ghostty/src/renderer/Metal.zig

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//! Graphics API wrapper for Metal.
pub const Metal = @This();
const std = @import("std");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const builtin = @import("builtin");
const glfw = @import("glfw");
const objc = @import("objc");
const macos = @import("macos");
const graphics = macos.graphics;
const apprt = @import("../apprt.zig");
const font = @import("../font/main.zig");
const configpkg = @import("../config.zig");
const rendererpkg = @import("../renderer.zig");
const Renderer = rendererpkg.GenericRenderer(Metal);
const shadertoy = @import("shadertoy.zig");
const mtl = @import("metal/api.zig");
const IOSurfaceLayer = @import("metal/IOSurfaceLayer.zig");
pub const GraphicsAPI = Metal;
pub const Target = @import("metal/Target.zig");
pub const Frame = @import("metal/Frame.zig");
pub const RenderPass = @import("metal/RenderPass.zig");
pub const Pipeline = @import("metal/Pipeline.zig");
const bufferpkg = @import("metal/buffer.zig");
pub const Buffer = bufferpkg.Buffer;
pub const Texture = @import("metal/Texture.zig");
pub const shaders = @import("metal/shaders.zig");
pub const cellpkg = @import("metal/cell.zig");
pub const imagepkg = @import("metal/image.zig");
pub const custom_shader_target: shadertoy.Target = .msl;
/// Triple buffering.
pub const swap_chain_count = 3;
const log = std.log.scoped(.metal);
// Get native API access on certain platforms so we can do more customization.
const glfwNative = glfw.Native(.{
.cocoa = builtin.os.tag == .macos,
});
layer: IOSurfaceLayer,
/// MTLDevice
device: objc.Object,
/// MTLCommandQueue
queue: objc.Object,
/// Alpha blending mode
blending: configpkg.Config.AlphaBlending,
/// The default storage mode to use for resources created with our device.
///
/// This is based on whether the device is a discrete GPU or not, since
/// discrete GPUs do not have unified memory and therefore do not support
/// the "shared" storage mode, instead we have to use the "managed" mode.
default_storage_mode: mtl.MTLResourceOptions.StorageMode,
pub fn init(alloc: Allocator, opts: rendererpkg.Options) !Metal {
comptime switch (builtin.os.tag) {
.macos, .ios => {},
else => @compileError("unsupported platform for Metal"),
};
_ = alloc;
// Choose our MTLDevice and create a MTLCommandQueue for that device.
const device = try chooseDevice();
errdefer device.release();
const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{});
errdefer queue.release();
const default_storage_mode: mtl.MTLResourceOptions.StorageMode =
if (device.getProperty(bool, "hasUnifiedMemory")) .shared else .managed;
const ViewInfo = struct {
view: objc.Object,
scaleFactor: f64,
};
// Get the metadata about our underlying view that we'll be rendering to.
const info: ViewInfo = 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(
opts.rt_surface.window,
).?);
const contentView = objc.Object.fromId(
nswindow.getProperty(?*anyopaque, "contentView").?,
);
const scaleFactor = nswindow.getProperty(
graphics.c.CGFloat,
"backingScaleFactor",
);
break :info .{
.view = contentView,
.scaleFactor = scaleFactor,
};
},
apprt.embedded => .{
.scaleFactor = @floatCast(opts.rt_surface.content_scale.x),
.view = switch (opts.rt_surface.platform) {
.macos => |v| v.nsview,
.ios => |v| v.uiview,
},
},
else => @compileError("unsupported apprt for metal"),
};
// Create an IOSurfaceLayer which we can assign to the view to make
// it in to a "layer-hosting view", so that we can manually control
// the layer contents.
var layer = try IOSurfaceLayer.init();
errdefer layer.release();
// Add our layer to the view.
//
// On macOS we do this by making the view "layer-hosting"
// by assigning it to the view's `layer` property BEFORE
// setting `wantsLayer` to `true`.
//
// On iOS, views are always layer-backed, and `layer`
// is readonly, so instead we add it as a sublayer.
switch (comptime builtin.os.tag) {
.macos => {
info.view.setProperty("layer", layer.layer.value);
info.view.setProperty("wantsLayer", true);
},
.ios => {
info.view.msgSend(void, objc.sel("addSublayer"), .{layer.layer.value});
},
else => @compileError("unsupported target for Metal"),
}
// Ensure that if our layer is oversized it
// does not overflow the bounds of the view.
info.view.setProperty("clipsToBounds", true);
// Ensure that our layer has a content scale set to
// match the scale factor of the window. This avoids
// magnification issues leading to blurry rendering.
layer.layer.setProperty("contentsScale", info.scaleFactor);
// This makes it so that our display callback will actually be called.
