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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! # Prepare pass
//!
//! TODO: document this!
use api::{ColorF, PremultipliedColorF, PropertyBinding};
use api::{BoxShadowClipMode, BorderStyle, ClipMode};
use api::units::*;
use euclid::Scale;
use smallvec::SmallVec;
use crate::composite::CompositorSurfaceKind;
use crate::command_buffer::{PrimitiveCommand, QuadFlags, CommandBufferIndex};
use crate::image_tiling::{self, Repetition};
use crate::border::{get_max_scale_for_border, build_border_instances};
use crate::clip::{ClipStore, ClipNodeRange};
use crate::spatial_tree::{SpatialNodeIndex, SpatialTree};
use crate::clip::{ClipDataStore, ClipNodeFlags, ClipChainInstance, ClipItemKind};
use crate::frame_builder::{FrameBuildingContext, FrameBuildingState, PictureContext, PictureState};
use crate::gpu_cache::{GpuCacheHandle, GpuDataRequest};
use crate::gpu_types::{BrushFlags, TransformPaletteId, QuadSegment};
use crate::internal_types::{FastHashMap, PlaneSplitAnchor, Filter};
use crate::picture::{PicturePrimitive, SliceId, ClusterFlags, PictureCompositeMode};
use crate::picture::{PrimitiveList, PrimitiveCluster, SurfaceIndex, TileCacheInstance, SubpixelMode, Picture3DContext};
use crate::prim_store::line_dec::MAX_LINE_DECORATION_RESOLUTION;
use crate::prim_store::*;
use crate::prim_store::gradient::GradientGpuBlockBuilder;
use crate::render_backend::DataStores;
use crate::render_task_graph::{RenderTaskId};
use crate::render_task_cache::RenderTaskCacheKeyKind;
use crate::render_task_cache::{RenderTaskCacheKey, to_cache_size, RenderTaskParent};
use crate::render_task::{RenderTaskKind, RenderTask, SubPass, MaskSubPass, EmptyTask};
use crate::renderer::{GpuBufferBuilderF, GpuBufferAddress};
use crate::segment::{EdgeAaSegmentMask, SegmentBuilder};
use crate::space::SpaceMapper;
use crate::util::{clamp_to_scale_factor, pack_as_float, MaxRect};
use crate::visibility::{compute_conservative_visible_rect, PrimitiveVisibility, VisibilityState};
const MAX_MASK_SIZE: f32 = 4096.0;
const MIN_BRUSH_SPLIT_SIZE: f32 = 256.0;
const MIN_BRUSH_SPLIT_AREA: f32 = 128.0 * 128.0;
const MIN_AA_SEGMENTS_SIZE: f32 = 4.0;
pub fn prepare_primitives(
store: &mut PrimitiveStore,
prim_list: &mut PrimitiveList,
pic_context: &PictureContext,
pic_state: &mut PictureState,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
data_stores: &mut DataStores,
scratch: &mut PrimitiveScratchBuffer,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
prim_instances: &mut Vec<PrimitiveInstance>,
) {
profile_scope!("prepare_primitives");
let mut cmd_buffer_targets = Vec::new();
for cluster in &mut prim_list.clusters {
if !cluster.flags.contains(ClusterFlags::IS_VISIBLE) {
continue;
}
profile_scope!("cluster");
pic_state.map_local_to_pic.set_target_spatial_node(
cluster.spatial_node_index,
frame_context.spatial_tree,
);
for prim_instance_index in cluster.prim_range() {
if frame_state.surface_builder.get_cmd_buffer_targets_for_prim(
&prim_instances[prim_instance_index].vis,
&mut cmd_buffer_targets,
) {
let plane_split_anchor = PlaneSplitAnchor::new(
cluster.spatial_node_index,
PrimitiveInstanceIndex(prim_instance_index as u32),
);
prepare_prim_for_render(
store,
prim_instance_index,
cluster,
pic_context,
pic_state,
frame_context,
frame_state,
plane_split_anchor,
data_stores,
scratch,
tile_caches,
prim_instances,
&cmd_buffer_targets,
);
frame_state.num_visible_primitives += 1;
continue;
}
// TODO(gw): Technically no need to clear visibility here, since from this point it
// only matters if it got added to a command buffer. Kept here for now to
// make debugging simpler, but perhaps we can remove / tidy this up.
prim_instances[prim_instance_index].clear_visibility();
}
}
}
fn can_use_clip_chain_for_quad_path(
clip_chain: &ClipChainInstance,
clip_store: &ClipStore,
data_stores: &DataStores,
) -> bool {
if !clip_chain.needs_mask {
return true;
}
for i in 0 .. clip_chain.clips_range.count {
let clip_instance = clip_store.get_instance_from_range(&clip_chain.clips_range, i);
let clip_node = &data_stores.clip[clip_instance.handle];
match clip_node.item.kind {
ClipItemKind::Rectangle { mode: ClipMode::ClipOut, .. } |
ClipItemKind::RoundedRectangle { mode: ClipMode::ClipOut, .. } => {
return false;
}
ClipItemKind::RoundedRectangle { .. } | ClipItemKind::Rectangle { .. } => {}
ClipItemKind::BoxShadow { .. } => {
// legacy path for box-shadows for now (move them to a separate primitive next)
return false;
}
ClipItemKind::Image { .. } => {
panic!("bug: image-masks not expected on rect/quads");
}
}
}
true
}
/// Describes how clipping affects the rendering of a quad primitive.
///
/// As a general rule, parts of the quad that require masking are prerendered in an
/// intermediate target and the mask is applied using multiplicative blending to
/// the intermediate result before compositing it into the destination target.
///
/// Each segment can opt in or out of masking independently.
#[derive(Debug, Copy, Clone)]
pub enum QuadRenderStrategy {
/// The quad is not affected by any mask and is drawn directly in the destination
/// target.
Direct,
/// The quad is drawn entirely in an intermediate target and a mask is applied
/// before compositing in the destination target.
Indirect,
/// A rounded rectangle clip is applied to the quad primitive via a nine-patch.
/// The segments of the nine-patch that require a mask are rendered and masked in
/// an intermediate target, while other segments are drawn directly in the destination
/// target.
NinePatch {
radius: LayoutVector2D,
clip_rect: LayoutRect,
},
/// Split the primitive into coarse tiles so that each tile independently
/// has the opportunity to be drawn directly in the destination target or
/// via an intermediate target if it is affected by a mask.
