//! Renderer implementation for Metal. //! //! Open questions: //! pub const Metal = @This(); const std = @import("std"); const builtin = @import("builtin"); const glfw = @import("glfw"); const objc = @import("objc"); const macos = @import("macos"); const imgui = @import("imgui"); const apprt = @import("../apprt.zig"); const configpkg = @import("../config.zig"); const font = @import("../font/main.zig"); const terminal = @import("../terminal/main.zig"); const renderer = @import("../renderer.zig"); const math = @import("../math.zig"); const Surface = @import("../Surface.zig"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const Terminal = terminal.Terminal; const mtl = @import("metal/api.zig"); const mtl_buffer = @import("metal/buffer.zig"); const mtl_image = @import("metal/image.zig"); const mtl_shaders = @import("metal/shaders.zig"); const Image = mtl_image.Image; const ImageMap = mtl_image.ImageMap; const Shaders = mtl_shaders.Shaders; const CellBuffer = mtl_buffer.Buffer(mtl_shaders.Cell); const ImageBuffer = mtl_buffer.Buffer(mtl_shaders.Image); const InstanceBuffer = mtl_buffer.Buffer(u16); const ImagePlacementList = std.ArrayListUnmanaged(mtl_image.Placement); // Get native API access on certain platforms so we can do more customization. const glfwNative = glfw.Native(.{ .cocoa = builtin.os.tag == .macos, }); const log = std.log.scoped(.metal); /// Allocator that can be used alloc: std.mem.Allocator, /// The configuration we need derived from the main config. config: DerivedConfig, /// The mailbox for communicating with the window. surface_mailbox: apprt.surface.Mailbox, /// Current cell dimensions for this grid. cell_size: renderer.CellSize, /// Current screen size dimensions for this grid. This is set on the first /// resize event, and is not immediately available. screen_size: ?renderer.ScreenSize, /// Explicit padding. padding: renderer.Options.Padding, /// True if the window is focused focused: bool, /// The current set of cells to render. This is rebuilt on every frame /// but we keep this around so that we don't reallocate. Each set of /// cells goes into a separate shader. cells_bg: std.ArrayListUnmanaged(mtl_shaders.Cell), cells: std.ArrayListUnmanaged(mtl_shaders.Cell), /// The current GPU uniform values. uniforms: mtl_shaders.Uniforms, /// The font structures. font_group: *font.GroupCache, font_shaper: font.Shaper, /// The images that we may render. images: ImageMap = .{}, image_placements: ImagePlacementList = .{}, image_bg_end: u32 = 0, image_text_end: u32 = 0, /// Metal state shaders: Shaders, // Compiled shaders buf_cells: CellBuffer, // Vertex buffer for cells buf_cells_bg: CellBuffer, // Vertex buffer for background cells buf_instance: InstanceBuffer, // MTLBuffer /// Metal objects device: objc.Object, // MTLDevice queue: objc.Object, // MTLCommandQueue swapchain: objc.Object, // CAMetalLayer texture_greyscale: objc.Object, // MTLTexture texture_color: objc.Object, // MTLTexture /// The configuration for this renderer that is derived from the main /// configuration. This must be exported so that we don't need to /// pass around Config pointers which makes memory management a pain. pub const DerivedConfig = struct { font_thicken: bool, font_features: std.ArrayList([]const u8), font_styles: font.Group.StyleStatus, cursor_color: ?terminal.color.RGB, cursor_text: ?terminal.color.RGB, background: terminal.color.RGB, background_opacity: f64, foreground: terminal.color.RGB, selection_background: ?terminal.color.RGB, selection_foreground: ?terminal.color.RGB, pub fn init( alloc_gpa: Allocator, config: *const configpkg.Config, ) !DerivedConfig { // Copy our font features var font_features = features: { var clone = try config.@"font-feature".list.clone(alloc_gpa); break :features clone.toManaged(alloc_gpa); }; errdefer font_features.deinit(); // Get our font styles var font_styles = font.Group.StyleStatus.initFill(true); font_styles.set(.bold, config.@"font-style-bold" != .false); font_styles.set(.italic, config.@"font-style-italic" != .false); font_styles.set(.bold_italic, config.@"font-style-bold-italic" != .false); return .{ .background_opacity = @max(0, @min(1, config.@"background-opacity")), .font_thicken = config.@"font-thicken", .font_features = font_features, .font_styles = font_styles, .cursor_color = if (config.@"cursor-color") |col| col.toTerminalRGB() else null, .cursor_text = if (config.@"cursor-text") |txt| txt.toTerminalRGB() else null, .background = config.background.toTerminalRGB(), .foreground = config.foreground.toTerminalRGB(), .selection_background = if (config.@"selection-background") |bg| bg.toTerminalRGB() else null, .selection_foreground = if (config.@"selection-foreground") |bg| bg.toTerminalRGB() else null, }; } pub fn deinit(self: *DerivedConfig) void { self.font_features.deinit(); } }; /// Returns the hints that we want for this pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints { return .{ .client_api = .no_api, .transparent_framebuffer = config.@"background-opacity" < 1, }; } /// This is called early right after window creation to setup our /// window surface as necessary. pub fn surfaceInit(surface: *apprt.Surface) !void { _ = surface; // We don't do anything else here because we want to set everything // else up during actual initialization. } pub fn init(alloc: Allocator, options: renderer.Options) !Metal { // Initialize our metal stuff const device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice()); const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{}); const swapchain = swapchain: { const CAMetalLayer = objc.Class.getClass("CAMetalLayer").?; const swapchain = CAMetalLayer.msgSend(objc.Object, objc.sel("layer"), .