layer.layer.setProperty("needsDisplayOnBoundsChange", true);
return .{
.layer = layer,
.device = device,
.queue = queue,
.blending = opts.config.blending,
.default_storage_mode = default_storage_mode,
};
}
pub fn deinit(self: *Metal) void {
self.queue.release();
self.device.release();
self.layer.release();
}
pub fn loopEnter(self: *Metal) void {
const renderer: *align(1) Renderer = @fieldParentPtr("api", self);
self.layer.setDisplayCallback(
@ptrCast(&displayCallback),
@ptrCast(renderer),
);
}
fn displayCallback(renderer: *Renderer) align(8) void {
renderer.drawFrame(true) catch |err| {
log.warn("Error drawing frame in display callback, err={}", .{err});
};
}
pub fn initShaders(
self: *const Metal,
alloc: Allocator,
custom_shaders: []const [:0]const u8,
) !shaders.Shaders {
return try shaders.Shaders.init(
alloc,
self.device,
custom_shaders,
// Using an `*_srgb` pixel format makes Metal gamma encode
// the pixels written to it *after* blending, which means
// we get linear alpha blending rather than gamma-incorrect
// blending.
if (self.blending.isLinear())
mtl.MTLPixelFormat.bgra8unorm_srgb
else
mtl.MTLPixelFormat.bgra8unorm,
);
}
/// Get the current size of the runtime surface.
pub fn surfaceSize(self: *const Metal) !struct { width: u32, height: u32 } {
const bounds = self.layer.layer.getProperty(graphics.Rect, "bounds");
const scale = self.layer.layer.getProperty(f64, "contentsScale");
return .{
.width = @intFromFloat(bounds.size.width * scale),
.height = @intFromFloat(bounds.size.height * scale),
};
}
/// Initialize a new render target which can be presented by this API.
pub fn initTarget(self: *const Metal, width: usize, height: usize) !Target {
return Target.init(.{
.device = self.device,
// Using an `*_srgb` pixel format makes Metal gamma encode the pixels
// written to it *after* blending, which means we get linear alpha
// blending rather than gamma-incorrect blending.
.pixel_format = if (self.blending.isLinear())
.bgra8unorm_srgb
else
.bgra8unorm,
.storage_mode = self.default_storage_mode,
.width = width,
.height = height,
});
}
/// Present the provided target.
pub inline fn present(self: *Metal, target: Target, sync: bool) !void {
if (sync) {
self.layer.setSurfaceSync(target.surface);
} else {
try self.layer.setSurface(target.surface);
}
}
/// Present the last presented target again. (noop for Metal)
pub inline fn presentLastTarget(self: *Metal) !void {
_ = self;
}
/// Returns the options to use when constructing buffers.
pub inline fn bufferOptions(self: Metal) bufferpkg.Options {
return .{
.device = self.device,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
pub const instanceBufferOptions = bufferOptions;
pub const uniformBufferOptions = bufferOptions;
pub const fgBufferOptions = bufferOptions;
pub const bgBufferOptions = bufferOptions;
pub const imageBufferOptions = bufferOptions;
/// Returns the options to use when constructing textures.
pub inline fn textureOptions(self: Metal) Texture.Options {
return .{
.device = self.device,
// Using an `*_srgb` pixel format makes Metal gamma encode the pixels
// written to it *after* blending, which means we get linear alpha
// blending rather than gamma-incorrect blending.
.pixel_format = if (self.blending.isLinear())
.bgra8unorm_srgb
else
.bgra8unorm,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
/// Initializes a Texture suitable for the provided font atlas.
pub fn initAtlasTexture(
self: *const Metal,
atlas: *const font.Atlas,
) Texture.Error!Texture {
const pixel_format: mtl.MTLPixelFormat = switch (atlas.format) {
.grayscale => .r8unorm,
.rgba => .bgra8unorm,
else => @panic("unsupported atlas format for Metal texture"),
};
return try Texture.init(
.{
.device = self.device,
.pixel_format = pixel_format,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
},
atlas.size,
atlas.size,
null,
);
}
/// Begin a frame.
pub inline fn beginFrame(
self: *const Metal,
/// Once the frame has been completed, the `frameCompleted` method
/// on the renderer is called with the health status of the frame.
renderer: *Renderer,
/// The target is presented via the provided renderer's API when completed.
target: *Target,
) !Frame {
return try Frame.begin(.{ .queue = self.queue }, renderer, target);
}
fn chooseDevice() error{NoMetalDevice}!objc.Object {
var chosen_device: ?objc.Object = null;
switch (comptime builtin.os.tag) {
.macos => {
const devices = objc.Object.fromId(mtl.MTLCopyAllDevices());
defer devices.release();
var iter = devices.iterate();
while (iter.next()) |device| {
// We want a GPU thats connected to a display.
if (device.getProperty(bool, "isHeadless")) continue;
chosen_device = device;
// If the user has an eGPU plugged in, they probably want
// to use it. Otherwise, integrated GPUs are better for
// battery life and thermals.
if (device.getProperty(bool, "isRemovable") or
device.getProperty(bool, "isLowPower")) break;
}
},
.ios => {
chosen_device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice());
},
else => @compileError("unsupported target for Metal"),
}
const device = chosen_device orelse return error.NoMetalDevice;
return device.retain();
}