Tiled {
x_tiles: u16,
y_tiles: u16,
}
}
fn get_prim_render_strategy(
prim_spatial_node_index: SpatialNodeIndex,
clip_chain: &ClipChainInstance,
clip_store: &ClipStore,
data_stores: &DataStores,
can_use_nine_patch: bool,
spatial_tree: &SpatialTree,
) -> QuadRenderStrategy {
if !clip_chain.needs_mask {
return QuadRenderStrategy::Direct
}
fn tile_count_for_size(size: f32) -> u16 {
(size / MIN_BRUSH_SPLIT_SIZE).min(4.0).max(1.0).ceil() as u16
}
let prim_coverage_size = clip_chain.pic_coverage_rect.size();
let x_tiles = tile_count_for_size(prim_coverage_size.width);
let y_tiles = tile_count_for_size(prim_coverage_size.height);
let try_split_prim = x_tiles > 1 || y_tiles > 1;
if !try_split_prim {
return QuadRenderStrategy::Indirect;
}
if can_use_nine_patch && clip_chain.clips_range.count == 1 {
let clip_instance = clip_store.get_instance_from_range(&clip_chain.clips_range, 0);
let clip_node = &data_stores.clip[clip_instance.handle];
if let ClipItemKind::RoundedRectangle { ref radius, mode: ClipMode::Clip, rect, .. } = clip_node.item.kind {
let max_corner_width = radius.top_left.width
.max(radius.bottom_left.width)
.max(radius.top_right.width)
.max(radius.bottom_right.width);
let max_corner_height = radius.top_left.height
.max(radius.bottom_left.height)
.max(radius.top_right.height)
.max(radius.bottom_right.height);
if max_corner_width <= 0.5 * rect.size().width &&
max_corner_height <= 0.5 * rect.size().height {
let clip_prim_coords_match = spatial_tree.is_matching_coord_system(
prim_spatial_node_index,
clip_node.item.spatial_node_index,
);
if clip_prim_coords_match {
let map_clip_to_prim = SpaceMapper::new_with_target(
prim_spatial_node_index,
clip_node.item.spatial_node_index,
LayoutRect::max_rect(),
spatial_tree,
);
if let Some(rect) = map_clip_to_prim.map(&rect) {
return QuadRenderStrategy::NinePatch {
radius: LayoutVector2D::new(max_corner_width, max_corner_height),
clip_rect: rect,
};
}
}
}
}
}
QuadRenderStrategy::Tiled {
x_tiles,
y_tiles,
}
}
fn prepare_prim_for_render(
store: &mut PrimitiveStore,
prim_instance_index: usize,
cluster: &mut PrimitiveCluster,
pic_context: &PictureContext,
pic_state: &mut PictureState,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
plane_split_anchor: PlaneSplitAnchor,
data_stores: &mut DataStores,
scratch: &mut PrimitiveScratchBuffer,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
prim_instances: &mut Vec<PrimitiveInstance>,
targets: &[CommandBufferIndex],
) {
profile_scope!("prepare_prim_for_render");
// If we have dependencies, we need to prepare them first, in order
// to know the actual rect of this primitive.
// For example, scrolling may affect the location of an item in
// local space, which may force us to render this item on a larger
// picture target, if being composited.
let mut is_passthrough = false;
if let PrimitiveInstanceKind::Picture { pic_index, .. } = prim_instances[prim_instance_index].kind {
let pic = &mut store.pictures[pic_index.0];
// TODO(gw): Plan to remove pictures with no composite mode, so that we don't need
// to special case for pass through pictures.
is_passthrough = pic.composite_mode.is_none();
match pic.take_context(
pic_index,
Some(pic_context.surface_index),
pic_context.subpixel_mode,
frame_state,
frame_context,
scratch,
tile_caches,
) {
Some((pic_context_for_children, mut pic_state_for_children, mut prim_list)) => {
prepare_primitives(
store,
&mut prim_list,
&pic_context_for_children,
&mut pic_state_for_children,
frame_context,
frame_state,
data_stores,
scratch,
tile_caches,
prim_instances,
);
// Restore the dependencies (borrow check dance)
store.pictures[pic_context_for_children.pic_index.0]
.restore_context(
pic_context_for_children.pic_index,
prim_list,
pic_context_for_children,
prim_instances,
frame_context,
frame_state,
);
}
None => {
return;
}
}
}
let prim_instance = &mut prim_instances[prim_instance_index];
if !is_passthrough {
// In this initial patch, we only support non-masked primitives through the new
// quad rendering path. Follow up patches will extend this to support masks, and
// then use by other primitives. In the new quad rendering path, we'll still want
// to skip the entry point to `update_clip_task` as that does old-style segmenting
// and mask generation.
let should_update_clip_task = match prim_instance.kind {
PrimitiveInstanceKind::Rectangle { ref mut use_legacy_path, .. } => {
*use_legacy_path = !can_use_clip_chain_for_quad_path(
&prim_instance.vis.clip_chain,
frame_state.clip_store,
data_stores,
);
*use_legacy_path
}
PrimitiveInstanceKind::Picture { .. } => {
false
}
_ => true,
};
if should_update_clip_task {
let prim_rect = data_stores.get_local_prim_rect(
prim_instance,
&store.pictures,
frame_state.surfaces,
);
if !update_clip_task(
prim_instance,
&prim_rect.min,
cluster.spatial_node_index,
pic_context.raster_spatial_node_index,
pic_context,
pic_state,
frame_context,
frame_state,
store,
data_stores,
scratch,
) {
return;
}
}
}
prepare_interned_prim_for_render(
store,
PrimitiveInstanceIndex(prim_instance_index as u32),
prim_instance,
cluster,
plane_split_anchor,
pic_context,
pic_state,
frame_context,
frame_state,
data_stores,
scratch,
targets,
)
}
/// Prepare an interned primitive for rendering, by requesting
/// resources, render tasks etc. This is equivalent to the
/// prepare_prim_for_render_inner call for old style primitives.
fn prepare_interned_prim_for_render(
store: &mut PrimitiveStore,
prim_instance_index: PrimitiveInstanceIndex,
prim_instance: &mut PrimitiveInstance,
cluster: &mut PrimitiveCluster,
plane_split_anchor: PlaneSplitAnchor,
pic_context: &PictureContext,
pic_state: &mut PictureState,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
data_stores: &mut DataStores,
scratch: &mut PrimitiveScratchBuffer,
targets: &[CommandBufferIndex],
) {
let prim_spatial_node_index = cluster.spatial_node_index;
let device_pixel_scale = frame_state.surfaces[pic_context.surface_index.0].device_pixel_scale;
match &mut prim_instance.kind {
PrimitiveInstanceKind::LineDecoration { data_handle, ref mut render_task, .. } => {
profile_scope!("LineDecoration");
let prim_data = &mut data_stores.line_decoration[*data_handle];
let common_data = &mut prim_data.common;
let line_dec_data = &mut prim_data.kind;
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
line_dec_data.update(common_data, frame_state);
// Work out the device pixel size to be used to cache this line decoration.
// If we have a cache key, it's a wavy / dashed / dotted line. Otherwise, it's
// a simple solid line.
if let Some(cache_key) = line_dec_data.cache_key.as_ref() {
// TODO(gw): These scale factors don't do a great job if the world transform
// contains perspective
let scale = frame_context
.spatial_tree
.get_world_transform(prim_spatial_node_index)
.scale_factors();
// Scale factors are normalized to a power of 2 to reduce the number of
// resolution changes.
// For frames with a changing scale transform round scale factors up to
// nearest power-of-2 boundary so that we don't keep having to redraw
// the content as it scales up and down. Rounding up to nearest
// power-of-2 boundary ensures we never scale up, only down --- avoiding
// jaggies. It also ensures we never scale down by more than a factor of
// 2, avoiding bad downscaling quality.
let scale_width = clamp_to_scale_factor(scale.0, false);
let scale_height = clamp_to_scale_factor(scale.1, false);
// Pick the maximum dimension as scale
let world_scale = LayoutToWorldScale::new(scale_width.max(scale_height));
let scale_factor = world_scale * Scale::new(1.0);
let task_size_f = (LayoutSize::from_au(cache_key.size) * scale_factor).ceil();
let mut task_size = if task_size_f.width > MAX_LINE_DECORATION_RESOLUTION as f32 ||
task_size_f.height > MAX_LINE_DECORATION_RESOLUTION as f32 {
let max_extent = task_size_f.width.max(task_size_f.height);
let task_scale_factor = Scale::new(MAX_LINE_DECORATION_RESOLUTION as f32 / max_extent);
let task_size = (LayoutSize::from_au(cache_key.size) * scale_factor * task_scale_factor)
.ceil().to_i32();
task_size
} else {
task_size_f.to_i32()
};
// It's plausible, due to float accuracy issues that the line decoration may be considered
// visible even if the scale factors are ~0. However, the render task allocation below requires
// that the size of the task is > 0. To work around this, ensure that the task size is at least
// 1x1 pixels
task_size.width = task_size.width.max(1);
task_size.height = task_size.height.max(1);
// Request a pre-rendered image task.
