use array_concat::concat_arrays;
use librashader_runtime::quad::{QuadType, VertexInput};
use objc2::rc::Retained;
use objc2::runtime::ProtocolObject;
use objc2_metal::{
MTLBuffer, MTLDevice, MTLPrimitiveType, MTLRenderCommandEncoder, MTLResourceOptions,
};
use std::ffi::c_void;
use std::ptr::NonNull;
use crate::error::{FilterChainError, Result};
use crate::graphics_pipeline::VERTEX_BUFFER_INDEX;
const OFFSCREEN_VBO_DATA: [VertexInput; 4] = [
VertexInput {
position: [-1.0, -1.0, 0.0, 1.0],
texcoord: [0.0, 1.0],
},
VertexInput {
position: [-1.0, 1.0, 0.0, 1.0],
texcoord: [0.0, 0.0],
},
VertexInput {
position: [1.0, -1.0, 0.0, 1.0],
texcoord: [1.0, 1.0],
},
VertexInput {
position: [1.0, 1.0, 0.0, 1.0],
texcoord: [1.0, 0.0],
},
];
const FINAL_VBO_DATA: [VertexInput; 4] = [
VertexInput {
position: [0.0, 0.0, 0.0, 1.0],
texcoord: [0.0, 1.0],
},
VertexInput {
position: [0.0, 1.0, 0.0, 1.0],
texcoord: [0.0, 0.0],
},
VertexInput {
position: [1.0, 0.0, 0.0, 1.0],
texcoord: [1.0, 1.0],
},
VertexInput {
position: [1.0, 1.0, 0.0, 1.0],
texcoord: [1.0, 0.0],
},
];
const VBO_DATA: [VertexInput; 8] = concat_arrays!(OFFSCREEN_VBO_DATA, FINAL_VBO_DATA);
pub struct DrawQuad {
buffer: Retained<ProtocolObject<dyn MTLBuffer>>,
}
impl DrawQuad {
pub fn new(device: &ProtocolObject<dyn MTLDevice>) -> Result<DrawQuad> {
let vbo_data: &'static [u8] = bytemuck::cast_slice(&VBO_DATA);
let buffer = unsafe {
device
.newBufferWithBytes_length_options(
NonNull::new_unchecked(vbo_data.as_ptr() as *mut c_void),
vbo_data.len(),
if cfg!(target_os = "ios") {
MTLResourceOptions::StorageModeShared
} else {
MTLResourceOptions::StorageModeManaged
},
)
.ok_or(FilterChainError::BufferError)?
};
Ok(DrawQuad { buffer })
}
pub fn draw_quad(&self, cmd: &ProtocolObject<dyn MTLRenderCommandEncoder>, vbo: QuadType) {
let offset = match vbo {
QuadType::Offscreen => 0,
QuadType::Final => 4,
};
unsafe {
cmd.setVertexBuffer_offset_atIndex(Some(&self.buffer), 0, VERTEX_BUFFER_INDEX);
cmd.drawPrimitives_vertexStart_vertexCount(MTLPrimitiveType::TriangleStrip, offset, 4);
}
}
}