mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
663 lines
24 KiB
Zig
663 lines
24 KiB
Zig
const std = @import("std");
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const Allocator = std.mem.Allocator;
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const assert = std.debug.assert;
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const macos = @import("macos");
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const objc = @import("objc");
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const math = @import("../../math.zig");
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const mtl = @import("api.zig");
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const log = std.log.scoped(.metal);
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/// This contains the state for the shaders used by the Metal renderer.
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pub const Shaders = struct {
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library: objc.Object,
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/// The cell shader is the shader used to render the terminal cells.
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/// It is a single shader that is used for both the background and
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/// foreground.
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cell_pipeline: objc.Object,
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/// The image shader is the shader used to render images for things
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/// like the Kitty image protocol.
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image_pipeline: objc.Object,
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/// Custom shaders to run against the final drawable texture. This
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/// can be used to apply a lot of effects. Each shader is run in sequence
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/// against the output of the previous shader.
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post_pipelines: []const objc.Object,
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/// Initialize our shader set.
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///
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/// "post_shaders" is an optional list of postprocess shaders to run
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/// against the final drawable texture. This is an array of shader source
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/// code, not file paths.
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pub fn init(
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alloc: Allocator,
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device: objc.Object,
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post_shaders: []const [:0]const u8,
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) !Shaders {
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const library = try initLibrary(device);
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errdefer library.msgSend(void, objc.sel("release"), .{});
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const cell_pipeline = try initCellPipeline(device, library);
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errdefer cell_pipeline.msgSend(void, objc.sel("release"), .{});
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const image_pipeline = try initImagePipeline(device, library);
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errdefer image_pipeline.msgSend(void, objc.sel("release"), .{});
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const post_pipelines: []const objc.Object = initPostPipelines(
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alloc,
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device,
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library,
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post_shaders,
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) catch |err| err: {
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// If an error happens while building postprocess shaders we
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// want to just not use any postprocess shaders since we don't
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// want to block Ghostty from working.
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log.warn("error initializing postprocess shaders err={}", .{err});
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break :err &.{};
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};
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errdefer if (post_pipelines.len > 0) {
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for (post_pipelines) |pipeline| pipeline.msgSend(void, objc.sel("release"), .{});
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alloc.free(post_pipelines);
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};
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return .{
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.library = library,
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.cell_pipeline = cell_pipeline,
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.image_pipeline = image_pipeline,
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.post_pipelines = post_pipelines,
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};
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}
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pub fn deinit(self: *Shaders, alloc: Allocator) void {
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// Release our primary shaders
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self.cell_pipeline.msgSend(void, objc.sel("release"), .{});
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self.image_pipeline.msgSend(void, objc.sel("release"), .{});
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self.library.msgSend(void, objc.sel("release"), .{});
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// Release our postprocess shaders
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if (self.post_pipelines.len > 0) {
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for (self.post_pipelines) |pipeline| {
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pipeline.msgSend(void, objc.sel("release"), .{});
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}
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alloc.free(self.post_pipelines);
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}
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}
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};
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/// This is a single parameter for the terminal cell shader.
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pub const Cell = extern struct {
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mode: Mode,
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grid_pos: [2]f32,
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glyph_pos: [2]u32 = .{ 0, 0 },
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glyph_size: [2]u32 = .{ 0, 0 },
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glyph_offset: [2]i32 = .{ 0, 0 },
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color: [4]u8,
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cell_width: u8,
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pub const Mode = enum(u8) {
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bg = 1,
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fg = 2,
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fg_color = 7,
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strikethrough = 8,
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};
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};
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/// Single parameter for the image shader. See shader for field details.
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pub const Image = extern struct {
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grid_pos: [2]f32,
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cell_offset: [2]f32,
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source_rect: [4]f32,
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dest_size: [2]f32,
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};
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/// The uniforms that are passed to the terminal cell shader.
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pub const Uniforms = extern struct {
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/// The projection matrix for turning world coordinates to normalized.
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/// This is calculated based on the size of the screen.