// TODO(gw): This match is a bit untidy, but it should disappear completely
// once the prepare_prims and batching are unified. When that
// happens, we can use the cache handle immediately, and not need
// to temporarily store it in the primitive instance.
*render_task = Some(frame_state.resource_cache.request_render_task(
RenderTaskCacheKey {
size: task_size,
kind: RenderTaskCacheKeyKind::LineDecoration(cache_key.clone()),
},
frame_state.gpu_cache,
&mut frame_state.frame_gpu_data.f32,
frame_state.rg_builder,
None,
false,
RenderTaskParent::Surface(pic_context.surface_index),
&mut frame_state.surface_builder,
|rg_builder, _| {
rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::new_line_decoration(
cache_key.style,
cache_key.orientation,
cache_key.wavy_line_thickness.to_f32_px(),
LayoutSize::from_au(cache_key.size),
),
))
}
));
}
}
PrimitiveInstanceKind::TextRun { run_index, data_handle, .. } => {
profile_scope!("TextRun");
let prim_data = &mut data_stores.text_run[*data_handle];
let run = &mut store.text_runs[*run_index];
prim_data.common.may_need_repetition = false;
// The glyph transform has to match `glyph_transform` in "ps_text_run" shader.
// It's relative to the rasterizing space of a glyph.
let transform = frame_context.spatial_tree
.get_relative_transform(
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
)
.into_fast_transform();
let prim_offset = prim_data.common.prim_rect.min.to_vector() - run.reference_frame_relative_offset;
let surface = &frame_state.surfaces[pic_context.surface_index.0];
// If subpixel AA is disabled due to the backing surface the glyphs
// are being drawn onto, disable it (unless we are using the
// specifial subpixel mode that estimates background color).
let allow_subpixel = match prim_instance.vis.state {
VisibilityState::Culled |
VisibilityState::Unset |
VisibilityState::PassThrough => {
panic!("bug: invalid visibility state");
}
VisibilityState::Visible { sub_slice_index, .. } => {
// For now, we only allow subpixel AA on primary sub-slices. In future we
// may support other sub-slices if we find content that does this.
if sub_slice_index.is_primary() {
match pic_context.subpixel_mode {
SubpixelMode::Allow => true,
SubpixelMode::Deny => false,
SubpixelMode::Conditional { allowed_rect, prohibited_rect } => {
// Conditional mode allows subpixel AA to be enabled for this
// text run, so long as it's inside the allowed rect.
allowed_rect.contains_box(&prim_instance.vis.clip_chain.pic_coverage_rect) &&
!prohibited_rect.intersects(&prim_instance.vis.clip_chain.pic_coverage_rect)
}
}
} else {
false
}
}
};
run.request_resources(
prim_offset,
&prim_data.font,
&prim_data.glyphs,
&transform.to_transform().with_destination::<_>(),
surface,
prim_spatial_node_index,
allow_subpixel,
frame_context.fb_config.low_quality_pinch_zoom,
frame_state.resource_cache,
frame_state.gpu_cache,
frame_context.spatial_tree,
scratch,
);
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state);
}
PrimitiveInstanceKind::Clear { data_handle, .. } => {
profile_scope!("Clear");
let prim_data = &mut data_stores.prim[*data_handle];
prim_data.common.may_need_repetition = false;
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state, frame_context.scene_properties);
}
PrimitiveInstanceKind::NormalBorder { data_handle, ref mut render_task_ids, .. } => {
profile_scope!("NormalBorder");
let prim_data = &mut data_stores.normal_border[*data_handle];
let common_data = &mut prim_data.common;
let border_data = &mut prim_data.kind;
common_data.may_need_repetition =
matches!(border_data.border.top.style, BorderStyle::Dotted | BorderStyle::Dashed) ||
matches!(border_data.border.right.style, BorderStyle::Dotted | BorderStyle::Dashed) ||
matches!(border_data.border.bottom.style, BorderStyle::Dotted | BorderStyle::Dashed) ||
matches!(border_data.border.left.style, BorderStyle::Dotted | BorderStyle::Dashed);
// Update the template this instance references, which may refresh the GPU
// cache with any shared template data.
border_data.update(common_data, frame_state);
// TODO(gw): For now, the scale factors to rasterize borders at are
// based on the true world transform of the primitive. When
// raster roots with local scale are supported in future,
// that will need to be accounted for here.
let scale = frame_context
.spatial_tree
.get_world_transform(prim_spatial_node_index)
.scale_factors();
// Scale factors are normalized to a power of 2 to reduce the number of
// resolution changes.
// For frames with a changing scale transform round scale factors up to
// nearest power-of-2 boundary so that we don't keep having to redraw
// the content as it scales up and down. Rounding up to nearest
// power-of-2 boundary ensures we never scale up, only down --- avoiding
// jaggies. It also ensures we never scale down by more than a factor of
// 2, avoiding bad downscaling quality.
let scale_width = clamp_to_scale_factor(scale.0, false);
let scale_height = clamp_to_scale_factor(scale.1, false);
// Pick the maximum dimension as scale
let world_scale = LayoutToWorldScale::new(scale_width.max(scale_height));
let mut scale = world_scale * device_pixel_scale;
let max_scale = get_max_scale_for_border(border_data);
scale.0 = scale.0.min(max_scale.0);
// For each edge and corner, request the render task by content key
// from the render task cache. This ensures that the render task for
// this segment will be available for batching later in the frame.
let mut handles: SmallVec<[RenderTaskId; 8]> = SmallVec::new();
for segment in &border_data.border_segments {
// Update the cache key device size based on requested scale.
let cache_size = to_cache_size(segment.local_task_size, &mut scale);
let cache_key = RenderTaskCacheKey {
kind: RenderTaskCacheKeyKind::BorderSegment(segment.cache_key.clone()),
size: cache_size,
};
handles.push(frame_state.resource_cache.request_render_task(
cache_key,
frame_state.gpu_cache,
&mut frame_state.frame_gpu_data.f32,
frame_state.rg_builder,
None,
false, // TODO(gw): We don't calculate opacity for borders yet!
RenderTaskParent::Surface(pic_context.surface_index),
&mut frame_state.surface_builder,
|rg_builder, _| {
rg_builder.add().init(RenderTask::new_dynamic(
cache_size,
RenderTaskKind::new_border_segment(
build_border_instances(
&segment.cache_key,
cache_size,
&border_data.border,
scale,
)
),
))
}
));
}
*render_task_ids = scratch
.border_cache_handles
.extend(handles);
}
PrimitiveInstanceKind::ImageBorder { data_handle, .. } => {
profile_scope!("ImageBorder");
let prim_data = &mut data_stores.image_border[*data_handle];
// TODO: get access to the ninepatch and to check whether we need support
// for repetitions in the shader.