{}); swapchain.setProperty("device", device.value); swapchain.setProperty("opaque", options.config.background_opacity >= 1); // disable v-sync swapchain.setProperty("displaySyncEnabled", false); break :swapchain swapchain; }; // Get our cell metrics based on a regular font ascii 'M'. Why 'M'? // Doesn't matter, any normal ASCII will do we're just trying to make // sure we use the regular font. const metrics = metrics: { const index = (try options.font_group.indexForCodepoint(alloc, 'M', .regular, .text)).?; const face = try options.font_group.group.faceFromIndex(index); break :metrics face.metrics; }; log.debug("cell dimensions={}", .{metrics}); // Set the sprite font up options.font_group.group.sprite = font.sprite.Face{ .width = metrics.cell_width, .height = metrics.cell_height, .thickness = 2 * @as(u32, if (options.config.font_thicken) 2 else 1), .underline_position = metrics.underline_position, }; // Create the font shaper. We initially create a shaper that can support // a width of 160 which is a common width for modern screens to help // avoid allocations later. var font_shaper = try font.Shaper.init(alloc, .{ .features = options.config.font_features.items, }); errdefer font_shaper.deinit(); // Vertex buffers var buf_cells = try CellBuffer.init(device, 160 * 160); errdefer buf_cells.deinit(); var buf_cells_bg = try CellBuffer.init(device, 160 * 160); errdefer buf_cells_bg.deinit(); var buf_instance = try InstanceBuffer.initFill(device, &.{ 0, 1, 3, // Top-left triangle 1, 2, 3, // Bottom-right triangle }); errdefer buf_instance.deinit(); // Initialize our shaders var shaders = try Shaders.init(device); errdefer shaders.deinit(); // Font atlas textures const texture_greyscale = try initAtlasTexture(device, &options.font_group.atlas_greyscale); const texture_color = try initAtlasTexture(device, &options.font_group.atlas_color); return Metal{ .alloc = alloc, .config = options.config, .surface_mailbox = options.surface_mailbox, .cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height }, .screen_size = null, .padding = options.padding, .focused = true, // Render state .cells_bg = .{}, .cells = .{}, .uniforms = .{ .projection_matrix = undefined, .cell_size = undefined, .strikethrough_position = @floatFromInt(metrics.strikethrough_position), .strikethrough_thickness = @floatFromInt(metrics.strikethrough_thickness), }, // Fonts .font_group = options.font_group, .font_shaper = font_shaper, // Shaders .shaders = shaders, .buf_cells = buf_cells, .buf_cells_bg = buf_cells_bg, .buf_instance = buf_instance, // Metal stuff .device = device, .queue = queue, .swapchain = swapchain, .texture_greyscale = texture_greyscale, .texture_color = texture_color, }; } pub fn deinit(self: *Metal) void { self.cells.deinit(self.alloc); self.cells_bg.deinit(self.alloc); self.font_shaper.deinit(); self.config.deinit(); { var it = self.images.iterator(); while (it.next()) |kv| kv.value_ptr.deinit(self.alloc); self.images.deinit(self.alloc); } self.image_placements.deinit(self.alloc); self.buf_cells_bg.deinit(); self.buf_cells.deinit(); self.buf_instance.deinit(); deinitMTLResource(self.texture_greyscale); deinitMTLResource(self.texture_color); self.queue.msgSend(void, objc.sel("release"), .{}); self.shaders.deinit(); self.* = undefined; } /// This is called just prior to spinning up the renderer thread for /// final main thread setup requirements. pub fn finalizeSurfaceInit(self: *const Metal, surface: *apprt.Surface) !void { const Info = struct { view: objc.Object, scaleFactor: f64, }; // Get the view and scale factor for our surface. const info: Info = switch (apprt.runtime) { apprt.glfw => info: { // Everything in glfw is window-oriented so we grab the backing // window, then derive everything from that. const nswindow = objc.Object.fromId(glfwNative.getCocoaWindow(surface.window).?); const contentView = objc.Object.fromId(nswindow.getProperty(?*anyopaque, "contentView").?); const scaleFactor = nswindow.getProperty(macos.graphics.c.CGFloat, "backingScaleFactor"); break :info .{ .view = contentView, .scaleFactor = scaleFactor, }; }, apprt.embedded => .{ .view = surface.nsview, .scaleFactor = @floatCast(surface.content_scale.x), }, else => @compileError("unsupported apprt for metal"), }; // Make our view layer-backed with our Metal layer info.view.setProperty("layer", self.swapchain.value); info.view.setProperty("wantsLayer", true); // Ensure that our metal layer has a content scale set to match the // scale factor of the window. This avoids magnification issues leading // to blurry rendering. const layer = info.view.getProperty(objc.Object, "layer"); layer.setProperty("contentsScale", info.scaleFactor); } /// Callback called by renderer.Thread when it begins. pub fn threadEnter(self: *const Metal, surface: *apprt.Surface) !void { _ = self; _ = surface; // Metal requires no per-thread state. } /// Callback called by renderer.Thread when it exits. pub fn threadExit(self: *const Metal) void { _ = self; // Metal requires no per-thread state. } /// Returns the grid size for a given screen size. This is safe to call /// on any thread. fn gridSize(self: *Metal) ?renderer.GridSize { const screen_size = self.screen_size orelse return null; return renderer.GridSize.init( screen_size.subPadding(self.padding.explicit), self.cell_size, ); } /// Callback when the focus changes for the terminal this is rendering. /// /// Must be called on the render thread. pub fn setFocus(self: *Metal, focus: bool) !void { self.focused = focus; } /// Set the new font size. /// /// Must be called on the render thread. pub fn setFontSize(self: *Metal, size: font.face.DesiredSize) !void { log.info("set font size={}", .