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projection_matrix: math.Mat,
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/// Size of a single cell in pixels, unscaled.
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cell_size: [2]f32,
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/// Metrics for underline/strikethrough
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strikethrough_position: f32,
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strikethrough_thickness: f32,
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};
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/// The uniforms used for custom postprocess shaders.
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pub const PostUniforms = extern struct {
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// Note: all of the explicit aligmnments are copied from the
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// MSL developer reference just so that we can be sure that we got
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// it all exactly right.
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resolution: [3]f32 align(16),
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time: f32 align(4),
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time_delta: f32 align(4),
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frame_rate: f32 align(4),
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frame: i32 align(4),
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channel_time: [4][4]f32 align(16),
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channel_resolution: [4][4]f32 align(16),
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mouse: [4]f32 align(16),
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date: [4]f32 align(16),
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sample_rate: f32 align(4),
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};
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/// Initialize the MTLLibrary. A MTLLibrary is a collection of shaders.
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fn initLibrary(device: objc.Object) !objc.Object {
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// Hardcoded since this file isn't meant to be reusable.
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const data = @embedFile("../shaders/cell.metal");
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const source = try macos.foundation.String.createWithBytes(
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data,
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.utf8,
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false,
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);
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defer source.release();
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var err: ?*anyopaque = null;
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const library = device.msgSend(
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objc.Object,
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objc.sel("newLibraryWithSource:options:error:"),
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.{
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source,
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@as(?*anyopaque, null),
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&err,
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},
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);
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try checkError(err);
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return library;
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}
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/// Initialize our custom shader pipelines. The shaders argument is a
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/// set of shader source code, not file paths.
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fn initPostPipelines(
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alloc: Allocator,
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device: objc.Object,
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library: objc.Object,
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shaders: []const [:0]const u8,
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) ![]const objc.Object {
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// If we have no shaders, do nothing.
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if (shaders.len == 0) return &.{};
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// Keeps track of how many shaders we successfully wrote.
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var i: usize = 0;
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// Initialize our result set. If any error happens, we undo everything.
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var pipelines = try alloc.alloc(objc.Object, shaders.len);
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errdefer {
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for (pipelines[0..i]) |pipeline| {
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pipeline.msgSend(void, objc.sel("release"), .{});
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}
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alloc.free(pipelines);
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}
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// Build each shader. Note we don't use "0.." to build our index
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// because we need to keep track of our length to clean up above.
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for (shaders) |source| {
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pipelines[i] = try initPostPipeline(device, library, source);
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i += 1;
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}
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return pipelines;
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}
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/// Initialize a single custom shader pipeline from shader source.
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fn initPostPipeline(
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device: objc.Object,
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library: objc.Object,
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data: [:0]const u8,
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) !objc.Object {
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// Create our library which has the shader source
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const post_library = library: {
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const source = try macos.foundation.String.createWithBytes(
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data,
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.utf8,
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false,
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);
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defer source.release();
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var err: ?*anyopaque = null;
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const post_library = device.msgSend(
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objc.Object,
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objc.sel("newLibraryWithSource:options:error:"),
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.{ source, @as(?*anyopaque, null), &err },
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);
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try checkError(err);
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errdefer post_library.msgSend(void, objc.sel("release"), .{});
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break :library post_library;
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};
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defer post_library.msgSend(void, objc.sel("release"), .{});
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// Get our vertex and fragment functions
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const func_vert = func_vert: {
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const str = try macos.foundation.String.createWithBytes(
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"post_vertex",
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.utf8,
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false,
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);
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defer str.release();
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const ptr = library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
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break :func_vert objc.Object.fromId(ptr.?);
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};
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const func_frag = func_frag: {
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const str = try macos.foundation.String.createWithBytes(
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"main0",
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.utf8,
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false,
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);
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defer str.release();
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const ptr = post_library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
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break :func_frag objc.Object.fromId(ptr.?);
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};
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defer func_vert.msgSend(void, objc.sel("release"), .{});
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defer func_frag.msgSend(void, objc.sel("release"), .{});
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// Create our descriptor
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const desc = init: {
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const Class = objc.getClass("MTLRenderPipelineDescriptor").?;
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const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{});
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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break :init id_init;
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};
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defer desc.msgSend(void, objc.sel("release"), .{});
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desc.setProperty("vertexFunction", func_vert);
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desc.setProperty("fragmentFunction", func_frag);
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// Set our color attachment
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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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// Value is MTLPixelFormatBGRA8Unorm
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attachment.setProperty("pixelFormat", @as(c_ulong, 80));
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}
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// Make our state
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var err: ?*anyopaque = null;
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const pipeline_state = device.msgSend(
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objc.Object,
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objc.sel("newRenderPipelineStateWithDescriptor:error:"),
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.{ desc, &err },
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);
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try checkError(err);
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return pipeline_state;
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}
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/// Initialize the cell render pipeline for our shader library.