// Update the template this instance references, which may refresh the GPU
// cache with any shared template data.
prim_data.kind.update(
&mut prim_data.common,
frame_state
);
}
PrimitiveInstanceKind::Rectangle { data_handle, segment_instance_index, color_binding_index, use_legacy_path, .. } => {
profile_scope!("Rectangle");
if *use_legacy_path {
let prim_data = &mut data_stores.prim[*data_handle];
prim_data.common.may_need_repetition = false;
// TODO(gw): Legacy rect rendering path - remove once we support masks on quad prims
if *color_binding_index != ColorBindingIndex::INVALID {
match store.color_bindings[*color_binding_index] {
PropertyBinding::Binding(..) => {
// We explicitly invalidate the gpu cache
// if the color is animating.
let gpu_cache_handle =
if *segment_instance_index == SegmentInstanceIndex::INVALID {
None
} else if *segment_instance_index == SegmentInstanceIndex::UNUSED {
Some(&prim_data.common.gpu_cache_handle)
} else {
Some(&scratch.segment_instances[*segment_instance_index].gpu_cache_handle)
};
if let Some(gpu_cache_handle) = gpu_cache_handle {
frame_state.gpu_cache.invalidate(gpu_cache_handle);
}
}
PropertyBinding::Value(..) => {},
}
}
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(
frame_state,
frame_context.scene_properties,
);
write_segment(
*segment_instance_index,
frame_state,
&mut scratch.segments,
&mut scratch.segment_instances,
|request| {
prim_data.kind.write_prim_gpu_blocks(
request,
frame_context.scene_properties,
);
}
);
} else {
let map_prim_to_surface = frame_context.spatial_tree.get_relative_transform(
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
);
let prim_is_2d_scale_translation = map_prim_to_surface.is_2d_scale_translation();
let prim_is_2d_axis_aligned = map_prim_to_surface.is_2d_axis_aligned();
let strategy = get_prim_render_strategy(
prim_spatial_node_index,
&prim_instance.vis.clip_chain,
frame_state.clip_store,
data_stores,
prim_is_2d_scale_translation,
frame_context.spatial_tree,
);
let prim_data = &data_stores.prim[*data_handle];
let (color, is_opaque) = match prim_data.kind {
PrimitiveTemplateKind::Clear => {
// Opaque black with operator dest out
(ColorF::BLACK, false)
}
PrimitiveTemplateKind::Rectangle { ref color, .. } => {
let color = frame_context.scene_properties.resolve_color(color);
(color, color.a >= 1.0)
}
};
let premul_color = color.premultiplied();
let mut quad_flags = QuadFlags::empty();
// Only use AA edge instances if the primitive is large enough to require it
let prim_size = prim_data.common.prim_rect.size();
if prim_size.width > MIN_AA_SEGMENTS_SIZE && prim_size.height > MIN_AA_SEGMENTS_SIZE {
quad_flags |= QuadFlags::USE_AA_SEGMENTS;
}
if is_opaque {
quad_flags |= QuadFlags::IS_OPAQUE;
}
let needs_scissor = !prim_is_2d_scale_translation;
if !needs_scissor {
quad_flags |= QuadFlags::APPLY_DEVICE_CLIP;
}
// TODO(gw): For now, we don't select per-edge AA at all if the primitive
// has a 2d transform, which matches existing behavior. However,
// as a follow up, we can now easily check if we have a 2d-aligned
// primitive on a subpixel boundary, and enable AA along those edge(s).
let aa_flags = if prim_is_2d_axis_aligned {
EdgeAaSegmentMask::empty()
} else {
EdgeAaSegmentMask::all()
};
let transform_id = frame_state.transforms.get_id(
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
frame_context.spatial_tree,
);
// TODO(gw): Perhaps rather than writing untyped data here (we at least do validate
// the written block count) to gpu-buffer, we could add a trait for
// writing typed data?
let main_prim_address = write_prim_blocks(
&mut frame_state.frame_gpu_data.f32,
prim_data.common.prim_rect,
prim_instance.vis.clip_chain.local_clip_rect,
premul_color,
&[],
);
match strategy {
QuadRenderStrategy::Direct => {
frame_state.push_prim(
&PrimitiveCommand::quad(
prim_instance_index,
main_prim_address,
transform_id,
quad_flags,
aa_flags,
),
prim_spatial_node_index,
targets,
);
}
QuadRenderStrategy::Indirect => {
let surface = &frame_state.surfaces[pic_context.surface_index.0];
let clipped_surface_rect = surface.get_surface_rect(
&prim_instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
).expect("bug: what can cause this?");
let p0 = clipped_surface_rect.min.floor();
let p1 = clipped_surface_rect.max.ceil();
let x0 = p0.x;
let y0 = p0.y;
let x1 = p1.x;
let y1 = p1.y;
let segment = add_segment(
x0,
y0,
x1,
y1,
true,
prim_instance,
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
main_prim_address,
transform_id,
aa_flags,
quad_flags,
device_pixel_scale,
needs_scissor,
frame_state,
);
add_composite_prim(
prim_instance_index,
LayoutRect::new(LayoutPoint::new(x0, y0), LayoutPoint::new(x1, y1)),
premul_color,
quad_flags,
frame_state,
targets,
&[segment],
);
}
QuadRenderStrategy::Tiled { x_tiles, y_tiles } => {
let surface = &frame_state.surfaces[pic_context.surface_index.0];
let clipped_surface_rect = surface.get_surface_rect(
&prim_instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
).expect("bug: what can cause this?");
let unclipped_surface_rect = surface.map_to_device_rect(
&prim_instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
);
scratch.quad_segments.clear();
let mut x_coords = vec![clipped_surface_rect.min.x.round()];
let mut y_coords = vec![clipped_surface_rect.min.y.round()];
let dx = (clipped_surface_rect.max.x - clipped_surface_rect.min.x) / x_tiles as f32;
let dy = (clipped_surface_rect.max.y - clipped_surface_rect.min.y) / y_tiles as f32;
for x in 1 .. x_tiles {
x_coords.push((clipped_surface_rect.min.x + x as f32 * dx).round());
}
for y in 1 .. y_tiles {
y_coords.push((clipped_surface_rect.min.y + y as f32 * dy).round());
}
x_coords.push(clipped_surface_rect.max.x.round());
y_coords.push(clipped_surface_rect.max.y.round());
for y in 0 .. y_coords.len()-1 {
let y0 = y_coords[y];
let y1 = y_coords[y+1];
if y1 <= y0 {
continue;
}
for x in 0 .. x_coords.len()-1 {
let x0 = x_coords[x];
let x1 = x_coords[x+1];
if x1 <= x0 {
continue;
}
let create_task = true;
let r = DeviceRect::new(DevicePoint::new(x0, y0), DevicePoint::new(x1, y1));
let x0 = r.min.x;
let y0 = r.min.y;
let x1 = r.max.x;
let y1 = r.max.y;
let segment = add_segment(
x0,
y0,
x1,
y1,
create_task,
prim_instance,
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
main_prim_address,
transform_id,
aa_flags,
quad_flags,
device_pixel_scale,
needs_scissor,
frame_state,
);
scratch.quad_segments.push(segment);
}
}
add_composite_prim(
prim_instance_index,
unclipped_surface_rect.cast_unit(),
premul_color,
quad_flags,
frame_state,
targets,
&scratch.quad_segments,
);
}
QuadRenderStrategy::NinePatch { clip_rect, radius } => {
let surface = &frame_state.surfaces[pic_context.surface_index.0];
let clipped_surface_rect = surface.get_surface_rect(
&prim_instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
).expect("bug: what can cause this?");
