#include <metal_stdlib>
using namespace metal;
// Uniform buffer structure (equivalent to @group(0) @binding(0))
struct Globals {
float4x4 transform;
};
// QuadInstance - matches Rust QuadInstance struct (96 bytes, per-instance)
// All packed types to match C/Rust layout without Metal alignment padding.
struct QuadInstance {
packed_float3 pos; // 12 bytes, offset 0
packed_float4 color; // 16 bytes, offset 12
packed_float4 uv_rect; // 16 bytes, offset 28
packed_int2 layers; // 8 bytes, offset 44
packed_float2 size; // 8 bytes, offset 52
packed_float4 corner_radii; // 16 bytes, offset 60
int underline_style; // 4 bytes, offset 76
packed_float4 clip_rect; // 16 bytes, offset 80
};
// Unit quad corners for triangle strip (TL, BL, TR, BR)
constant float2 UNIT_QUAD[4] = {
float2(0.0, 0.0),
float2(0.0, 1.0),
float2(1.0, 0.0),
float2(1.0, 1.0),
};
// Vertex input structure - matches Vertex struct (for lines/triangles/arcs)
struct VertexInput {
float3 v_pos [[attribute(0)]]; // Position (12 bytes)
float4 v_color [[attribute(1)]]; // Background color / underline color (16 bytes)
float2 v_uv [[attribute(2)]]; // UV coords (8 bytes)
int2 layers [[attribute(3)]]; // Layers (8 bytes)
float4 corner_radii [[attribute(4)]]; // Corner radii / for underlines: [thickness, 0, 0, 0] (16 bytes)
float2 rect_size [[attribute(5)]]; // Rect size / underline [width, height] (8 bytes)
int underline_style [[attribute(6)]]; // 0 = none, 1 = regular, 2 = dashed, 3 = dotted, 4 = curly (4 bytes)
float4 clip_rect [[attribute(7)]]; // [x, y, width, height] in pixels (16 bytes)
};
// Vertex output / Fragment input structure
struct VertexOutput {
float4 position [[position]];
float4 f_color;
float2 f_uv;
int color_layer;
int mask_layer;
float4 corner_radii;
float2 rect_size;
int underline_style [[flat]];
float4 clip_rect [[flat]];
};
// Vertex shader
vertex VertexOutput vs_main(
VertexInput input [[stage_in]],
constant Globals& globals [[buffer(1)]] // Buffer 1 to match Rust binding
) {
VertexOutput out;
out.f_color = input.v_color;
out.f_uv = input.v_uv;
out.color_layer = input.layers.x;
out.mask_layer = input.layers.y;
out.corner_radii = input.corner_radii;
out.rect_size = input.rect_size;
out.underline_style = input.underline_style;
out.clip_rect = input.clip_rect;
out.position = globals.transform * float4(input.v_pos, 1.0);
return out;
}
// Instanced vertex shader — one QuadInstance per quad, vertex_id picks corner
vertex VertexOutput vs_instanced(
uint vertex_id [[vertex_id]],
uint instance_id [[instance_id]],
const device QuadInstance* instances [[buffer(0)]],
constant Globals& globals [[buffer(1)]]
) {
const device QuadInstance& inst = instances[instance_id];
float2 sz = float2(inst.size);
float4 uv_r = float4(inst.uv_rect);
float2 unit = UNIT_QUAD[vertex_id];
float2 pos = float2(inst.pos[0], inst.pos[1]) + unit * sz;
float2 uv = mix(uv_r.xy, uv_r.zw, unit);
VertexOutput out;
out.position = globals.transform * float4(pos, inst.pos[2], 1.0);
out.f_color = float4(inst.color);
out.f_uv = uv;
out.color_layer = int2(inst.layers).x;
out.mask_layer = int2(inst.layers).y;
out.corner_radii = float4(inst.corner_radii);
out.rect_size = sz;
out.underline_style = inst.underline_style;
out.clip_rect = float4(inst.clip_rect);
return out;
}
// Pick the corner radius based on which quadrant the point is in
float pick_corner_radius(float2 center_to_point, float4 corner_radii) {
if (center_to_point.x < 0.0) {
if (center_to_point.y < 0.0) {
return corner_radii.x; // top_left
} else {
return corner_radii.w; // bottom_left
}
} else {
if (center_to_point.y < 0.0) {
return corner_radii.y; // top_right
} else {
return corner_radii.z; // bottom_right
}
}
}
// Signed distance field for a quad (rectangle)
float quad_sdf(float2 corner_center_to_point, float corner_radius) {
if (corner_radius == 0.0) {
// Fast path for sharp corners
return max(corner_center_to_point.x, corner_center_to_point.y);
} else {
// Signed distance of the point from a quad that is inset by corner_radius.