{size}); // Set our new size, this will also reset our font atlas. try self.font_group.setSize(size); // Recalculate our metrics const metrics = metrics: { const index = (try self.font_group.indexForCodepoint(self.alloc, 'M', .regular, .text)).?; const face = try self.font_group.group.faceFromIndex(index); break :metrics face.metrics; }; const new_cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height }; // Update our uniforms self.uniforms = .{ .projection_matrix = self.uniforms.projection_matrix, .cell_size = .{ @floatFromInt(new_cell_size.width), @floatFromInt(new_cell_size.height), }, .strikethrough_position = @floatFromInt(metrics.strikethrough_position), .strikethrough_thickness = @floatFromInt(metrics.strikethrough_thickness), }; // Recalculate our cell size. If it is the same as before, then we do // nothing since the grid size couldn't have possibly changed. if (std.meta.eql(self.cell_size, new_cell_size)) return; self.cell_size = new_cell_size; // Set the sprite font up self.font_group.group.sprite = font.sprite.Face{ .width = self.cell_size.width, .height = self.cell_size.height, .thickness = 2 * @as(u32, if (self.config.font_thicken) 2 else 1), .underline_position = metrics.underline_position, }; // Notify the window that the cell size changed. _ = self.surface_mailbox.push(.{ .cell_size = new_cell_size, }, .{ .forever = {} }); } /// The primary render callback that is completely thread-safe. pub fn render( self: *Metal, surface: *apprt.Surface, state: *renderer.State, cursor_blink_visible: bool, ) !void { _ = surface; // Data we extract out of the critical area. const Critical = struct { bg: terminal.color.RGB, selection: ?terminal.Selection, screen: terminal.Screen, preedit: ?renderer.State.Preedit, cursor_style: ?renderer.CursorStyle, }; // Update all our data as tightly as possible within the mutex. var critical: Critical = critical: { state.mutex.lock(); defer state.mutex.unlock(); // If we're in a synchronized output state, we pause all rendering. if (state.terminal.modes.get(.synchronized_output)) { log.debug("synchronized output started, skipping render", .{}); return; } // Swap bg/fg if the terminal is reversed const bg = self.config.background; const fg = self.config.foreground; defer { self.config.background = bg; self.config.foreground = fg; } if (state.terminal.modes.get(.reverse_colors)) { self.config.background = fg; self.config.foreground = bg; } // We used to share terminal state, but we've since learned through // analysis that it is faster to copy the terminal state than to // hold the lock while rebuilding GPU cells. const viewport_bottom = state.terminal.screen.viewportIsBottom(); var screen_copy = if (viewport_bottom) try state.terminal.screen.clone( self.alloc, .{ .active = 0 }, .{ .active = state.terminal.rows - 1 }, ) else try state.terminal.screen.clone( self.alloc, .{ .viewport = 0 }, .{ .viewport = state.terminal.rows - 1 }, ); errdefer screen_copy.deinit(); // Convert our selection to viewport points because we copy only // the viewport above. const selection: ?terminal.Selection = if (state.terminal.screen.selection) |sel| sel.toViewport(&state.terminal.screen) else null; // Whether to draw our cursor or not. const cursor_style = renderer.cursorStyle( state, self.focused, cursor_blink_visible, ); // If we have Kitty graphics data, we enter a SLOW SLOW SLOW path. // We only do this if the Kitty image state is dirty meaning only if // it changes. if (state.terminal.screen.kitty_images.dirty) { try self.prepKittyGraphics(state.terminal); } break :critical .{ .bg = self.config.background, .selection = selection, .screen = screen_copy, .preedit = if (cursor_style != null) state.preedit else null, .cursor_style = cursor_style, }; }; defer critical.screen.deinit(); // @autoreleasepool {} const pool = objc.AutoreleasePool.init(); defer pool.deinit(); // Build our GPU cells try self.rebuildCells( critical.selection, &critical.screen, critical.preedit, critical.cursor_style, ); // Get our drawable (CAMetalDrawable) const drawable = self.swapchain.msgSend(objc.Object, objc.sel("nextDrawable"), .{}); // If our font atlas changed, sync the texture data if (self.font_group.atlas_greyscale.modified) { try syncAtlasTexture(self.device, &self.font_group.atlas_greyscale, &self.texture_greyscale); self.font_group.atlas_greyscale.modified = false; } if (self.font_group.atlas_color.modified) { try syncAtlasTexture(self.device, &self.font_group.atlas_color, &self.texture_color); self.font_group.atlas_color.modified = false; } // Go through our images and see if we need to setup any textures. { var image_it = self.images.iterator(); while (image_it.next()) |kv| { switch (kv.value_ptr.*) { .ready => {}, .pending_rgb, .pending_rgba, => try kv.value_ptr.upload(self.alloc, self.device), .unload_pending, .unload_ready, => { kv.value_ptr.deinit(self.alloc); self.images.removeByPtr(kv.key_ptr); }, } } } // Command buffer (MTLCommandBuffer) const buffer = self.queue.msgSend(objc.Object, objc.sel("commandBuffer"), .