let unclipped_surface_rect = surface.map_to_device_rect(
&prim_instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
);
let local_corner_0 = LayoutRect::new(
clip_rect.min,
clip_rect.min + radius,
);
let local_corner_1 = LayoutRect::new(
clip_rect.max - radius,
clip_rect.max,
);
let pic_corner_0 = pic_state.map_local_to_pic.map(&local_corner_0).unwrap();
let pic_corner_1 = pic_state.map_local_to_pic.map(&local_corner_1).unwrap();
let surface_rect_0 = surface.map_to_device_rect(
&pic_corner_0,
frame_context.spatial_tree,
);
let surface_rect_1 = surface.map_to_device_rect(
&pic_corner_1,
frame_context.spatial_tree,
);
let p0 = surface_rect_0.min.floor();
let p1 = surface_rect_0.max.ceil();
let p2 = surface_rect_1.min.floor();
let p3 = surface_rect_1.max.ceil();
let mut x_coords = [p0.x, p1.x, p2.x, p3.x];
let mut y_coords = [p0.y, p1.y, p2.y, p3.y];
x_coords.sort_by(|a, b| a.partial_cmp(b).unwrap());
y_coords.sort_by(|a, b| a.partial_cmp(b).unwrap());
scratch.quad_segments.clear();
for y in 0 .. y_coords.len()-1 {
let y0 = y_coords[y];
let y1 = y_coords[y+1];
if y1 <= y0 {
continue;
}
for x in 0 .. x_coords.len()-1 {
let x0 = x_coords[x];
let x1 = x_coords[x+1];
if x1 <= x0 {
continue;
}
let create_task = if x == 1 || y == 1 {
false
} else {
true
};
let r = DeviceRect::new(DevicePoint::new(x0, y0), DevicePoint::new(x1, y1));
let r = match r.intersection(&clipped_surface_rect) {
Some(r) => r,
None => {
continue;
}
};
let x0 = r.min.x;
let y0 = r.min.y;
let x1 = r.max.x;
let y1 = r.max.y;
let segment = add_segment(
x0,
y0,
x1,
y1,
create_task,
prim_instance,
prim_spatial_node_index,
pic_context.raster_spatial_node_index,
main_prim_address,
transform_id,
aa_flags,
quad_flags,
device_pixel_scale,
false,
frame_state,
);
scratch.quad_segments.push(segment);
}
}
add_composite_prim(
prim_instance_index,
unclipped_surface_rect.cast_unit(),
premul_color,
quad_flags,
frame_state,
targets,
&scratch.quad_segments,
);
}
}
return;
}
}
PrimitiveInstanceKind::YuvImage { data_handle, segment_instance_index, .. } => {
profile_scope!("YuvImage");
let prim_data = &mut data_stores.yuv_image[*data_handle];
let common_data = &mut prim_data.common;
let yuv_image_data = &mut prim_data.kind;
common_data.may_need_repetition = false;
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
yuv_image_data.update(common_data, frame_state);
write_segment(
*segment_instance_index,
frame_state,
&mut scratch.segments,
&mut scratch.segment_instances,
|request| {
yuv_image_data.write_prim_gpu_blocks(request);
}
);
}
PrimitiveInstanceKind::Image { data_handle, image_instance_index, .. } => {
profile_scope!("Image");
let prim_data = &mut data_stores.image[*data_handle];
let common_data = &mut prim_data.common;
let image_data = &mut prim_data.kind;
let image_instance = &mut store.images[*image_instance_index];
// Update the template this instance references, which may refresh the GPU
// cache with any shared template data.
image_data.update(
common_data,
image_instance,
pic_context.surface_index,
prim_spatial_node_index,
frame_state,
frame_context,
&mut prim_instance.vis,
);
write_segment(
image_instance.segment_instance_index,
frame_state,
&mut scratch.segments,
&mut scratch.segment_instances,
|request| {
image_data.write_prim_gpu_blocks(request);
},
);
}
PrimitiveInstanceKind::LinearGradient { data_handle, ref mut visible_tiles_range, .. } => {
profile_scope!("LinearGradient");
let prim_data = &mut data_stores.linear_grad[*data_handle];
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state, pic_context.surface_index);
if prim_data.stretch_size.width >= prim_data.common.prim_rect.width() &&
prim_data.stretch_size.height >= prim_data.common.prim_rect.height() {
prim_data.common.may_need_repetition = false;
}
if prim_data.tile_spacing != LayoutSize::zero() {
// We are performing the decomposition on the CPU here, no need to
// have it in the shader.
prim_data.common.may_need_repetition = false;
*visible_tiles_range = decompose_repeated_gradient(
&prim_instance.vis,
&prim_data.common.prim_rect,
prim_spatial_node_index,
&prim_data.stretch_size,
&prim_data.tile_spacing,
frame_state,
&mut scratch.gradient_tiles,
&frame_context.spatial_tree,
Some(&mut |_, mut request| {
request.push([
prim_data.start_point.x,
prim_data.start_point.y,
prim_data.end_point.x,
prim_data.end_point.y,
]);
request.push([
pack_as_float(prim_data.extend_mode as u32),
prim_data.stretch_size.width,
prim_data.stretch_size.height,
0.0,
]);
}),
);
if visible_tiles_range.is_empty() {
prim_instance.clear_visibility();
}
}
let stops_address = GradientGpuBlockBuilder::build(
prim_data.reverse_stops,
&mut frame_state.frame_gpu_data.f32,
&prim_data.stops,
);
// TODO(gw): Consider whether it's worth doing segment building
// for gradient primitives.
frame_state.push_prim(
&PrimitiveCommand::instance(prim_instance_index, stops_address),
prim_spatial_node_index,
targets,
);
return;
}
PrimitiveInstanceKind::CachedLinearGradient { data_handle, ref mut visible_tiles_range, .. } => {
profile_scope!("CachedLinearGradient");
let prim_data = &mut data_stores.linear_grad[*data_handle];
prim_data.common.may_need_repetition = prim_data.stretch_size.width < prim_data.common.prim_rect.width()
|| prim_data.stretch_size.height < prim_data.common.prim_rect.height();
// Update the template this instance references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state, pic_context.surface_index);
if prim_data.tile_spacing != LayoutSize::zero() {
prim_data.common.may_need_repetition = false;
*visible_tiles_range = decompose_repeated_gradient(
&prim_instance.vis,
&prim_data.common.prim_rect,
prim_spatial_node_index,
&prim_data.stretch_size,
&prim_data.tile_spacing,
frame_state,
&mut scratch.gradient_tiles,
&frame_context.spatial_tree,
None,
);
if visible_tiles_range.is_empty() {
prim_instance.clear_visibility();
}
}
}
PrimitiveInstanceKind::RadialGradient { data_handle, ref mut visible_tiles_range, .. } => {
profile_scope!("RadialGradient");
let prim_data = &mut data_stores.radial_grad[*data_handle];
prim_data.common.may_need_repetition = prim_data.stretch_size.width < prim_data.common.prim_rect.width()
|| prim_data.stretch_size.height < prim_data.common.prim_rect.height();
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state, pic_context.surface_index);
if prim_data.tile_spacing != LayoutSize::zero() {
prim_data.common.may_need_repetition = false;
*visible_tiles_range = decompose_repeated_gradient(
&prim_instance.vis,
&prim_data.common.prim_rect,
prim_spatial_node_index,
&prim_data.stretch_size,
&prim_data.tile_spacing,
frame_state,
&mut scratch.gradient_tiles,
&frame_context.spatial_tree,
None,
);
if visible_tiles_range.is_empty() {
prim_instance.clear_visibility();
}
}
// TODO(gw): Consider whether it's worth doing segment building
// for gradient primitives.