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fn initCellPipeline(device: objc.Object, library: objc.Object) !objc.Object {
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// Get our vertex and fragment functions
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const func_vert = func_vert: {
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const str = try macos.foundation.String.createWithBytes(
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"uber_vertex",
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.utf8,
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false,
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);
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defer str.release();
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const ptr = library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
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break :func_vert objc.Object.fromId(ptr.?);
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};
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const func_frag = func_frag: {
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const str = try macos.foundation.String.createWithBytes(
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"uber_fragment",
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.utf8,
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false,
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);
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defer str.release();
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const ptr = library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
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break :func_frag objc.Object.fromId(ptr.?);
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};
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defer func_vert.msgSend(void, objc.sel("release"), .{});
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defer func_frag.msgSend(void, objc.sel("release"), .{});
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// Create the vertex descriptor. The vertex descriptor describes the
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// data layout of the vertex inputs. We use indexed (or "instanced")
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// rendering, so this makes it so that each instance gets a single
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// Cell as input.
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const vertex_desc = vertex_desc: {
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const desc = init: {
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const Class = objc.getClass("MTLVertexDescriptor").?;
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const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{});
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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break :init id_init;
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};
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// Our attributes are the fields of the input
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const attrs = objc.Object.fromId(desc.getProperty(?*anyopaque, "attributes"));
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{
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const attr = attrs.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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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.uchar));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "mode")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 1)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.float2));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "grid_pos")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 2)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.uint2));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "glyph_pos")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 3)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.uint2));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "glyph_size")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 4)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.int2));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "glyph_offset")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 5)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.uchar4));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "color")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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{
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const attr = attrs.msgSend(
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objc.Object,
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objc.sel("objectAtIndexedSubscript:"),
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.{@as(c_ulong, 6)},
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);
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attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.uchar));
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attr.setProperty("offset", @as(c_ulong, @offsetOf(Cell, "cell_width")));
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attr.setProperty("bufferIndex", @as(c_ulong, 0));
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}
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// The layout describes how and when we fetch the next vertex input.
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const layouts = objc.Object.fromId(desc.getProperty(?*anyopaque, "layouts"));
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{
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const layout = layouts.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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// Access each Cell per instance, not per vertex.
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layout.setProperty("stepFunction", @intFromEnum(mtl.MTLVertexStepFunction.per_instance));
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layout.setProperty("stride", @as(c_ulong, @sizeOf(Cell)));
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}
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break :vertex_desc desc;
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};
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defer vertex_desc.msgSend(void, objc.sel("release"), .{});
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// Create our descriptor
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const desc = init: {
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const Class = objc.getClass("MTLRenderPipelineDescriptor").?;
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const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{});
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const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
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break :init id_init;
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};
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defer desc.msgSend(void, objc.sel("release"), .{});
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// Set our properties
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desc.setProperty("vertexFunction", func_vert);
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desc.setProperty("fragmentFunction", func_frag);
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desc.setProperty("vertexDescriptor", vertex_desc);
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// Set our color attachment
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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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// Value is MTLPixelFormatBGRA8Unorm
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attachment.setProperty("pixelFormat", @as(c_ulong, 80));
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// Blending. This is required so that our text we render on top
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// of our drawable properly blends into the bg.