// It is negative inside this quad, and positive outside.
float signed_distance_to_inset_quad =
// 0 inside the inset quad, and positive outside.
length(max(float2(0.0), corner_center_to_point)) +
// 0 outside the inset quad, and negative inside.
min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
return signed_distance_to_inset_quad - corner_radius;
}
}
constant float PI_F = 3.1415926;
// Modulus that has the same sign as `a`.
float fmod_pos(float a, float b) {
return a - b * trunc(a / b);
}
// Calculate underline alpha for pattern rendering
float underline_alpha(float x_pos, float y_pos, float rect_height, float thickness, int style) {
// style 1: regular solid line
if (style == 1) {
return 1.0;
}
// style 2: dashed (6px dash, 2px gap)
if (style == 2) {
float antialias = 0.5;
float dash_width = 6.0;
float gap_width = 2.0;
float period = dash_width + gap_width;
float pos_in_period = fmod_pos(x_pos, period);
float start_aa = saturate(pos_in_period / antialias);
float end_aa = saturate((dash_width - pos_in_period) / antialias);
return min(start_aa, end_aa);
}
// style 3: dotted (2px dot, 2px gap)
if (style == 3) {
float antialias = 0.5;
float dot_width = 2.0;
float gap_width = 2.0;
float period = dot_width + gap_width;
float pos_in_period = fmod_pos(x_pos, period);
float start_aa = saturate(pos_in_period / antialias);
float end_aa = saturate((dot_width - pos_in_period) / antialias);
return min(start_aa, end_aa);
}
// style 4: curly (sine wave) using SDF
if (style == 4) {
const float WAVE_FREQUENCY = 2.0;
const float WAVE_HEIGHT_RATIO = 0.8;
float half_thickness = thickness * 0.5;
float2 st = float2(x_pos / rect_height, y_pos / rect_height - 0.5);
float frequency = PI_F * WAVE_FREQUENCY * thickness / rect_height;
float amplitude = (thickness * WAVE_HEIGHT_RATIO) / rect_height;
float sine = sin(st.x * frequency) * amplitude;
float dSine = cos(st.x * frequency) * amplitude * frequency;
float dist = (st.y - sine) / sqrt(1.0 + dSine * dSine);
float distance_in_pixels = dist * rect_height;
float distance_from_top_border = distance_in_pixels - half_thickness;
float distance_from_bottom_border = distance_in_pixels + half_thickness;
return saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
}
return 1.0;
}
// Fragment shader
fragment float4 fs_main(
VertexOutput input [[stage_in]],
texture2d<float> color_texture [[texture(0)]],
texture2d<float> mask_texture [[texture(1)]],
sampler font_sampler [[sampler(0)]]
) {
if (input.clip_rect.z > 0.0) {
float px = input.position.x;
float py = input.position.y;
if (px < input.clip_rect.x || px >= input.clip_rect.x + input.clip_rect.z ||
py < input.clip_rect.y || py >= input.clip_rect.y + input.clip_rect.w) {
discard_fragment();
}
}
float4 out = input.f_color;
// Handle GPU-rendered underlines
// Underlines have: underline_style > 0, thickness in corner_radii.x
if (input.underline_style > 0) {
float width = input.rect_size.x;
float rect_height = input.rect_size.y;
float x_pos = input.f_uv.x * width;
float y_pos = input.f_uv.y * rect_height;
float thickness = input.corner_radii.x;
float alpha = underline_alpha(x_pos, y_pos, rect_height, thickness, input.underline_style);
return float4(input.f_color.rgb, input.f_color.a * alpha);
}
// Handle texture sampling for glyphs
if (input.color_layer > 0) {
out = color_texture.sample(font_sampler, input.f_uv, level(0.0));
}
if (input.mask_layer > 0) {
float mask_alpha = mask_texture.sample(font_sampler, input.f_uv, level(0.0)).x;
out = float4(out.xyz, input.f_color.a * mask_alpha);
}
// Check if we have any rounding
bool has_corners = input.corner_radii.x != 0.0 || input.corner_radii.y != 0.0 ||
input.corner_radii.z != 0.0 || input.corner_radii.w != 0.0;
// Fast path: no rounding
if (!has_corners) {
return out;
}
float2 size = input.rect_size;
float2 half_size = size / 2.0;
// Convert UV (0-1) to local position centered at rect center
float2 center_to_point = (input.f_uv - 0.5) * size;
// Antialiasing threshold
float antialias_threshold = 0.5;
// Pick the corner radius for this quadrant
float corner_radius = pick_corner_radius(center_to_point, input.corner_radii);
// Vector from corner to point (mirrored to bottom-right quadrant)
float2 corner_to_point = abs(center_to_point) - half_size;
// Vector from corner center (for rounded corner) to point
float2 corner_center_to_point = corner_to_point + corner_radius;
// Outer SDF: distance to the outer edge of the quad
float outer_sdf = quad_sdf(corner_center_to_point, corner_radius);
// If outside the quad, discard
if (outer_sdf >= antialias_threshold) {
discard_fragment();
}
return out * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
}