}
PrimitiveInstanceKind::ConicGradient { data_handle, ref mut visible_tiles_range, .. } => {
profile_scope!("ConicGradient");
let prim_data = &mut data_stores.conic_grad[*data_handle];
prim_data.common.may_need_repetition = prim_data.stretch_size.width < prim_data.common.prim_rect.width()
|| prim_data.stretch_size.height < prim_data.common.prim_rect.height();
// Update the template this instane references, which may refresh the GPU
// cache with any shared template data.
prim_data.update(frame_state, pic_context.surface_index);
if prim_data.tile_spacing != LayoutSize::zero() {
prim_data.common.may_need_repetition = false;
*visible_tiles_range = decompose_repeated_gradient(
&prim_instance.vis,
&prim_data.common.prim_rect,
prim_spatial_node_index,
&prim_data.stretch_size,
&prim_data.tile_spacing,
frame_state,
&mut scratch.gradient_tiles,
&frame_context.spatial_tree,
None,
);
if visible_tiles_range.is_empty() {
prim_instance.clear_visibility();
}
}
// TODO(gw): Consider whether it's worth doing segment building
// for gradient primitives.
}
PrimitiveInstanceKind::Picture { pic_index, .. } => {
profile_scope!("Picture");
let pic = &mut store.pictures[pic_index.0];
if prim_instance.vis.clip_chain.needs_mask {
// TODO(gw): Much of the code in this branch could be moved in to a common
// function as we move more primitives to the new clip-mask paths.
// We are going to split the clip mask tasks in to a list to be rendered
// on the source picture, and those to be rendered in to a mask for
// compositing the picture in to the target.
let mut source_masks = Vec::new();
let mut target_masks = Vec::new();
// For some composite modes, we force target mask due to limitations. That
// might results in artifacts for these modes (which are already an existing
// problem) but we can handle these cases as follow ups.
let force_target_mask = match pic.composite_mode {
// We can't currently render over top of these filters as their size
// may have changed due to downscaling. We could handle this separate
// case as a follow up.
Some(PictureCompositeMode::Filter(Filter::Blur { .. })) |
Some(PictureCompositeMode::Filter(Filter::DropShadows { .. })) => {
true
}
_ => {
false
}
};
// Work out which clips get drawn in to the source / target mask
for i in 0 .. prim_instance.vis.clip_chain.clips_range.count {
let clip_instance = frame_state.clip_store.get_instance_from_range(&prim_instance.vis.clip_chain.clips_range, i);
if !force_target_mask && clip_instance.flags.contains(ClipNodeFlags::SAME_COORD_SYSTEM) {
source_masks.push(i);
} else {
target_masks.push(i);
}
}
let pic_surface_index = pic.raster_config.as_ref().unwrap().surface_index;
let prim_local_rect = frame_state
.surfaces[pic_surface_index.0]
.clipped_local_rect
.cast_unit();
let prim_address_f = write_prim_blocks(
&mut frame_state.frame_gpu_data.f32,
prim_local_rect,
prim_instance.vis.clip_chain.local_clip_rect,
PremultipliedColorF::WHITE,
&[],
);
// Handle masks on the source. This is the common case, and occurs for:
// (a) Any masks in the same coord space as the surface
// (b) All masks if the surface and parent are axis-aligned
if !source_masks.is_empty() {
let first_clip_node_index = frame_state.clip_store.clip_node_instances.len() as u32;
let parent_task_id = pic.primary_render_task_id.expect("bug: no composite mode");
// Construct a new clip node range, also add image-mask dependencies as needed
for instance in source_masks {
let clip_instance = frame_state.clip_store.get_instance_from_range(&prim_instance.vis.clip_chain.clips_range, instance);
for tile in frame_state.clip_store.visible_mask_tiles(clip_instance) {
frame_state.rg_builder.add_dependency(
parent_task_id,
tile.task_id,
);
}
frame_state.clip_store.clip_node_instances.push(clip_instance.clone());
}
let clip_node_range = ClipNodeRange {
first: first_clip_node_index,
count: frame_state.clip_store.clip_node_instances.len() as u32 - first_clip_node_index,
};
let masks = MaskSubPass {
clip_node_range,
prim_spatial_node_index,
prim_address_f,
};
// Add the mask as a sub-pass of the picture
let pic_task_id = pic.primary_render_task_id.expect("uh oh");
let pic_task = frame_state.rg_builder.get_task_mut(pic_task_id);
pic_task.add_sub_pass(SubPass::Masks {
masks,
});
}
// Handle masks on the target. This is the rare case, and occurs for:
// Masks in parent space when non-axis-aligned to source space
if !target_masks.is_empty() {
let surface = &frame_state.surfaces[pic_context.surface_index.0];
let coverage_rect = prim_instance.vis.clip_chain.pic_coverage_rect;
let device_pixel_scale = surface.device_pixel_scale;
let raster_spatial_node_index = surface.raster_spatial_node_index;
let clipped_surface_rect = surface.get_surface_rect(
&coverage_rect,
frame_context.spatial_tree,
).expect("bug: what can cause this?");
let p0 = clipped_surface_rect.min.floor();
let x0 = p0.x;
let y0 = p0.y;
let content_origin = DevicePoint::new(x0, y0);
// Draw a normal screens-space mask to an alpha target that
// can be sampled when compositing this picture.
