulong, 0),
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@as(c_ulong, self.cells.items.len),
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},
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);
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// Issue the draw calls for this shader
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try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg);
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try self.drawCells(encoder, &self.buf_cells, self.cells);
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// Build our devmode draw data. This sucks because it requires we
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// lock our state mutex but the metal imgui implementation requires
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@ -588,6 +592,38 @@ pub fn render(
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buffer.msgSend(void, objc.sel("commit"), .{});
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}
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/// Loads some set of cell data into our buffer and issues a draw call.
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/// This expects all the Metal command encoder state to be setup.
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///
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/// Future: when we move to multiple shaders, this will go away and
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/// we'll have a draw call per-shader.
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fn drawCells(
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self: *Metal,
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encoder: objc.Object,
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buf: *objc.Object,
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cells: std.ArrayListUnmanaged(GPUCell),
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) !void {
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try self.syncCells(buf, cells);
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encoder.msgSend(
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void,
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objc.sel("setVertexBuffer:offset:atIndex:"),
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.{ buf.value, @as(c_ulong, 0), @as(c_ulong, 0) },
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);
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encoder.msgSend(
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void,
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objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
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.{
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@enumToInt(MTLPrimitiveType.triangle),
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@as(c_ulong, 6),
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@enumToInt(MTLIndexType.uint16),
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self.buf_instance.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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);
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}
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/// Resize the screen.
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pub fn setScreenSize(self: *Metal, _: renderer.ScreenSize) !void {
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// We use the bounds of our view which should be updated by now.
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@ -655,6 +691,10 @@ fn rebuildCells(
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screen: *terminal.Screen,
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draw_cursor: bool,
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) !void {
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// Bg cells at most will need space for the visible screen size
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self.cells_bg.clearRetainingCapacity();
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try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
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// Over-allocate just to ensure we don't allocate again during loops.
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self.cells.clearRetainingCapacity();
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try self.cells.ensureTotalCapacity(
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@ -662,7 +702,7 @@ fn rebuildCells(
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// * 3 for background modes and cursor and underlines
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// + 1 for cursor
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(screen.rows * screen.cols * 3) + 1,
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(screen.rows * screen.cols * 2) + 1,
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);
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// This is the cell that has [mode == .fg] and is underneath our cursor.
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@ -722,6 +762,12 @@ fn rebuildCells(
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cell.color = .{ 0, 0, 0, 255 };
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self.cells.appendAssumeCapacity(cell.*);
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}
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// Some debug mode safety checks
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if (std.debug.runtime_safety) {
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for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
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for (self.cells.items) |cell| assert(cell.mode != .bg);
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}
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}
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pub fn updateCell(
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@ -787,7 +833,7 @@ pub fn updateCell(
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// If the cell has a background, we always draw it.
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if (colors.bg) |rgb| {
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self.cells.appendAssumeCapacity(.{
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self.cells_bg.appendAssumeCapacity(.{
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.mode = .bg,
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.grid_pos = .{ @intToFloat(f32, x), @intToFloat(f32, y) },
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.cell_width = cell.widthLegacy(),
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@ -863,18 +909,22 @@ fn addCursor(self: *Metal, screen: *terminal.Screen) void {
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/// Sync the vertex buffer inputs to the GPU. This will attempt to reuse
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/// the existing buffer (of course!) but will allocate a new buffer if
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/// our cells don't fit in it.
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fn syncCells(self: *Metal) !void {
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const req_bytes = self.cells.items.len * @sizeOf(GPUCell);
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const avail_bytes = self.buf_cells.getProperty(c_ulong, "length");
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fn syncCells(
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self: *Metal,
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target: *objc.Object,
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cells: std.ArrayListUnmanaged(GPUCell),
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) !void {
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const req_bytes = cells.items.len * @sizeOf(GPUCell);
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const avail_bytes = target.getProperty(c_ulong, "length");
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// If we need more bytes than our buffer has, we need to reallocate.
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if (req_bytes > avail_bytes) {
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// Deallocate previous buffer
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deinitMTLResource(self.buf_cells);
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deinitMTLResource(target.*);
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// Allocate a new buffer with enough to hold double what we require.
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const size = req_bytes * 2;
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self.buf_cells = self.device.msgSend(
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target.* = self.device.msgSend(
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objc.Object,
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objc.sel("newBufferWithLength:options:"),
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.{
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@ -885,12 +935,12 @@ fn syncCells(self: *Metal) !void {
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}
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// We can fit within the vertex buffer so we can just replace bytes.
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const ptr = self.buf_cells.msgSend(?[*]u8, objc.sel("contents"), .{}) orelse {
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const ptr = target.msgSend(?[*]u8, objc.sel("contents"), .{}) orelse {
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log.warn("buf_cells contents ptr is null", .{});
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return error.MetalFailed;
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};
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@memcpy(ptr, @ptrCast([*]const u8, self.cells.items.ptr), req_bytes);
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@memcpy(ptr, @ptrCast([*]const u8, cells.items.ptr), req_bytes);
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}
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/// Sync the atlas data to the given texture. This copies the bytes
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@ -667,7 +667,7 @@ pub fn rebuildCells(
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// * 3 for background modes and cursor and underlines
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// + 1 for cursor
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(screen.rows * screen.cols * 3) + 1,
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(screen.rows * screen.cols * 2) + 1,
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);
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// We've written no data to the GPU, refresh it all
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