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attachment.setProperty("blendingEnabled", true);
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attachment.setProperty("rgbBlendOperation", @intFromEnum(mtl.MTLBlendOperation.add));
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attachment.setProperty("alphaBlendOperation", @intFromEnum(mtl.MTLBlendOperation.add));
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attachment.setProperty("sourceRGBBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one));
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attachment.setProperty("sourceAlphaBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one));
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attachment.setProperty("destinationRGBBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one_minus_source_alpha));
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attachment.setProperty("destinationAlphaBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one_minus_source_alpha));
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}
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// Make our state
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var err: ?*anyopaque = null;
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const pipeline_state = device.msgSend(
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objc.Object,
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objc.sel("newRenderPipelineStateWithDescriptor:error:"),
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.{ desc, &err },
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);
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try checkError(err);
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errdefer pipeline_state.msgSend(void, objc.sel("release"), .{});
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return pipeline_state;
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}
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|
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/// Initialize the image render pipeline for our shader library.
|
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fn initImagePipeline(device: objc.Object, library: objc.Object) !objc.Object {
|
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// Get our vertex and fragment functions
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const func_vert = func_vert: {
|
|
const str = try macos.foundation.String.createWithBytes(
|
|
"image_vertex",
|
|
.utf8,
|
|
false,
|
|
);
|
|
defer str.release();
|
|
|
|
const ptr = library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
|
|
break :func_vert objc.Object.fromId(ptr.?);
|
|
};
|
|
const func_frag = func_frag: {
|
|
const str = try macos.foundation.String.createWithBytes(
|
|
"image_fragment",
|
|
.utf8,
|
|
false,
|
|
);
|
|
defer str.release();
|
|
|
|
const ptr = library.msgSend(?*anyopaque, objc.sel("newFunctionWithName:"), .{str});
|
|
break :func_frag objc.Object.fromId(ptr.?);
|
|
};
|
|
defer func_vert.msgSend(void, objc.sel("release"), .{});
|
|
defer func_frag.msgSend(void, objc.sel("release"), .{});
|
|
|
|
// Create the vertex descriptor. The vertex descriptor describes the
|
|
// data layout of the vertex inputs. We use indexed (or "instanced")
|
|
// rendering, so this makes it so that each instance gets a single
|
|
// Image as input.
|
|
const vertex_desc = vertex_desc: {
|
|
const desc = init: {
|
|
const Class = objc.getClass("MTLVertexDescriptor").?;
|
|
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;
|
|
};
|
|
|
|
// Our attributes are the fields of the input
|
|
const attrs = objc.Object.fromId(desc.getProperty(?*anyopaque, "attributes"));
|
|
{
|
|
const attr = attrs.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 1)},
|
|
);
|
|
|
|
attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.float2));
|
|
attr.setProperty("offset", @as(c_ulong, @offsetOf(Image, "grid_pos")));
|
|
attr.setProperty("bufferIndex", @as(c_ulong, 0));
|
|
}
|
|
{
|
|
const attr = attrs.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 2)},
|
|
);
|
|
|
|
attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.float2));
|
|
attr.setProperty("offset", @as(c_ulong, @offsetOf(Image, "cell_offset")));
|
|
attr.setProperty("bufferIndex", @as(c_ulong, 0));
|
|
}
|
|
{
|
|
const attr = attrs.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 3)},
|
|
);
|
|
|
|
attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.float4));
|
|
attr.setProperty("offset", @as(c_ulong, @offsetOf(Image, "source_rect")));
|
|
attr.setProperty("bufferIndex", @as(c_ulong, 0));
|
|
}
|
|
{
|
|
const attr = attrs.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 4)},
|
|
);
|
|
|
|
attr.setProperty("format", @intFromEnum(mtl.MTLVertexFormat.float2));
|
|
attr.setProperty("offset", @as(c_ulong, @offsetOf(Image, "dest_size")));
|
|
attr.setProperty("bufferIndex", @as(c_ulong, 0));
|
|
}
|
|
|
|
// The layout describes how and when we fetch the next vertex input.