{}); { // MTLRenderPassDescriptor const desc = desc: { const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?; const desc = MTLRenderPassDescriptor.msgSend( objc.Object, objc.sel("renderPassDescriptor"), .{}, ); // Set our color attachment to be our drawable surface. const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments")); { const attachment = attachments.msgSend( objc.Object, objc.sel("objectAtIndexedSubscript:"), .{@as(c_ulong, 0)}, ); // Texture is a property of CAMetalDrawable but if you run // Ghostty in XCode in debug mode it returns a CaptureMTLDrawable // which ironically doesn't implement CAMetalDrawable as a // property so we just send a message. const texture = drawable.msgSend(objc.c.id, objc.sel("texture"), .{}); attachment.setProperty("loadAction", @intFromEnum(mtl.MTLLoadAction.clear)); attachment.setProperty("storeAction", @intFromEnum(mtl.MTLStoreAction.store)); attachment.setProperty("texture", texture); attachment.setProperty("clearColor", mtl.MTLClearColor{ .red = @as(f32, @floatFromInt(critical.bg.r)) / 255, .green = @as(f32, @floatFromInt(critical.bg.g)) / 255, .blue = @as(f32, @floatFromInt(critical.bg.b)) / 255, .alpha = self.config.background_opacity, }); } break :desc desc; }; // MTLRenderCommandEncoder const encoder = buffer.msgSend( objc.Object, objc.sel("renderCommandEncoderWithDescriptor:"), .{desc.value}, ); defer encoder.msgSend(void, objc.sel("endEncoding"), .{}); // Draw background images first try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]); // Then draw background cells try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg); // Then draw images under text try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_text_end]); // Then draw fg cells try self.drawCells(encoder, &self.buf_cells, self.cells); // Then draw remaining images try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]); } buffer.msgSend(void, objc.sel("presentDrawable:"), .{drawable.value}); buffer.msgSend(void, objc.sel("commit"), .{}); } fn drawImagePlacements( self: *Metal, encoder: objc.Object, placements: []const mtl_image.Placement, ) !void { if (placements.len == 0) return; // Use our image shader pipeline encoder.msgSend( void, objc.sel("setRenderPipelineState:"), .{self.shaders.image_pipeline.value}, ); // Set our uniform, which is the only shared buffer encoder.msgSend( void, objc.sel("setVertexBytes:length:atIndex:"), .{ @as(*const anyopaque, @ptrCast(&self.uniforms)), @as(c_ulong, @sizeOf(@TypeOf(self.uniforms))), @as(c_ulong, 1), }, ); for (placements) |placement| { try self.drawImagePlacement(encoder, placement); } } fn drawImagePlacement( self: *Metal, encoder: objc.Object, p: mtl_image.Placement, ) !void { // Look up the image const image = self.images.get(p.image_id) orelse { log.warn("image not found for placement image_id={}", .{p.image_id}); return; }; // Get the texture const texture = switch (image) { .ready => |t| t, else => { log.warn("image not ready for placement image_id={}", .{p.image_id}); return; }, }; // Create our vertex buffer, which is always exactly one item. // future(mitchellh): we can group rendering multiple instances of a single image const Buffer = mtl_buffer.Buffer(mtl_shaders.Image); var buf = try Buffer.initFill(self.device, &.{.{ .grid_pos = .{ @as(f32, @floatFromInt(p.x)), @as(f32, @floatFromInt(p.y)), }, .cell_offset = .{ @as(f32, @floatFromInt(p.cell_offset_x)), @as(f32, @floatFromInt(p.cell_offset_y)), }, .source_rect = .{ @as(f32, @floatFromInt(p.source_x)), @as(f32, @floatFromInt(p.source_y)), @as(f32, @floatFromInt(p.source_width)), @as(f32, @floatFromInt(p.source_height)), }, .dest_size = .{ @as(f32, @floatFromInt(p.width)), @as(f32, @floatFromInt(p.height)), }, }}); defer buf.deinit(); // Set our buffer encoder.msgSend( void, objc.sel("setVertexBuffer:offset:atIndex:"), .{ buf.buffer.value, @as(c_ulong, 0), @as(c_ulong, 0) }, ); // Set our texture encoder.msgSend( void, objc.sel("setVertexTexture:atIndex:"), .{ texture.value, @as(c_ulong, 0), }, ); encoder.msgSend( void, objc.sel("setFragmentTexture:atIndex:"), .{ texture.value, @as(c_ulong, 0), }, ); // Draw! encoder.msgSend( void, objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"), .{ @intFromEnum(mtl.MTLPrimitiveType.triangle), @as(c_ulong, 6), @intFromEnum(mtl.MTLIndexType.uint16), self.buf_instance.buffer.value, @as(c_ulong, 0), @as(c_ulong, 1), }, ); // log.debug("drawImagePlacement: {}", .{p}); } /// Loads some set of cell data into our buffer and issues a draw call. /// This expects all the Metal command encoder state to be setup. /// /// Future: when we move to multiple shaders, this will go away and /// we'll have a draw call per-shader. fn drawCells( self: *Metal, encoder: objc.Object, buf: *CellBuffer, cells: std.ArrayListUnmanaged(mtl_shaders.Cell), ) !void { if (cells.items.len == 0) return; try buf.sync(self.device, cells.items); // Use our shader pipeline encoder.msgSend( void, objc.sel("setRenderPipelineState:"), .{self.shaders.cell_pipeline.value}, ); // Set our buffers encoder.msgSend( void, objc.sel("setVertexBytes:length:atIndex:"), .{ @as(*const anyopaque, @ptrCast(&self.uniforms)), @as(c_ulong, @sizeOf(@TypeOf(self.uniforms))), @as(c_ulong, 1), }, ); encoder.msgSend( void, objc.sel("setFragmentTexture:atIndex:"), .