blob: be715d3c6c96bcfdc44342755281711c4437ce02 [file] [log] [blame]
#if defined(RIVE_RENDERER_SKIA) && defined(SK_METAL)
#include "viewer/viewer.hpp"
#include "sokol_app.h"
#include "sokol_gfx.h"
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#include "mtl/GrMtlBackendContext.h"
#include "mtl/GrMtlTypes.h"
#import <QuartzCore/CAMetalLayer.h>
#import "Cocoa/Cocoa.h"
id<MTLCommandQueue> commandQueue;
id<CAMetalDrawable> drawable;
GrMtlTextureInfo mtlTexture;
MTKView* skiaView;
NSView* contentView;
typedef NS_OPTIONS(NSUInteger, UIViewAutoresizing) {
UIViewAutoresizingNone = 0,
UIViewAutoresizingFlexibleLeftMargin = 1 << 0,
UIViewAutoresizingFlexibleWidth = 1 << 1,
UIViewAutoresizingFlexibleRightMargin = 1 << 2,
UIViewAutoresizingFlexibleTopMargin = 1 << 3,
UIViewAutoresizingFlexibleHeight = 1 << 4,
UIViewAutoresizingFlexibleBottomMargin = 1 << 5
};
sk_sp<GrDirectContext> makeSkiaContext() {
// This is a little tricky...when using Metal we need to divorce the two
// views so we don't get contention between Sokol drawing (mostly for ImGui)
// with Metal and Skia drawing with Metal. I couldn't find a good way to let
// them share a command queue, so drawing to two separate Metal Layers is
// the next best thing.
id<MTLDevice> device = (id<MTLDevice>)sg_mtl_device();
commandQueue = [device newCommandQueue];
NSWindow* window = (NSWindow*)sapp_macos_get_window();
// Add a new metal view to our window.
skiaView = [[MTKView alloc] init];
skiaView.device = device;
skiaView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
[skiaView setWantsLayer:YES];
// Grab the current contentView which is the default view Sokol App creates.
NSView* sokolView = window.contentView;
sokolView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
// Make a new contentView (root container).
contentView = [[NSView alloc] init];
contentView.frame = sokolView.bounds;
skiaView.frame = sokolView.bounds;
window.contentView = contentView;
// Add Sokol and Skia views to it. Make sure to layer Sokol over Skia.
[contentView addSubview:skiaView];
[contentView addSubview:sokolView];
// Make sure Sokol view is transparent so ImGui can draw over our Skia
// content.
sokolView.layer.opaque = false;
return GrDirectContext::MakeMetal(device, commandQueue);
}
sk_sp<SkSurface> makeSkiaSurface(GrDirectContext* context, int width, int height) {
NSView* view = skiaView;
CAMetalLayer* layer = (CAMetalLayer*)view.layer;
drawable = [layer nextDrawable];
GrMtlTextureInfo fbInfo;
fbInfo.fTexture.retain((const void*)(drawable.texture));
GrBackendRenderTarget renderTarget =
GrBackendRenderTarget(width, height, 1 /* sample count/MSAA */, fbInfo);
return SkSurface::MakeFromBackendRenderTarget(
context, renderTarget, kTopLeft_GrSurfaceOrigin, kBGRA_8888_SkColorType, nullptr, nullptr);
}
void skiaPresentSurface(sk_sp<SkSurface> surface) {
id<MTLCommandBuffer> commandBuffer = [(id<MTLCommandQueue>)commandQueue commandBuffer];
commandBuffer.label = @"Present";
[commandBuffer presentDrawable:(id<CAMetalDrawable>)drawable];
[commandBuffer commit];
}
#endif