Files
MetalPOC/Sources/Text/TextRasterizer.swift

175 lines
6.5 KiB
Swift

import Metal
import CoreText
import CoreGraphics
import AppKit
final class TextRasterizer {
private let device: MTLDevice
private let colorSpace: CGColorSpace
init(device: MTLDevice) {
self.device = device
self.colorSpace = CGColorSpaceCreateDeviceRGB()
}
/// Rasterize `string` at `scale` (backing factor) within `maxSize` (points). Returns a
/// BGRA8 premultiplied `MTLTexture` sized to `ceil(maxSize * scale)` pixels.
func rasterize(
_ string: NSAttributedString,
maxSize: CGSize,
scale: CGFloat
) -> MTLTexture? {
let pixelWidth = max(Int((maxSize.width * scale).rounded(.up)), 1)
let pixelHeight = max(Int((maxSize.height * scale).rounded(.up)), 1)
let bytesPerRow = pixelWidth * 4
guard let context = CGContext(
data: nil,
width: pixelWidth,
height: pixelHeight,
bitsPerComponent: 8,
bytesPerRow: bytesPerRow,
space: colorSpace,
bitmapInfo: CGBitmapInfo.byteOrder32Little.rawValue
| CGImageAlphaInfo.premultipliedFirst.rawValue
) else { return nil }
context.scaleBy(x: scale, y: scale)
context.setShouldAntialias(true)
context.setShouldSmoothFonts(true)
// Inset the text region so glyphs sit clearly inside the widget's chamfered
// frame (10% chamfer at TL + BR). Inset is 10% of the smaller widget dimension,
// clamped to [4, 40] pt — gives breathing room without crowding small widgets.
let dim = min(maxSize.width, maxSize.height)
let inset = max(4.0, min(40.0, dim * 0.10))
let framesetter = CTFramesetterCreateWithAttributedString(string)
let path = CGPath(
rect: CGRect(
x: inset, y: inset,
width: max(maxSize.width - 2 * inset, 1),
height: max(maxSize.height - 2 * inset, 1)
),
transform: nil
)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
// CoreText draws in a y-up coordinate system. The CGContext defaults to y-up too
// after we've set no extra transforms, but we need to ensure the frame draws into
// the visible area starting from the top — flip the y axis here.
context.translateBy(x: 0, y: maxSize.height)
context.scaleBy(x: 1, y: -1)
CTFrameDraw(frame, context)
// Undo the flip so future drawing isn't surprised.
context.scaleBy(x: 1, y: -1)
context.translateBy(x: 0, y: -maxSize.height)
let descriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .bgra8Unorm,
width: pixelWidth,
height: pixelHeight,
mipmapped: false
)
descriptor.usage = [.shaderRead]
descriptor.storageMode = .shared
guard let texture = device.makeTexture(descriptor: descriptor),
let data = context.data else { return nil }
texture.replace(
region: MTLRegionMake2D(0, 0, pixelWidth, pixelHeight),
mipmapLevel: 0,
withBytes: data,
bytesPerRow: bytesPerRow
)
return texture
}
/// Rasterize `string` then call `extraDraw(ctx, maxSize)` into the same CGContext before
/// uploading to a Metal texture. Use for overlaying sparklines or other CG graphics.
func rasterize(
_ string: NSAttributedString,
maxSize: CGSize,
scale: CGFloat,
extraDraw: (CGContext, CGSize) -> Void
) -> MTLTexture? {
let pixelWidth = max(Int((maxSize.width * scale).rounded(.up)), 1)
let pixelHeight = max(Int((maxSize.height * scale).rounded(.up)), 1)
let bytesPerRow = pixelWidth * 4
guard let context = CGContext(
data: nil,
width: pixelWidth,
height: pixelHeight,
bitsPerComponent: 8,
bytesPerRow: bytesPerRow,
space: colorSpace,
bitmapInfo: CGBitmapInfo.byteOrder32Little.rawValue
| CGImageAlphaInfo.premultipliedFirst.rawValue
) else { return nil }
context.scaleBy(x: scale, y: scale)
context.setShouldAntialias(true)
context.setShouldSmoothFonts(true)
// Inset the text region so glyphs sit clearly inside the widget's chamfered
// frame (10% chamfer at TL + BR). Inset is 10% of the smaller widget dimension,
// clamped to [4, 40] pt — gives breathing room without crowding small widgets.
let dim = min(maxSize.width, maxSize.height)
let inset = max(4.0, min(40.0, dim * 0.10))
let framesetter = CTFramesetterCreateWithAttributedString(string)
let path = CGPath(
rect: CGRect(
x: inset, y: inset,
width: max(maxSize.width - 2 * inset, 1),
height: max(maxSize.height - 2 * inset, 1)
),
transform: nil
)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
context.translateBy(x: 0, y: maxSize.height)
context.scaleBy(x: 1, y: -1)
CTFrameDraw(frame, context)
context.scaleBy(x: 1, y: -1)
context.translateBy(x: 0, y: -maxSize.height)
// Run extra drawing (e.g. sparklines) into the same CGContext.
extraDraw(context, maxSize)
let descriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .bgra8Unorm,
width: pixelWidth,
height: pixelHeight,
mipmapped: false
)
descriptor.usage = [.shaderRead]
descriptor.storageMode = .shared
guard let texture = device.makeTexture(descriptor: descriptor),
let data = context.data else { return nil }
texture.replace(
region: MTLRegionMake2D(0, 0, pixelWidth, pixelHeight),
mipmapLevel: 0,
withBytes: data,
bytesPerRow: bytesPerRow
)
return texture
}
/// Convenience: rasterize a plain `String` with the supplied font and color.
func rasterize(
_ text: String,
font: NSFont,
color: NSColor,
maxSize: CGSize,
scale: CGFloat
) -> MTLTexture? {
let attributes: [NSAttributedString.Key: Any] = [
.font: font,
.foregroundColor: color
]
let attributed = NSAttributedString(string: text, attributes: attributes)
return rasterize(attributed, maxSize: maxSize, scale: scale)
}
}