add first pass metal shader

This commit is contained in:
Mitchell Hashimoto
2022-10-29 11:41:10 -07:00
parent 90a284e176
commit fc7e457098
2 changed files with 107 additions and 0 deletions

View File

@ -5,6 +5,7 @@ const std = @import("std");
const builtin = @import("builtin");
const glfw = @import("glfw");
const objc = @import("objc");
const macos = @import("macos");
const font = @import("../font/main.zig");
const terminal = @import("../terminal/main.zig");
const renderer = @import("../renderer.zig");
@ -46,6 +47,8 @@ font_shaper: font.Shaper,
device: objc.Object, // MTLDevice
queue: objc.Object, // MTLCommandQueue
swapchain: objc.Object, // CAMetalLayer
library: objc.Object, // MTLLibrary
buf_instance: objc.Object, // MTLBuffer
const GPUCell = extern struct {
foo: f64,
@ -99,6 +102,61 @@ pub fn init(alloc: Allocator, font_group: *font.GroupCache) !Metal {
var font_shaper = try font.Shaper.init(shape_buf);
errdefer font_shaper.deinit();
// Initialize our Metal buffers
const buf_instance = buffer: {
const data = [6]u8{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
};
break :buffer device.msgSend(
objc.Object,
objc.sel("newBufferWithBytes:length:options:"),
.{
@ptrCast(*const anyopaque, &data),
@intCast(c_ulong, data.len * @sizeOf(u8)),
MTLResourceStorageModeShared,
},
);
};
// Initialize our shader (MTLLibrary)
const library = library: {
// Load our source into a CFString
const source = try macos.foundation.String.createWithBytes(
@embedFile("../shaders/cell.metal"),
.utf8,
false,
);
defer source.release();
// Compile
var err: ?*anyopaque = null;
const library = device.msgSend(
objc.Object,
objc.sel("newLibraryWithSource:options:error:"),
.{
source,
@as(?*anyopaque, null),
&err,
},
);
// If there is an error (shouldn't since we test), report it and exit.
if (err != null) {
const nserr = objc.Object.fromId(err);
const str = @ptrCast(
*macos.foundation.String,
nserr.getProperty(?*anyopaque, "localizedDescription").?,
);
log.err("shader error={s}", .{str.cstringPtr(.ascii).?});
return error.MetalFailed;
}
break :library library;
};
return Metal{
.alloc = alloc,
.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
@ -117,6 +175,8 @@ pub fn init(alloc: Allocator, font_group: *font.GroupCache) !Metal {
.device = device,
.queue = queue,
.swapchain = swapchain,
.library = library,
.buf_instance = buf_instance,
};
}
@ -415,6 +475,18 @@ const MTLStoreAction = enum(c_ulong) {
store = 1,
};
/// https://developer.apple.com/documentation/metal/mtlstoragemode?language=objc
const MTLStorageMode = enum(c_ulong) {
shared = 0,
managed = 1,
private = 2,
memoryless = 3,
};
/// https://developer.apple.com/documentation/metal/mtlresourceoptions?language=objc
/// (incomplete, we only use this mode so we just hardcode it)
const MTLResourceStorageModeShared: c_ulong = @enumToInt(MTLStorageMode.shared) << 4;
const MTLClearColor = extern struct {
red: f64,
green: f64,

35
src/shaders/cell.metal Normal file
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@ -0,0 +1,35 @@
vertex float4 basic_vertex(unsigned int vid [[ vertex_id ]]) {
// Where we are in the grid (x, y) where top-left is origin
float2 grid_coord = float2(0.0f, 0.0f);
// The size of a single cell in pixels
float2 cell_size = float2(75.0f, 100.0f);
// Convert the grid x,y into world space x, y by accounting for cell size
float2 cell_pos = cell_size * grid_coord;
// Turn the cell position into a vertex point depending on the
// vertex ID. Since we use instanced drawing, we have 4 vertices
// for each corner of the cell. We can use vertex ID to determine
// which one we're looking at. Using this, we can use 1 or 0 to keep
// or discard the value for the vertex.
//
// 0 = top-right
// 1 = bot-right
// 2 = bot-left
// 3 = top-left
float2 position;
position.x = (vid == 0 || vid == 1) ? 1.0f : 0.0f;
position.y = (vid == 0 || vid == 3) ? 0.0f : 1.0f;
// Calculate the final position of our cell in world space.
// We have to add our cell size since our vertices are offset
// one cell up and to the left. (Do the math to verify yourself)
cell_pos = cell_pos + cell_size * position;
return float4(cell_pos.x, cell_pos.y, 0.5f, 1.0f);
}
fragment half4 basic_fragment() {
return half4(1.0);
}