WIP: Render path winding numbers to stencil buffer

Co-Authored-By: Nathan Sobo <nathan@zed.dev>
This commit is contained in:
Max Brunsfeld 2021-03-29 16:28:35 -07:00
parent a8495d09f8
commit 0b12779e62
6 changed files with 275 additions and 82 deletions

View File

@ -1,31 +1,27 @@
pub use pathfinder_geometry::*;
use super::scene::{Path, PathVertex};
use vector::{vec2f, Vector2F};
pub(crate) struct Vertex {
xy_position: Vector2F,
st_position: Vector2F,
}
pub struct Path {
vertices: Vec<Vertex>,
pub struct PathBuilder {
vertices: Vec<PathVertex>,
start: Vector2F,
current: Vector2F,
countours_len: usize,
contour_count: usize,
}
enum Kind {
enum PathVertexKind {
Solid,
Quadratic,
}
impl Path {
fn new() -> Self {
impl PathBuilder {
pub fn new() -> Self {
Self {
vertices: Vec::new(),
start: vec2f(0., 0.),
current: vec2f(0., 0.),
countours_len: 0,
contour_count: 0,
}
}
@ -33,58 +29,60 @@ impl Path {
self.vertices.clear();
self.start = point;
self.current = point;
self.countours_len = 0;
self.contour_count = 0;
}
pub fn line_to(&mut self, point: Vector2F) {
self.countours_len += 1;
if self.countours_len > 1 {
self.push_triangle(self.start, self.current, point, Kind::Solid);
self.contour_count += 1;
if self.contour_count > 1 {
self.push_triangle(self.start, self.current, point, PathVertexKind::Solid);
}
self.current = point;
}
pub fn curve_to(&mut self, point: Vector2F, ctrl: Vector2F) {
self.countours_len += 1;
if self.countours_len > 1 {
self.push_triangle(self.start, self.current, point, Kind::Solid);
self.contour_count += 1;
if self.contour_count > 1 {
self.push_triangle(self.start, self.current, point, PathVertexKind::Solid);
}
self.push_triangle(self.current, ctrl, point, Kind::Quadratic);
self.push_triangle(self.current, ctrl, point, PathVertexKind::Quadratic);
self.current = point;
}
pub(crate) fn close(self) -> Vec<Vertex> {
self.vertices
pub fn build(self) -> Path {
Path {
vertices: self.vertices,
}
}
fn push_triangle(&mut self, a: Vector2F, b: Vector2F, c: Vector2F, kind: Kind) {
fn push_triangle(&mut self, a: Vector2F, b: Vector2F, c: Vector2F, kind: PathVertexKind) {
match kind {
Kind::Solid => {
self.vertices.push(Vertex {
PathVertexKind::Solid => {
self.vertices.push(PathVertex {
xy_position: a,
st_position: vec2f(0., 1.),
});
self.vertices.push(Vertex {
self.vertices.push(PathVertex {
xy_position: b,
st_position: vec2f(0., 1.),
});
self.vertices.push(Vertex {
self.vertices.push(PathVertex {
xy_position: c,
st_position: vec2f(0., 1.),
});
}
Kind::Quadratic => {
self.vertices.push(Vertex {
PathVertexKind::Quadratic => {
self.vertices.push(PathVertex {
xy_position: a,
st_position: vec2f(0., 0.),
});
self.vertices.push(Vertex {
self.vertices.push(PathVertex {
xy_position: b,
st_position: vec2f(0.5, 0.),
});
self.vertices.push(Vertex {
self.vertices.push(PathVertex {
xy_position: c,
st_position: vec2f(1., 1.),
});