{ self.texture_greyscale.value, @as(c_ulong, 0), }, ); encoder.msgSend( void, objc.sel("setFragmentTexture:atIndex:"), .{ self.texture_color.value, @as(c_ulong, 1), }, ); encoder.msgSend( void, objc.sel("setVertexBuffer:offset:atIndex:"), .{ buf.buffer.value, @as(c_ulong, 0), @as(c_ulong, 0) }, ); encoder.msgSend( void, objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"), .{ @intFromEnum(mtl.MTLPrimitiveType.triangle), @as(c_ulong, 6), @intFromEnum(mtl.MTLIndexType.uint16), self.buf_instance.buffer.value, @as(c_ulong, 0), @as(c_ulong, cells.items.len), }, ); } /// This goes through the Kitty graphic placements and accumulates the /// placements we need to render on our viewport. It also ensures that /// the visible images are loaded on the GPU. fn prepKittyGraphics( self: *Metal, t: *terminal.Terminal, ) !void { const storage = &t.screen.kitty_images; defer storage.dirty = false; // We always clear our previous placements no matter what because // we rebuild them from scratch. self.image_placements.clearRetainingCapacity(); // Go through our known images and if there are any that are no longer // in use then mark them to be freed. // // This never conflicts with the below because a placement can't // reference an image that doesn't exist. { var it = self.images.iterator(); while (it.next()) |kv| { if (storage.imageById(kv.key_ptr.*) == null) { kv.value_ptr.markForUnload(); } } } // The top-left and bottom-right corners of our viewport in screen // points. This lets us determine offsets and containment of placements. const top = (terminal.point.Viewport{}).toScreen(&t.screen); const bot = (terminal.point.Viewport{ .x = t.screen.cols - 1, .y = t.screen.rows - 1, }).toScreen(&t.screen); // Go through the placements and ensure the image is loaded on the GPU. var it = storage.placements.iterator(); while (it.next()) |kv| { // Find the image in storage const p = kv.value_ptr; const image = storage.imageById(kv.key_ptr.image_id) orelse { log.warn( "missing image for placement, ignoring image_id={}", .{kv.key_ptr.image_id}, ); continue; }; // If the selection isn't within our viewport then skip it. const rect = p.rect(image, t); if (rect.top_left.y > bot.y) continue; if (rect.bottom_right.y < top.y) continue; // If the top left is outside the viewport we need to calc an offset // so that we render (0, 0) with some offset for the texture. const offset_y: u32 = if (rect.top_left.y < t.screen.viewport) offset_y: { const offset_cells = t.screen.viewport - rect.top_left.y; const offset_pixels = offset_cells * self.cell_size.height; break :offset_y @intCast(offset_pixels); } else 0; // If we already know about this image then do nothing const gop = try self.images.getOrPut(self.alloc, kv.key_ptr.image_id); if (!gop.found_existing) { // Copy the data into the pending state. const data = try self.alloc.dupe(u8, image.data); errdefer self.alloc.free(data); // Store it in the map const pending: Image.Pending = .{ .width = image.width, .height = image.height, .data = data.ptr, }; gop.value_ptr.* = switch (image.format) { .rgb => .{ .pending_rgb = pending }, .rgba => .{ .pending_rgba = pending }, .png => unreachable, // should be decoded by now }; } // Convert our screen point to a viewport point const viewport = p.point.toViewport(&t.screen); // Calculate the source rectangle const source_x = @min(image.width, p.source_x); const source_y = @min(image.height, p.source_y + offset_y); const source_width = if (p.source_width > 0) @min(image.width - source_x, p.source_width) else image.width; const source_height = if (p.source_height > 0) @min(image.height, p.source_height) else image.height -| offset_y; // Calculate the width/height of our image. const dest_width = if (p.columns > 0) p.columns * self.cell_size.width else source_width; const dest_height = if (p.rows > 0) p.rows * self.cell_size.height else source_height; // Accumulate the placement if (image.width > 0 and image.height > 0) { try self.image_placements.append(self.alloc, .{ .image_id = kv.key_ptr.image_id, .x = @intCast(p.point.x), .y = @intCast(viewport.y), .z = p.z, .width = dest_width, .height = dest_height, .cell_offset_x = p.x_offset, .cell_offset_y = p.y_offset, .source_x = source_x, .source_y = source_y, .source_width = source_width, .source_height = source_height, }); } } // Sort the placements by their Z value. std.mem.sortUnstable( mtl_image.Placement, self.image_placements.items, {}, struct { fn lessThan( ctx: void, lhs: mtl_image.Placement, rhs: mtl_image.Placement, ) bool { _ = ctx; return lhs.z < rhs.z or (lhs.z == rhs.z and lhs.image_id < rhs.image_id); } }.lessThan, ); // Find our indices self.image_bg_end = 0; self.image_text_end = 0; const bg_limit = std.math.minInt(i32) / 2; for (self.image_placements.items, 0..) |p, i| { if (self.image_bg_end == 0 and p.z >= bg_limit) { self.image_bg_end = @intCast(i); } if (self.image_text_end == 0 and p.z >= 0) { self.image_text_end = @intCast(i); } } } /// Update the configuration. pub fn changeConfig(self: *Metal, config: *DerivedConfig) !void { // On configuration change we always reset our font group. There // are a variety of configurations that can change font settings // so to be safe we just always reset it. This has a performance hit // when its not necessary but config reloading shouldn't be so // common to cause a problem. self.font_group.reset(); self.font_group.group.styles = config.font_styles; self.font_group.atlas_greyscale.clear(); self.font_group.atlas_color.clear(); // We always redo the font shaper in case font features changed. We // could check to see if there was an actual config change but this is // easier and rare enough to not cause performance issues. { var font_shaper = try font.Shaper.init(self.alloc, .