zed main
telemetry.rs metal_renderer.rs settings.json -/.config/zed
crates/gpui/src/platform/mac/metal_renderer innl MetalRenderer fn draw_primitives
QISMetal renderer d...
Metal renderer draw primitives function Claude 3.5 Sonnet 3.3k/200k
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Show symbol outline
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You
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}
Default
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}
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Explain what the 'draw_primitives' function is doing:
zed/crates/gpui/src/platform/mac/metal_renderer.rs, Lines 376 to 501
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fn-draw_primitives(
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&mut self,
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scene: &Scene,
Assistant
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instance_buffer: &mut InstanceBuffer,
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drawable: &metal:: MetalDrawableRef,
The 'draw_primitives' function:
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viewport_size: Size<DevicePixels>,
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Result<metal:: CommandBuffer> {
1. Creates a command buffer
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let command_queue self.command_queue.clone();
2. Rasterizes paths
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let command_buffer = command_queue.new_command_buffer();
3. Sets up render pass descriptor
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let mut instance_offset = 0;
4. Configures viewport
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5. Iterates through scene batches, drawing each type
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let Some (path_tiles) self.rasterize_paths(
(shadows, quads, paths, etc.)
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scene.paths(),
6. Handles errors if scene is too large
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instance_buffer,
7. Finalizes command encoding
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&mut instance_offset,
8. Updates instance buffer
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command_buffer,
9. Returns the command buffer
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) else {
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return Err(anyhow! ("failed to rasterize {} paths", scene.paths().len()));
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};
It's responsible for rendering various graphical
primitives in a Metal-based rendering pipeline.
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let render_pass_descriptor metal:: RenderPass Descriptor:: new();
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let color_attachment render_pass_descriptor
You
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.color_attachments()
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.object_at(0)
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.unwrap();
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color_attachment.set_texture (Some (drawable.texture()));
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color_attachment.set_load_action (metal:: MTLLoadAction:: Clear);
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color_attachment.set_store_action(metal:: MTLStoreAction:: Store);
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let alpha if self.layer.is_opaque() { 1. } else {0.};
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Send
color_attachment.set_clear_color (metal:: MTLClearColor:: new(0., 0., 0., alpha));
501:6 (126 lines, 4692 characters)
Rust
Explanation
This image shows a code editor with Rust code opened. The code snippet seems to be related to Metal rendering, specifically drawing primitives. An AI assistant is giving an explanation about what the `draw_primitives` function is doing in the code: creating command buffers, rasterizing paths, setting render pass descriptors, configuring viewports, iterating through batches, handling errors, finalizing encoding, updating instance buffers, and returning the command buffer.