let empty_task = EmptyTask {
content_origin,
device_pixel_scale,
raster_spatial_node_index,
};
let p1 = clipped_surface_rect.max.ceil();
let x1 = p1.x;
let y1 = p1.y;
let task_size = DeviceSize::new(x1 - x0, y1 - y0).round().to_i32();
let clip_task_id = frame_state.rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::Empty(empty_task),
));
// Construct a new clip node range, also add image-mask dependencies as needed
let first_clip_node_index = frame_state.clip_store.clip_node_instances.len() as u32;
for instance in target_masks {
let clip_instance = frame_state.clip_store.get_instance_from_range(&prim_instance.vis.clip_chain.clips_range, instance);
for tile in frame_state.clip_store.visible_mask_tiles(clip_instance) {
frame_state.rg_builder.add_dependency(
clip_task_id,
tile.task_id,
);
}
frame_state.clip_store.clip_node_instances.push(clip_instance.clone());
}
let clip_node_range = ClipNodeRange {
first: first_clip_node_index,
count: frame_state.clip_store.clip_node_instances.len() as u32 - first_clip_node_index,
};
let masks = MaskSubPass {
clip_node_range,
prim_spatial_node_index,
prim_address_f,
};
let clip_task = frame_state.rg_builder.get_task_mut(clip_task_id);
clip_task.add_sub_pass(SubPass::Masks {
masks,
});
let clip_task_index = ClipTaskIndex(scratch.clip_mask_instances.len() as _);
scratch.clip_mask_instances.push(ClipMaskKind::Mask(clip_task_id));
prim_instance.vis.clip_task_index = clip_task_index;
frame_state.surface_builder.add_child_render_task(
clip_task_id,
frame_state.rg_builder,
);
}
}
if pic.prepare_for_render(
frame_state,
data_stores,
) {
if let Picture3DContext::In { root_data: None, plane_splitter_index, .. } = pic.context_3d {
let dirty_rect = frame_state.current_dirty_region().combined;
let splitter = &mut frame_state.plane_splitters[plane_splitter_index.0];
let surface_index = pic.raster_config.as_ref().unwrap().surface_index;
let surface = &frame_state.surfaces[surface_index.0];
let local_prim_rect = surface.clipped_local_rect.cast_unit();
PicturePrimitive::add_split_plane(
splitter,
frame_context.spatial_tree,
prim_spatial_node_index,
local_prim_rect,
&prim_instance.vis.clip_chain.local_clip_rect,
dirty_rect,
plane_split_anchor,
);
}
} else {
prim_instance.clear_visibility();
}
}
PrimitiveInstanceKind::BackdropCapture { .. } => {
// Register the owner picture of this backdrop primitive as the
// target for resolve of the sub-graph
frame_state.surface_builder.register_resolve_source();
}
PrimitiveInstanceKind::BackdropRender { pic_index, .. } => {
match frame_state.surface_builder.sub_graph_output_map.get(pic_index).cloned() {
Some(sub_graph_output_id) => {
frame_state.surface_builder.add_child_render_task(
sub_graph_output_id,
frame_state.rg_builder,
);
}
None => {
// Backdrop capture was found not visible, didn't produce a sub-graph
// so we can just skip drawing
prim_instance.clear_visibility();
}
}
}
}
match prim_instance.vis.state {
VisibilityState::Unset => {
panic!("bug: invalid vis state");
}
VisibilityState::Visible { .. } => {
frame_state.push_prim(
&PrimitiveCommand::simple(prim_instance_index),
prim_spatial_node_index,
targets,
);
}
VisibilityState::PassThrough | VisibilityState::Culled => {}
}
}
fn write_segment<F>(
segment_instance_index: SegmentInstanceIndex,
frame_state: &mut FrameBuildingState,
segments: &mut SegmentStorage,
segment_instances: &mut SegmentInstanceStorage,
f: F,
) where F: Fn(&mut GpuDataRequest) {
debug_assert_ne!(segment_instance_index, SegmentInstanceIndex::INVALID);
if segment_instance_index != SegmentInstanceIndex::UNUSED {
let segment_instance = &mut segment_instances[segment_instance_index];
if let Some(mut request) = frame_state.gpu_cache.request(&mut segment_instance.gpu_cache_handle) {
let segments = &segments[segment_instance.segments_range];
f(&mut request);
for segment in segments {
request.write_segment(
segment.local_rect,
[0.0; 4],
);
}
}
}
}
fn decompose_repeated_gradient(
prim_vis: &PrimitiveVisibility,
prim_local_rect: &LayoutRect,
prim_spatial_node_index: SpatialNodeIndex,
stretch_size: &LayoutSize,
tile_spacing: &LayoutSize,
frame_state: &mut FrameBuildingState,
gradient_tiles: &mut GradientTileStorage,
spatial_tree: &SpatialTree,
mut callback: Option<&mut dyn FnMut(&LayoutRect, GpuDataRequest)>,
) -> GradientTileRange {
let tile_range = gradient_tiles.open_range();
// Tighten the clip rect because decomposing the repeated image can
// produce primitives that are partially covering the original image
// rect and we want to clip these extra parts out.
if let Some(tight_clip_rect) = prim_vis
.clip_chain
.local_clip_rect
.intersection(prim_local_rect) {
let visible_rect = compute_conservative_visible_rect(
&prim_vis.clip_chain,
frame_state.current_dirty_region().combined,
prim_spatial_node_index,
spatial_tree,
);
let stride = *stretch_size + *tile_spacing;
let repetitions = image_tiling::repetitions(prim_local_rect, &visible_rect, stride);
gradient_tiles.reserve(repetitions.num_repetitions());
for Repetition { origin, .. } in repetitions {
let mut handle = GpuCacheHandle::new();
let rect = LayoutRect::from_origin_and_size(
origin,
*stretch_size,
);
if let Some(callback) = &mut callback {
if let Some(request) = frame_state.gpu_cache.request(&mut handle) {
callback(&rect, request);
}
}
gradient_tiles.push(VisibleGradientTile {
local_rect: rect,
local_clip_rect: tight_clip_rect,
handle
});
}
}
// At this point if we don't have tiles to show it means we could probably
// have done a better a job at culling during an earlier stage.
gradient_tiles.close_range(tile_range)
}
fn update_clip_task_for_brush(
instance: &PrimitiveInstance,
prim_origin: &LayoutPoint,
prim_spatial_node_index: SpatialNodeIndex,
root_spatial_node_index: SpatialNodeIndex,
pic_context: &PictureContext,
pic_state: &mut PictureState,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
prim_store: &PrimitiveStore,
data_stores: &mut DataStores,
segments_store: &mut SegmentStorage,
segment_instances_store: &mut SegmentInstanceStorage,
clip_mask_instances: &mut Vec<ClipMaskKind>,
device_pixel_scale: DevicePixelScale,
) -> Option<ClipTaskIndex> {
let segments = match instance.kind {
PrimitiveInstanceKind::Picture { .. } |
PrimitiveInstanceKind::TextRun { .. } |
PrimitiveInstanceKind::Clear { .. } |
PrimitiveInstanceKind::LineDecoration { .. } |
PrimitiveInstanceKind::BackdropCapture { .. } |
PrimitiveInstanceKind::BackdropRender { .. } => {
return None;
}
PrimitiveInstanceKind::Image { image_instance_index, .. } => {
let segment_instance_index = prim_store
.images[image_instance_index]
.segment_instance_index;
if segment_instance_index == SegmentInstanceIndex::UNUSED {
return None;
}
let segment_instance = &segment_instances_store[segment_instance_index];
&segments_store[segment_instance.segments_range]
}
PrimitiveInstanceKind::YuvImage { segment_instance_index, .. } => {
debug_assert!(segment_instance_index != SegmentInstanceIndex::INVALID);
if segment_instance_index == SegmentInstanceIndex::UNUSED {
return None;
}
let segment_instance = &segment_instances_store[segment_instance_index];
&segments_store[segment_instance.segments_range]
}
PrimitiveInstanceKind::Rectangle { use_legacy_path, segment_instance_index, .. } => {
assert!(use_legacy_path);
debug_assert!(segment_instance_index != SegmentInstanceIndex::INVALID);
if segment_instance_index == SegmentInstanceIndex::UNUSED {
return None;
}
let segment_instance = &segment_instances_store[segment_instance_index];
&segments_store[segment_instance.segments_range]
}
PrimitiveInstanceKind::ImageBorder { data_handle, .. } => {
let border_data = &data_stores.image_border[data_handle].kind;
// TODO: This is quite messy - once we remove legacy primitives we
// can change this to be a tuple match on (instance, template)
border_data.brush_segments.as_slice()
}
PrimitiveInstanceKind::NormalBorder { data_handle, .. } => {
let border_data = &data_stores.normal_border[data_handle].kind;
// TODO: This is quite messy - once we remove legacy primitives we
// can change this to be a tuple match on (instance, template)
border_data.brush_segments.as_slice()
}
PrimitiveInstanceKind::LinearGradient { data_handle, .. }
| PrimitiveInstanceKind::CachedLinearGradient { data_handle, .. } => {
let prim_data = &data_stores.linear_grad[data_handle];
// TODO: This is quite messy - once we remove legacy primitives we
// can change this to be a tuple match on (instance, template)
if prim_data.brush_segments.is_empty() {
return None;
}
prim_data.brush_segments.as_slice()
}
PrimitiveInstanceKind::RadialGradient { data_handle, .. } => {
let prim_data = &data_stores.radial_grad[data_handle];
// TODO: This is quite messy - once we remove legacy primitives we
// can change this to be a tuple match on (instance, template)
if prim_data.brush_segments.is_empty() {
return None;
}
prim_data.brush_segments.as_slice()
}
PrimitiveInstanceKind::ConicGradient { data_handle, .. } => {
let prim_data = &data_stores.conic_grad[data_handle];
// TODO: This is quite messy - once we remove legacy primitives we
// can change this to be a tuple match on (instance, template)
if prim_data.brush_segments.is_empty() {
return None;
}
prim_data.brush_segments.as_slice()
}
};
// If there are no segments, early out to avoid setting a valid
// clip task instance location below.