{ .features = config.font_features.items, }); errdefer font_shaper.deinit(); self.font_shaper.deinit(); self.font_shaper = font_shaper; } self.config.deinit(); self.config = config.*; } /// Resize the screen. pub fn setScreenSize( self: *Metal, dim: renderer.ScreenSize, pad: renderer.Padding, ) !void { // Store our sizes self.screen_size = dim; self.padding.explicit = pad; // Recalculate the rows/columns. This can't fail since we just set // the screen size above. const grid_size = self.gridSize().?; // Determine if we need to pad the window. For "auto" padding, we take // the leftover amounts on the right/bottom that don't fit a full grid cell // and we split them equal across all boundaries. const padding = self.padding.explicit.add(if (self.padding.balance) renderer.Padding.balanced(dim, grid_size, self.cell_size) else .{}); const padded_dim = dim.subPadding(padding); // Set the size of the drawable surface to the bounds self.swapchain.setProperty("drawableSize", macos.graphics.Size{ .width = @floatFromInt(dim.width), .height = @floatFromInt(dim.height), }); // Setup our uniforms const old = self.uniforms; self.uniforms = .{ .projection_matrix = math.ortho2d( -1 * @as(f32, @floatFromInt(padding.left)), @floatFromInt(padded_dim.width + padding.right), @floatFromInt(padded_dim.height + padding.bottom), -1 * @as(f32, @floatFromInt(padding.top)), ), .cell_size = .{ @floatFromInt(self.cell_size.width), @floatFromInt(self.cell_size.height), }, .strikethrough_position = old.strikethrough_position, .strikethrough_thickness = old.strikethrough_thickness, }; log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size }); } /// Sync all the CPU cells with the GPU state (but still on the CPU here). /// This builds all our "GPUCells" on this struct, but doesn't send them /// down to the GPU yet. fn rebuildCells( self: *Metal, term_selection: ?terminal.Selection, screen: *terminal.Screen, preedit: ?renderer.State.Preedit, cursor_style_: ?renderer.CursorStyle, ) !void { // Bg cells at most will need space for the visible screen size self.cells_bg.clearRetainingCapacity(); try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols); // Over-allocate just to ensure we don't allocate again during loops. self.cells.clearRetainingCapacity(); try self.cells.ensureTotalCapacity( self.alloc, // * 3 for background modes and cursor and underlines // + 1 for cursor (screen.rows * screen.cols * 2) + 1, ); // This is the cell that has [mode == .fg] and is underneath our cursor. // We keep track of it so that we can invert the colors so the character // remains visible. var cursor_cell: ?mtl_shaders.Cell = null; // Build each cell var rowIter = screen.rowIterator(.viewport); var y: usize = 0; while (rowIter.next()) |row| { defer y += 1; // True if this is the row with our cursor. There are a lot of conditions // here because the reasons we need to know this are primarily to invert. // // - If we aren't drawing the cursor then we don't need to change our rendering. // - If the cursor is not visible, then we don't need to change rendering. // - If the cursor style is not a box, then we don't need to change // rendering because it'll never fully overlap a glyph. // - If the viewport is not at the bottom, then we don't need to // change rendering because the cursor is not visible. // (NOTE: this may not be fully correct, we may be scrolled // slightly up and the cursor may be visible) // - If this y doesn't match our cursor y then we don't need to // change rendering. // const cursor_row = if (cursor_style_) |cursor_style| cursor_style == .block and screen.viewportIsBottom() and y == screen.cursor.y else false; // True if we want to do font shaping around the cursor. We want to // do font shaping as long as the cursor is enabled. const shape_cursor = screen.viewportIsBottom() and y == screen.cursor.y; // If this is the row with our cursor, then we may have to modify // the cell with the cursor. const start_i: usize = self.cells.items.len; defer if (cursor_row) { for (self.cells.items[start_i..]) |cell| { if (cell.grid_pos[0] == @as(f32, @floatFromInt(screen.cursor.x)) and cell.mode == .fg) { cursor_cell = cell; break; } } }; // We need to get this row's selection if there is one for proper // run splitting. const row_selection = sel: { if (term_selection) |sel| { const screen_point = (terminal.point.Viewport{ .x = 0, .y = y, }).toScreen(screen); if (sel.containedRow(screen, screen_point)) |row_sel| { break :sel row_sel; } } break :sel null; }; // Split our row into runs and shape each one. var iter = self.font_shaper.runIterator( self.font_group, row, row_selection, if (shape_cursor) screen.cursor.x else null, ); while (try iter.next(self.alloc)) |run| { for (try self.font_shaper.shape(run)) |shaper_cell| { if (self.updateCell( term_selection, screen, row.getCell(shaper_cell.x), shaper_cell, run, shaper_cell.x, y, )) |update| { assert(update); } else |err| { log.warn("error building cell, will be invalid x={} y={}, err={}", .