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main.rs
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//! Renders a textured quad to a window and adjusts the GPU buffer that contains the viewport's
//! height and width whenever the window is resized.
use std::mem;
use std::path::PathBuf;
use cocoa::{appkit::NSView, base::id as cocoa_id};
use core_graphics_types::geometry::CGSize;
use objc::{rc::autoreleasepool, runtime::YES};
use winit::dpi::LogicalSize;
use winit::event_loop::{ControlFlow, EventLoop};
use winit::raw_window_handle::{HasWindowHandle, RawWindowHandle};
use winit::window::Window;
use metal::{
Buffer, CommandQueue, Device, Library, MTLClearColor, MTLLoadAction, MTLOrigin, MTLPixelFormat,
MTLPrimitiveType, MTLRegion, MTLResourceOptions, MTLSize, MTLStoreAction, MetalLayer,
MetalLayerRef, RenderPassDescriptor, RenderPassDescriptorRef, RenderPipelineDescriptor,
RenderPipelineState, Texture, TextureDescriptor, TextureRef,
};
use shader_bindings::{
TextureIndex_TextureIndexBaseColor as TextureBaseColorIdx, TexturedVertex,
VertexInputIndex_VertexInputIndexVertices as VerticesBufferIdx,
VertexInputIndex_VertexInputIndexViewportSize as ViewportSizeBufferIdx,
};
use winit::event::{Event, WindowEvent};
mod shader_bindings;
const INITIAL_WINDOW_WIDTH: u32 = 800;
const INITIAL_WINDOW_HEIGHT: u32 = 600;
const PIXEL_FORMAT: MTLPixelFormat = MTLPixelFormat::BGRA8Unorm;
fn main() {
let event_loop = EventLoop::new().unwrap();
let window = init_window(&event_loop);
let device = Device::system_default().expect("No device found");
let library = device.new_library_with_file(shader_metallib()).unwrap();
let vertex_data = vertices();
let vertex_buffer = device.new_buffer_with_data(
vertex_data.as_ptr() as *const _,
(vertex_data.len() * size_of::<TexturedVertex>()) as u64,
MTLResourceOptions::CPUCacheModeDefaultCache | MTLResourceOptions::StorageModeManaged,
);
let viewport_size_buffer = device.new_buffer(
8,
MTLResourceOptions::CPUCacheModeDefaultCache | MTLResourceOptions::StorageModeManaged,
);
let viewport_size = (window.inner_size().width, window.inner_size().height);
update_viewport_size_buffer(&viewport_size_buffer, viewport_size);
let texture_to_render = create_texture_to_display(&device);
let layer = get_window_layer(&window, &device);
let pipeline_state = prepare_pipeline_state(&device, &library);
let command_queue = device.new_command_queue();
event_loop
.run(move |event, event_loop| {
autoreleasepool(|| {
event_loop.set_control_flow(ControlFlow::Poll);
match event {
Event::AboutToWait => window.request_redraw(),
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => {
layer.set_drawable_size(CGSize::new(
size.width as f64,
size.height as f64,
));
update_viewport_size_buffer(
&viewport_size_buffer,
(size.width, size.height),
);
}
WindowEvent::RedrawRequested => redraw(
&layer,
&pipeline_state,
&command_queue,
&vertex_buffer,
&viewport_size_buffer,
&texture_to_render,
),
_ => {}
},
_ => {}
}
});
})
.unwrap();
}
// The `TexturedVertex` type is generated by `build.rs` by parsing `shader_types.h`
// using rust-bindgen
fn vertices() -> [TexturedVertex; 6] {
[
textured_vertex([-200., -200.], [0., 1.]),
textured_vertex([200., -200.], [1., 1.]),
textured_vertex([200., 200.], [1., 0.]),
textured_vertex([-200., -200.], [0., 1.]),
textured_vertex([200., 200.], [1., 0.]),
textured_vertex([-200., 200.], [0., 0.]),
]
}
fn textured_vertex(position: [f32; 2], texture_coord: [f32; 2]) -> TexturedVertex {
unsafe {
// The metal shader is expecting two floats, but the rust-bindgen generated
// type is a u64.
//
// So, we transmute the 2 floats into a u64 so that when the shader receives
// these 64 bits they'll be interpreted as a `vector_float2`.