View File

@ -22,6 +22,7 @@ const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decisio
struct RenderContext<'a> {
drawable_size: Vector2F,
command_encoder: &'a metal::RenderCommandEncoderRef,
command_buffer: &'a metal::CommandBufferRef,
}
pub struct Renderer {
@ -29,9 +30,10 @@ pub struct Renderer {
quad_pipeline_state: metal::RenderPipelineState,
shadow_pipeline_state: metal::RenderPipelineState,
sprite_pipeline_state: metal::RenderPipelineState,
path_winding_pipeline_state: metal::RenderPipelineState,
unit_vertices: metal::Buffer,
instances: metal::Buffer,
paths_texture: metal::Texture,
path_winding_texture: metal::Texture,
}
impl Renderer {
@ -64,10 +66,12 @@ impl Renderer {
let paths_texture_size = vec2f(2048., 2048.);
let descriptor = metal::TextureDescriptor::new();
descriptor.set_pixel_format(metal::MTLPixelFormat::A8Unorm);
descriptor.set_pixel_format(metal::MTLPixelFormat::Stencil8);
descriptor.set_width(paths_texture_size.x() as u64);
descriptor.set_height(paths_texture_size.y() as u64);
let paths_texture = device.new_texture(&descriptor);
descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
descriptor.set_storage_mode(metal::MTLStorageMode::Private);
let path_winding_texture = device.new_texture(&descriptor);
let atlas_size: Vector2I = vec2i(1024, 768);
Ok(Self {
@ -96,9 +100,17 @@ impl Renderer {
"sprite_fragment",
pixel_format,
)?,
path_winding_pipeline_state: build_stencil_pipeline_state(
&device,
&library,
"path_winding",
"path_winding_vertex",
"path_winding_fragment",
path_winding_texture.pixel_format(),
)?,
unit_vertices,
instances,
paths_texture,
path_winding_texture,
})
}
@ -133,12 +145,15 @@ impl Renderer {
let ctx = RenderContext {
drawable_size,
command_encoder,
command_buffer,
};
let mut offset = 0;
for layer in scene.layers() {
self.clip(scene, layer, &ctx);
self.render_shadows(scene, layer, &mut offset, &ctx);
self.render_quads(scene, layer, &mut offset, &ctx);
self.render_paths(scene, layer, &mut offset, &ctx);
self.render_sprites(scene, layer, &mut offset, &ctx);
}
@ -318,6 +333,66 @@ impl Renderer {
offset: &mut usize,
ctx: &RenderContext,
) {
for (color, paths) in layer.paths_by_color() {
let winding_render_pass_descriptor = metal::RenderPassDescriptor::new();
let stencil_attachment = winding_render_pass_descriptor.stencil_attachment().unwrap();
stencil_attachment.set_texture(Some(&self.path_winding_texture));
stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
let winding_command_encoder = ctx
.command_buffer
.new_render_command_encoder(winding_render_pass_descriptor);
align_offset(offset);
let vertex_count = paths.iter().map(|p| p.vertices.len()).sum::<usize>();
let next_offset = *offset + vertex_count * mem::size_of::<shaders::GPUIPathVertex>();
assert!(
next_offset <= INSTANCE_BUFFER_SIZE,
"instance buffer exhausted"
);
winding_command_encoder.set_render_pipeline_state(&self.path_winding_pipeline_state);
winding_command_encoder.set_vertex_buffer(
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
as u64,
Some(&self.instances),
*offset as u64,
);
winding_command_encoder.set_vertex_bytes(
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
as u64,
mem::size_of::<shaders::vector_float2>() as u64,
[ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
);
let buffer_contents = unsafe {
(self.instances.contents() as *mut u8).offset(*offset as isize)
as *mut shaders::GPUIPathVertex
};
for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
let shader_vertex = shaders::GPUIPathVertex {
xy_position: vertex.xy_position.to_float2(),
st_position: vertex.st_position.to_float2(),
};
unsafe {
*(buffer_contents.offset(ix as isize)) = shader_vertex;
}
}
self.instances.did_modify_range(NSRange {
location: *offset as u64,
length: (next_offset - *offset) as u64,
});
*offset = next_offset;
winding_command_encoder.draw_primitives(
metal::MTLPrimitiveType::Triangle,
0,
vertex_count as u64,
);
winding_command_encoder.end_encoding();
}
}
fn render_sprites(
@ -455,6 +530,32 @@ fn build_pipeline_state(
.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
}
fn build_stencil_pipeline_state(
device: &metal::DeviceRef,
library: &metal::LibraryRef,
label: &str,
vertex_fn_name: &str,
fragment_fn_name: &str,
pixel_format: metal::MTLPixelFormat,
) -> Result<metal::RenderPipelineState> {
let vertex_fn = library
.get_function(vertex_fn_name, None)
.map_err(|message| anyhow!("error locating vertex function: {}", message))?;
let fragment_fn = library
.get_function(fragment_fn_name, None)
.map_err(|message| anyhow!("error locating fragment function: {}", message))?;
let descriptor = metal::RenderPipelineDescriptor::new();
descriptor.set_label(label);
descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
descriptor.set_stencil_attachment_pixel_format(pixel_format);
device
.new_render_pipeline_state(&descriptor)
.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
}
mod shaders {
#![allow(non_upper_case_globals)]
#![allow(non_camel_case_types)]