{ shaper_cell.x, y, err, }); } } } // Set row is not dirty anymore row.setDirty(false); } // Add the cursor at the end so that it overlays everything. If we have // a cursor cell then we invert the colors on that and add it in so // that we can always see it. if (cursor_style_) |cursor_style| { const real_cursor_cell = self.addCursor(screen, cursor_style); // If we have a preedit, we try to render the preedit text on top // of the cursor. if (preedit) |preedit_v| preedit: { if (preedit_v.codepoint > 0) { // We try to base on the cursor cell but if its not there // we use the actual cursor and if thats not there we give // up on preedit rendering. var cell: mtl_shaders.Cell = cursor_cell orelse (real_cursor_cell orelse break :preedit).*; cell.color = .{ 0, 0, 0, 255 }; // If preedit rendering succeeded then we don't want to // re-render the underlying cell fg if (self.updateCellChar(&cell, preedit_v.codepoint)) { cursor_cell = null; self.cells.appendAssumeCapacity(cell); } } } if (cursor_cell) |*cell| { cell.color = if (self.config.cursor_text) |txt| .{ txt.r, txt.g, txt.b, 255 } else .{ 0, 0, 0, 255 }; self.cells.appendAssumeCapacity(cell.*); } } // Some debug mode safety checks if (std.debug.runtime_safety) { for (self.cells_bg.items) |cell| assert(cell.mode == .bg); for (self.cells.items) |cell| assert(cell.mode != .bg); } } pub fn updateCell( self: *Metal, selection: ?terminal.Selection, screen: *terminal.Screen, cell: terminal.Screen.Cell, shaper_cell: font.shape.Cell, shaper_run: font.shape.TextRun, x: usize, y: usize, ) !bool { const BgFg = struct { /// Background is optional because in un-inverted mode /// it may just be equivalent to the default background in /// which case we do nothing to save on GPU render time. bg: ?terminal.color.RGB, /// Fg is always set to some color, though we may not render /// any fg if the cell is empty or has no attributes like /// underline. fg: terminal.color.RGB, }; // True if this cell is selected // TODO(perf): we can check in advance if selection is in // our viewport at all and not run this on every point. const selected: bool = if (selection) |sel| selected: { const screen_point = (terminal.point.Viewport{ .x = x, .y = y, }).toScreen(screen); break :selected sel.contains(screen_point); } else false; // The colors for the cell. const colors: BgFg = colors: { // If we are selected, we our colors are just inverted fg/bg var selection_res: ?BgFg = if (selected) .{ .bg = self.config.selection_background orelse self.config.foreground, .fg = self.config.selection_foreground orelse self.config.background, } else null; const res: BgFg = selection_res orelse if (!cell.attrs.inverse) .{ // In normal mode, background and fg match the cell. We // un-optionalize the fg by defaulting to our fg color. .bg = if (cell.attrs.has_bg) cell.bg else null, .fg = if (cell.attrs.has_fg) cell.fg else self.config.foreground, } else .{ // In inverted mode, the background MUST be set to something // (is never null) so it is either the fg or default fg. The // fg is either the bg or default background. .bg = if (cell.attrs.has_fg) cell.fg else self.config.foreground, .fg = if (cell.attrs.has_bg) cell.bg else self.config.background, }; // If the cell is "invisible" then we just make fg = bg so that // the cell is transparent but still copy-able. if (cell.attrs.invisible) { break :colors BgFg{ .bg = res.bg, .fg = res.bg orelse self.config.background, }; } break :colors res; }; // Alpha multiplier const alpha: u8 = if (cell.attrs.faint) 175 else 255; // If the cell has a background, we always draw it. if (colors.bg) |rgb| { // Determine our background alpha. If we have transparency configured // then this is dynamic depending on some situations. This is all // in an attempt to make transparency look the best for various // situations. See inline comments. const bg_alpha: u8 = bg_alpha: { if (self.config.background_opacity >= 1) break :bg_alpha alpha; // If we're selected, we do not apply background opacity if (selected) break :bg_alpha alpha; // If we're reversed, do not apply background opacity if (cell.attrs.inverse) break :bg_alpha alpha; // If we have a background and its not the default background // then we apply background opacity if (cell.attrs.has_bg and !std.meta.eql(rgb, self.config.background)) { break :bg_alpha alpha; } // We apply background opacity. var bg_alpha: f64 = @floatFromInt(alpha); bg_alpha *= self.config.background_opacity; bg_alpha = @ceil(bg_alpha); break :bg_alpha @intFromFloat(bg_alpha); }; self.cells_bg.appendAssumeCapacity(.{ .mode = .bg, .grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) }, .cell_width = cell.widthLegacy(), .color = .{ rgb.r, rgb.g, rgb.b, bg_alpha }, }); } // If the cell has a character, draw it if (cell.char > 0) { // Render const glyph = try self.font_group.renderGlyph( self.alloc, shaper_run.font_index, shaper_cell.glyph_index, .{ .max_height = @intCast(self.cell_size.height), .thicken = self.config.font_thicken, }, ); // If we're rendering a color font, we use the color atlas const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index); const mode: mtl_shaders.Cell.Mode = switch (presentation) { .text => .fg, .emoji => .fg_color, }; self.cells.appendAssumeCapacity(.{ .mode = mode, .grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) }, .cell_width = cell.widthLegacy(), .color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha }, .glyph_pos = .{ glyph.atlas_x, glyph.atlas_y }, .glyph_size = .