renderer/metal: load shaders from precompiled lib

This commit is contained in:
Mitchell Hashimoto
2024-08-06 15:05:10 -07:00
parent e5a087e143
commit 14a42fcdb7
6 changed files with 63 additions and 10 deletions

View File

@@ -156,27 +156,29 @@ pub const PostUniforms = extern struct {
/// Initialize the MTLLibrary. A MTLLibrary is a collection of shaders.
fn initLibrary(device: objc.Object) !objc.Object {
// Hardcoded since this file isn't meant to be reusable.
const data = @embedFile("../shaders/cell.metal");
const source = try macos.foundation.String.createWithBytes(
data,
.utf8,
false,
const start = try std.time.Instant.now();
const data = try macos.dispatch.Data.create(
@embedFile("../shaders/Ghostty.metallib"),
macos.dispatch.queue.getMain(),
macos.dispatch.Data.DESTRUCTOR_DEFAULT,
);
defer source.release();
defer data.release();
var err: ?*anyopaque = null;
const library = device.msgSend(
objc.Object,
objc.sel("newLibraryWithSource:options:error:"),
objc.sel("newLibraryWithData:error:"),
.{
source,
@as(?*anyopaque, null),
data,
&err,
},
);
try checkError(err);
const end = try std.time.Instant.now();
log.debug("shader library loaded time={}us", .{end.since(start) / std.time.ns_per_us});
return library;
}