TexturedVertex {
position: std::mem::transmute(position),
texture_coord: std::mem::transmute(texture_coord),
}
}
}
fn create_texture_to_display(device: &Device) -> Texture {
let img = include_bytes!("../gfx-rs.png");
let decoder = png::Decoder::new(img.as_ref());
let mut reader = decoder.read_info().unwrap();
let info = reader.info();
let (width, height) = (info.width as u64, info.height as u64);
let mut buf = vec![0; reader.output_buffer_size()];
reader.next_frame(&mut buf).unwrap();
for idx in 0..buf.len() / 4 {
let idx = idx * 4;
buf.swap(idx, idx + 2);
}
let texture = TextureDescriptor::new();
texture.set_width(width);
texture.set_height(height);
texture.set_pixel_format(PIXEL_FORMAT);
let texture = device.new_texture(&texture);
texture.replace_region(
MTLRegion {
origin: MTLOrigin { x: 0, y: 0, z: 0 },
size: MTLSize {
width,
height,
depth: 1,
},
},
0,
buf.as_ptr() as _,
width * 4,
);
texture
}
fn init_window(event_loop: &EventLoop<()>) -> Window {
let window_size = LogicalSize::new(INITIAL_WINDOW_WIDTH, INITIAL_WINDOW_HEIGHT);
winit::window::WindowBuilder::new()
.with_inner_size(window_size)
.with_title("Creating and Sampling Textures Example".to_string())
.build(event_loop)
.unwrap()
}
fn get_window_layer(window: &Window, device: &Device) -> MetalLayer {
let layer = MetalLayer::new();
layer.set_device(device);
layer.set_pixel_format(PIXEL_FORMAT);
// Presenting with transactions isn't necessary since we aren't synchonizing with other UIKit
// draw calls.
// https://developer.apple.com/documentation/quartzcore/cametallayer/1478157-presentswithtransaction
layer.set_presents_with_transaction(false);
layer.set_drawable_size(CGSize::new(
window.inner_size().width as f64,
window.inner_size().height as f64,
));
unsafe {
if let Ok(RawWindowHandle::AppKit(rw)) = window.window_handle().map(|wh| wh.as_raw()) {
let view = rw.ns_view.as_ptr() as cocoa_id;
view.setWantsLayer(YES);
view.setLayer(mem::transmute(layer.as_ref()));
}
}
layer
}
fn shader_metallib() -> PathBuf {
PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("shaders.metallib")
}
fn prepare_pipeline_state(device: &Device, library: &Library) -> RenderPipelineState {
let pipeline_state_descriptor = RenderPipelineDescriptor::new();
let vertex_shader = library.get_function("quad_vertex", None).unwrap();
let fragment_shader = library.get_function("sampling_shader", None).unwrap();
pipeline_state_descriptor.set_vertex_function(Some(&vertex_shader));
pipeline_state_descriptor.set_fragment_function(Some(&fragment_shader));
pipeline_state_descriptor
.color_attachments()
.object_at(0)
.unwrap()
.set_pixel_format(PIXEL_FORMAT);
device
.new_render_pipeline_state(&pipeline_state_descriptor)
.unwrap()
}
fn update_viewport_size_buffer(viewport_size_buffer: &Buffer, size: (u32, u32)) {
let contents = viewport_size_buffer.contents();
let viewport_size: [u32; 2] = [size.0, size.1];
let byte_count = (viewport_size.len() * size_of::<u32>()) as usize;
unsafe {
std::ptr::copy(viewport_size.as_ptr(), contents as *mut u32, byte_count);
}
viewport_size_buffer.did_modify_range(metal::NSRange::new(0, byte_count as u64));
}
fn redraw(
layer: &MetalLayerRef,
pipeline_state: &RenderPipelineState,
command_queue: &CommandQueue,
vertex_buffer: &Buffer,
viewport_size_buffer: &Buffer,
texture_to_render: &TextureRef,
) {
let drawable = match layer.next_drawable() {
Some(drawable) => drawable,
None => return,
};
let render_pass_descriptor = RenderPassDescriptor::new();
prepare_render_pass_descriptor(&render_pass_descriptor, drawable.texture());
let command_buffer = command_queue.new_command_buffer();
let encoder = command_buffer.new_render_command_encoder(&render_pass_descriptor);
encoder.set_render_pipeline_state(&pipeline_state);
encoder.set_vertex_buffer(VerticesBufferIdx as u64, Some(vertex_buffer), 0);
encoder.set_vertex_buffer(ViewportSizeBufferIdx as u64, Some(viewport_size_buffer), 0);
encoder.set_fragment_texture(TextureBaseColorIdx as u64, Some(texture_to_render));
encoder.draw_primitives(MTLPrimitiveType::Triangle, 0, 6);
encoder.end_encoding();
command_buffer.present_drawable(&drawable);
command_buffer.commit();
}
fn prepare_render_pass_descriptor(descriptor: &RenderPassDescriptorRef, texture: &TextureRef) {
let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
color_attachment.set_texture(Some(texture));
color_attachment.set_load_action(MTLLoadAction::Clear);
color_attachment.set_clear_color(MTLClearColor::new(0.2, 0.5, 0.8, 1.0));
color_attachment.set_store_action(MTLStoreAction::Store);
}