View File

@ -53,3 +53,13 @@ typedef struct {
vector_float2 atlas_origin;
vector_uchar4 color;
} GPUISprite;
typedef enum {
GPUIPathWindingVertexInputIndexVertices = 0,
GPUIPathWindingVertexInputIndexViewportSize = 1,
} GPUIPathWindingVertexInputIndex;
typedef struct {
vector_float2 xy_position;
vector_float2 st_position;
} GPUIPathVertex;

View File

@ -201,3 +201,31 @@ fragment float4 sprite_fragment(
color.a *= mask.a;
return color;
}
struct PathWindingFragmentInput {
float4 position [[position]];
float2 st_position;
};
vertex PathWindingFragmentInput path_winding_vertex(
uint vertex_id [[vertex_id]],
constant GPUIPathVertex *vertices [[buffer(GPUIPathWindingVertexInputIndexVertices)]],
constant float2 *viewport_size [[buffer(GPUIPathWindingVertexInputIndexViewportSize)]]
) {
GPUIPathVertex v = vertices[vertex_id];
float4 device_position = to_device_position(v.xy_position, *viewport_size);
return PathWindingFragmentInput {
device_position,
v.st_position,
};
}
fragment float4 path_winding_fragment(
PathWindingFragmentInput input [[stage_in]]
) {
if (input.st_position.x * input.st_position.x - input.st_position.y > 0.0) {
return float4(0.0);
} else {
return float4(float3(0.0), 1.0 / 255.0);
}
}

View File

@ -16,6 +16,7 @@ pub struct Layer {
quads: Vec<Quad>,
shadows: Vec<Shadow>,
glyphs: Vec<Glyph>,
paths: Vec<(ColorU, Vec<Path>)>,
}
#[derive(Default, Debug)]
@ -53,6 +54,17 @@ pub struct Border {
pub left: bool,
}
#[derive(Debug)]
pub struct Path {
pub vertices: Vec<PathVertex>,
}
#[derive(Debug)]
pub struct PathVertex {
pub xy_position: Vector2F,
pub st_position: Vector2F,
}
impl Scene {
pub fn new(scale_factor: f32) -> Self {
Scene {
@ -93,6 +105,10 @@ impl Scene {
self.active_layer().push_glyph(glyph)
}
pub fn push_path(&mut self, color: ColorU, path: Path) {
self.active_layer().push_path(color, path);
}
fn active_layer(&mut self) -> &mut Layer {
&mut self.layers[*self.active_layer_stack.last().unwrap()]
}
@ -105,6 +121,7 @@ impl Layer {
quads: Vec::new(),
shadows: Vec::new(),
glyphs: Vec::new(),
paths: Vec::new(),
}
}
@ -135,6 +152,17 @@ impl Layer {
pub fn glyphs(&self) -> &[Glyph] {
self.glyphs.as_slice()
}
fn push_path(&mut self, color: ColorU, path: Path) {
match self.paths.binary_search_by_key(&color, |(c, path)| *c) {
Err(i) => self.paths.insert(i, (color, vec![path])),
Ok(i) => self.paths[i].1.push(path),
}
}
pub fn paths_by_color(&self) -> &[(ColorU, Vec<Path>)] {
self.paths.as_slice()
}
}
impl Border {