{ glyph.width, glyph.height }, .glyph_offset = .{ glyph.offset_x, glyph.offset_y }, }); } if (cell.attrs.underline != .none) { const sprite: font.Sprite = switch (cell.attrs.underline) { .none => unreachable, .single => .underline, .double => .underline_double, .dotted => .underline_dotted, .dashed => .underline_dashed, .curly => .underline_curly, }; const glyph = try self.font_group.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(sprite), .{}, ); const color = if (cell.attrs.underline_color) cell.underline_fg else colors.fg; self.cells.appendAssumeCapacity(.{ .mode = .fg, .grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) }, .cell_width = cell.widthLegacy(), .color = .{ color.r, color.g, color.b, alpha }, .glyph_pos = .{ glyph.atlas_x, glyph.atlas_y }, .glyph_size = .{ glyph.width, glyph.height }, .glyph_offset = .{ glyph.offset_x, glyph.offset_y }, }); } if (cell.attrs.strikethrough) { self.cells.appendAssumeCapacity(.{ .mode = .strikethrough, .grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) }, .cell_width = cell.widthLegacy(), .color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha }, }); } return true; } fn addCursor( self: *Metal, screen: *terminal.Screen, cursor_style: renderer.CursorStyle, ) ?*const mtl_shaders.Cell { // Add the cursor const cell = screen.getCell( .active, screen.cursor.y, screen.cursor.x, ); const color = self.config.cursor_color orelse terminal.color.RGB{ .r = 0xFF, .g = 0xFF, .b = 0xFF, }; const sprite: font.Sprite = switch (cursor_style) { .block => .cursor_rect, .block_hollow => .cursor_hollow_rect, .bar => .cursor_bar, .underline => .underline, }; const glyph = self.font_group.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(sprite), .{}, ) catch |err| { log.warn("error rendering cursor glyph err={}", .{err}); return null; }; self.cells.appendAssumeCapacity(.{ .mode = .fg, .grid_pos = .{ @as(f32, @floatFromInt(screen.cursor.x)), @as(f32, @floatFromInt(screen.cursor.y)), }, .cell_width = if (cell.attrs.wide) 2 else 1, .color = .{ color.r, color.g, color.b, 0xFF }, .glyph_pos = .{ glyph.atlas_x, glyph.atlas_y }, .glyph_size = .{ glyph.width, glyph.height }, .glyph_offset = .{ glyph.offset_x, glyph.offset_y }, }); return &self.cells.items[self.cells.items.len - 1]; } /// Updates cell with the the given character. This returns true if the /// cell was successfully updated. fn updateCellChar(self: *Metal, cell: *mtl_shaders.Cell, cp: u21) bool { // Get the font index for this codepoint const font_index = if (self.font_group.indexForCodepoint( self.alloc, @intCast(cp), .regular, .text, )) |index| index orelse return false else |_| return false; // Get the font face so we can get the glyph const face = self.font_group.group.faceFromIndex(font_index) catch |err| { log.warn("error getting face for font_index={} err={}", .{ font_index, err }); return false; }; // Use the face to now get the glyph index const glyph_index = face.glyphIndex(@intCast(cp)) orelse return false; // Render the glyph for our preedit text const glyph = self.font_group.renderGlyph( self.alloc, font_index, glyph_index, .{}, ) catch |err| { log.warn("error rendering preedit glyph err={}", .{err}); return false; }; // Update the cell glyph cell.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y }; cell.glyph_size = .{ glyph.width, glyph.height }; cell.glyph_offset = .{ glyph.offset_x, glyph.offset_y }; return true; } /// Sync the atlas data to the given texture. This copies the bytes /// associated with the atlas to the given texture. If the atlas no longer /// fits into the texture, the texture will be resized. fn syncAtlasTexture(device: objc.Object, atlas: *const font.Atlas, texture: *objc.Object) !void { const width = texture.getProperty(c_ulong, "width"); if (atlas.size > width) { // Free our old texture deinitMTLResource(texture.*); // Reallocate texture.* = try initAtlasTexture(device, atlas); } texture.msgSend( void, objc.sel("replaceRegion:mipmapLevel:withBytes:bytesPerRow:"), .{ mtl.MTLRegion{ .origin = .{ .x = 0, .y = 0, .z = 0 }, .size = .{ .width = @intCast(atlas.size), .height = @intCast(atlas.size), .depth = 1, }, }, @as(c_ulong, 0), @as(*const anyopaque, atlas.data.ptr), @as(c_ulong, atlas.format.depth() * atlas.size), }, ); } /// Initialize a MTLTexture object for the given atlas. fn initAtlasTexture(device: objc.Object, atlas: *const font.Atlas) !objc.Object { // Determine our pixel format const pixel_format: mtl.MTLPixelFormat = switch (atlas.format) { .greyscale => .r8unorm, .rgba => .bgra8unorm, else => @panic("unsupported atlas format for Metal texture"), }; // Create our descriptor const desc = init: { const Class = objc.Class.getClass("MTLTextureDescriptor").?; const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{}); const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{}); break :init id_init; }; // Set our properties desc.setProperty("pixelFormat", @intFromEnum(pixel_format)); desc.setProperty("width", @as(c_ulong, @intCast(atlas.size))); desc.setProperty("height", @as(c_ulong, @intCast(atlas.size))); // Initialize const id = device.msgSend( ?*anyopaque, objc.sel("newTextureWithDescriptor:"), .{desc}, ) orelse return error.MetalFailed; return objc.Object.fromId(id); } /// Deinitialize a metal resource (buffer, texture, etc.) and free the /// memory associated with it. fn deinitMTLResource(obj: objc.Object) void { obj.msgSend(void, objc.sel("release"), .{}); }