|
|
const layouts = objc.Object.fromId(desc.getProperty(?*anyopaque, "layouts"));
|
|
{
|
|
const layout = layouts.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 0)},
|
|
);
|
|
|
|
// Access each Image per instance, not per vertex.
|
|
layout.setProperty("stepFunction", @intFromEnum(mtl.MTLVertexStepFunction.per_instance));
|
|
layout.setProperty("stride", @as(c_ulong, @sizeOf(Image)));
|
|
}
|
|
|
|
break :vertex_desc desc;
|
|
};
|
|
defer vertex_desc.msgSend(void, objc.sel("release"), .{});
|
|
|
|
// Create our descriptor
|
|
const desc = init: {
|
|
const Class = objc.getClass("MTLRenderPipelineDescriptor").?;
|
|
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;
|
|
};
|
|
defer desc.msgSend(void, objc.sel("release"), .{});
|
|
|
|
// Set our properties
|
|
desc.setProperty("vertexFunction", func_vert);
|
|
desc.setProperty("fragmentFunction", func_frag);
|
|
desc.setProperty("vertexDescriptor", vertex_desc);
|
|
|
|
// Set our color attachment
|
|
const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
|
|
{
|
|
const attachment = attachments.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 0)},
|
|
);
|
|
|
|
// Value is MTLPixelFormatBGRA8Unorm
|
|
attachment.setProperty("pixelFormat", @as(c_ulong, 80));
|
|
|
|
// Blending. This is required so that our text we render on top
|
|
// of our drawable properly blends into the bg.
|
|
attachment.setProperty("blendingEnabled", true);
|
|
attachment.setProperty("rgbBlendOperation", @intFromEnum(mtl.MTLBlendOperation.add));
|
|
attachment.setProperty("alphaBlendOperation", @intFromEnum(mtl.MTLBlendOperation.add));
|
|
attachment.setProperty("sourceRGBBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one));
|
|
attachment.setProperty("sourceAlphaBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one));
|
|
attachment.setProperty("destinationRGBBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one_minus_source_alpha));
|
|
attachment.setProperty("destinationAlphaBlendFactor", @intFromEnum(mtl.MTLBlendFactor.one_minus_source_alpha));
|
|
}
|
|
|
|
// Make our state
|
|
var err: ?*anyopaque = null;
|
|
const pipeline_state = device.msgSend(
|
|
objc.Object,
|
|
objc.sel("newRenderPipelineStateWithDescriptor:error:"),
|
|
.{ desc, &err },
|
|
);
|
|
try checkError(err);
|
|
|
|
return pipeline_state;
|
|
}
|
|
|
|
fn checkError(err_: ?*anyopaque) !void {
|
|
const nserr = objc.Object.fromId(err_ orelse return);
|
|
const str = @as(
|
|
*macos.foundation.String,
|
|
@ptrCast(nserr.getProperty(?*anyopaque, "localizedDescription").?),
|
|
);
|
|
|
|
log.err("metal error={s}", .{str.cstringPtr(.ascii).?});
|
|
return error.MetalFailed;
|
|
}
|
|
|
|
// Intel macOS 13 doesn't like it when any field in a vertex buffer is not
|
|
// aligned on the alignment of the struct. I don't understand it, I think
|
|
// this must be some macOS 13 Metal GPU driver bug because it doesn't matter
|
|
// on macOS 12 or Apple Silicon macOS 13.
|
|
//
|
|
// To be safe, we put this test in here.
|
|
test "Cell offsets" {
|
|
const testing = std.testing;
|
|
const alignment = @alignOf(Cell);
|
|
inline for (@typeInfo(Cell).Struct.fields) |field| {
|
|
const offset = @offsetOf(Cell, field.name);
|
|
try testing.expectEqual(0, @mod(offset, alignment));
|
|
}
|
|
}
|