View File

@ -4,6 +4,7 @@ use gpui::{
geometry::{
rect::RectF,
vector::{vec2f, Vector2F},
PathBuilder,
},
text_layout::{self, TextLayoutCache},
AfterLayoutContext, AppContext, Border, Element, Event, EventContext, FontCache, LayoutContext,
@ -211,51 +212,51 @@ impl BufferElement {
});
// Draw selections
// let corner_radius = 2.5;
let corner_radius = 2.5;
let mut cursors = SmallVec::<[Cursor; 32]>::new();
for selection in view.selections_in_range(
DisplayPoint::new(start_row, 0)..DisplayPoint::new(end_row, 0),
ctx.app,
) {
// if selection.start != selection.end {
// let range_start = cmp::min(selection.start, selection.end);
// let range_end = cmp::max(selection.start, selection.end);
// let row_range = if range_end.column() == 0 {
// cmp::max(range_start.row(), start_row)..cmp::min(range_end.row(), end_row)
// } else {
// cmp::max(range_start.row(), start_row)..cmp::min(range_end.row() + 1, end_row)
// };
if selection.start != selection.end {
let range_start = cmp::min(selection.start, selection.end);
let range_end = cmp::max(selection.start, selection.end);
let row_range = if range_end.column() == 0 {
cmp::max(range_start.row(), start_row)..cmp::min(range_end.row(), end_row)
} else {
cmp::max(range_start.row(), start_row)..cmp::min(range_end.row() + 1, end_row)
};
// let selection = Selection {
// line_height,
// start_y: row_range.start as f32 * line_height - scroll_top,
// lines: row_range
// .into_iter()
// .map(|row| {
// let line_layout = &layout.line_layouts[(row - start_row) as usize];
// SelectionLine {
// start_x: if row == range_start.row() {
// line_layout.x_for_index(range_start.column() as usize)
// - scroll_left
// - descent
// } else {
// -scroll_left
// },
// end_x: if row == range_end.row() {
// line_layout.x_for_index(range_end.column() as usize)
// - scroll_left
// - descent
// } else {
// line_layout.width + corner_radius * 2.0 - scroll_left - descent
// },
// }
// })
// .collect(),
// };
let selection = Selection {
line_height,
start_y: row_range.start as f32 * line_height - scroll_top,
lines: row_range
.into_iter()
.map(|row| {
let line_layout = &layout.line_layouts[(row - start_row) as usize];
SelectionLine {
start_x: if row == range_start.row() {
line_layout.x_for_index(range_start.column() as usize)
- scroll_left
- descent
} else {
-scroll_left
},
end_x: if row == range_end.row() {
line_layout.x_for_index(range_end.column() as usize)
- scroll_left
- descent
} else {
line_layout.width + corner_radius * 2.0 - scroll_left - descent
},
}
})
.collect(),
};
// selection.paint(scene);
// }
selection.paint(ctx.scene);
}
if view.cursors_visible() {
let cursor_position = selection.end;
@ -597,20 +598,47 @@ impl Selection {
}
fn paint_lines(&self, start_y: f32, lines: &[SelectionLine], scene: &mut Scene) {
// use Direction::*;
if lines.is_empty() {
return;
}
// if lines.is_empty() {
// return;
// }
let mut path = PathBuilder::new();
let corner_radius = 0.08 * self.line_height;
// let mut path = Path2D::new();
// let corner_radius = 0.08 * self.line_height;
let first_line = lines.first().unwrap();
path.reset(vec2f(first_line.end_x - corner_radius, start_y));
path.curve_to(
vec2f(first_line.end_x, start_y + corner_radius),
vec2f(first_line.end_x, start_y),
);
path.line_to(vec2f(
first_line.end_x,
start_y + self.line_height - corner_radius,
));
path.curve_to(
vec2f(first_line.end_x - corner_radius, start_y + self.line_height),
vec2f(first_line.end_x, start_y + self.line_height),
);
path.line_to(vec2f(
first_line.start_x + corner_radius,
start_y + self.line_height,
));
path.curve_to(
vec2f(
first_line.start_x,
start_y + self.line_height - corner_radius,
),
vec2f(first_line.start_x, start_y + self.line_height),
);
path.line_to(vec2f(first_line.start_x, start_y + corner_radius));
path.curve_to(
vec2f(first_line.start_x + corner_radius, start_y),
vec2f(first_line.start_x, start_y),
);
path.line_to(vec2f(first_line.end_x - corner_radius, start_y));
// let first_line = lines.first().unwrap();
// let last_line = lines.last().unwrap();
scene.push_path(ColorU::from_u32(0xff0000ff), path.build());
// let corner = vec2f(first_line.end_x, start_y);
// path.move_to(corner - vec2f(corner_radius, 0.0));
// rounded_corner(&mut path, corner, corner_radius, Right, Down);
// let mut iter = lines.iter().enumerate().peekable();