if segments.is_empty() {
return None;
}
// Set where in the clip mask instances array the clip mask info
// can be found for this primitive. Each segment will push the
// clip mask information for itself in update_clip_task below.
let clip_task_index = ClipTaskIndex(clip_mask_instances.len() as _);
// If we only built 1 segment, there is no point in re-running
// the clip chain builder. Instead, just use the clip chain
// instance that was built for the main primitive. This is a
// significant optimization for the common case.
if segments.len() == 1 {
let clip_mask_kind = update_brush_segment_clip_task(
&segments[0],
Some(&instance.vis.clip_chain),
root_spatial_node_index,
pic_context.surface_index,
frame_context,
frame_state,
&mut data_stores.clip,
device_pixel_scale,
);
clip_mask_instances.push(clip_mask_kind);
} else {
let dirty_world_rect = frame_state.current_dirty_region().combined;
for segment in segments {
// Build a clip chain for the smaller segment rect. This will
// often manage to eliminate most/all clips, and sometimes
// clip the segment completely.
frame_state.clip_store.set_active_clips_from_clip_chain(
&instance.vis.clip_chain,
prim_spatial_node_index,
&frame_context.spatial_tree,
&data_stores.clip,
);
let segment_clip_chain = frame_state
.clip_store
.build_clip_chain_instance(
segment.local_rect.translate(prim_origin.to_vector()),
&pic_state.map_local_to_pic,
&pic_state.map_pic_to_world,
&frame_context.spatial_tree,
frame_state.gpu_cache,
frame_state.resource_cache,
device_pixel_scale,
&dirty_world_rect,
&mut data_stores.clip,
frame_state.rg_builder,
false,
);
let clip_mask_kind = update_brush_segment_clip_task(
&segment,
segment_clip_chain.as_ref(),
root_spatial_node_index,
pic_context.surface_index,
frame_context,
frame_state,
&mut data_stores.clip,
device_pixel_scale,
);
clip_mask_instances.push(clip_mask_kind);
}
}
Some(clip_task_index)
}
pub fn update_clip_task(
instance: &mut PrimitiveInstance,
prim_origin: &LayoutPoint,
prim_spatial_node_index: SpatialNodeIndex,
root_spatial_node_index: SpatialNodeIndex,
pic_context: &PictureContext,
pic_state: &mut PictureState,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
prim_store: &mut PrimitiveStore,
data_stores: &mut DataStores,
scratch: &mut PrimitiveScratchBuffer,
) -> bool {
let device_pixel_scale = frame_state.surfaces[pic_context.surface_index.0].device_pixel_scale;
build_segments_if_needed(
instance,
frame_state,
prim_store,
data_stores,
&mut scratch.segments,
&mut scratch.segment_instances,
);
// First try to render this primitive's mask using optimized brush rendering.
instance.vis.clip_task_index = if let Some(clip_task_index) = update_clip_task_for_brush(
instance,
prim_origin,
prim_spatial_node_index,
root_spatial_node_index,
pic_context,
pic_state,
frame_context,
frame_state,
prim_store,
data_stores,
&mut scratch.segments,
&mut scratch.segment_instances,
&mut scratch.clip_mask_instances,
device_pixel_scale,
) {
clip_task_index
} else if instance.vis.clip_chain.needs_mask {
// Get a minimal device space rect, clipped to the screen that we
// need to allocate for the clip mask, as well as interpolated
// snap offsets.
let unadjusted_device_rect = match frame_state.surfaces[pic_context.surface_index.0].get_surface_rect(
&instance.vis.clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
) {
Some(rect) => rect,
None => return false,
};
let (device_rect, device_pixel_scale) = adjust_mask_scale_for_max_size(
unadjusted_device_rect,
device_pixel_scale,
);
if device_rect.size().to_i32().is_empty() {
log::warn!("Bad adjusted clip task size {:?} (was {:?})", device_rect.size(), unadjusted_device_rect.size());
return false;
}
let clip_task_id = RenderTaskKind::new_mask(
device_rect,
instance.vis.clip_chain.clips_range,
root_spatial_node_index,
frame_state.clip_store,
frame_state.gpu_cache,
&mut frame_state.frame_gpu_data.f32,
frame_state.resource_cache,
frame_state.rg_builder,
&mut data_stores.clip,
device_pixel_scale,
frame_context.fb_config,
&mut frame_state.surface_builder,
);
// Set the global clip mask instance for this primitive.
let clip_task_index = ClipTaskIndex(scratch.clip_mask_instances.len() as _);
scratch.clip_mask_instances.push(ClipMaskKind::Mask(clip_task_id));
instance.vis.clip_task_index = clip_task_index;
frame_state.surface_builder.add_child_render_task(
clip_task_id,
frame_state.rg_builder,
);
clip_task_index
} else {
ClipTaskIndex::INVALID
};
true
}
/// Write out to the clip mask instances array the correct clip mask
/// config for this segment.
pub fn update_brush_segment_clip_task(
segment: &BrushSegment,
clip_chain: Option<&ClipChainInstance>,
root_spatial_node_index: SpatialNodeIndex,
surface_index: SurfaceIndex,
frame_context: &FrameBuildingContext,
frame_state: &mut FrameBuildingState,
clip_data_store: &mut ClipDataStore,
device_pixel_scale: DevicePixelScale,
) -> ClipMaskKind {
let clip_chain = match clip_chain {
Some(chain) => chain,
None => return ClipMaskKind::Clipped,
};
if !clip_chain.needs_mask ||
(!segment.may_need_clip_mask && !clip_chain.has_non_local_clips) {
return ClipMaskKind::None;
}
let unadjusted_device_rect = match frame_state.surfaces[surface_index.0].get_surface_rect(
&clip_chain.pic_coverage_rect,
frame_context.spatial_tree,
) {
Some(rect) => rect,
None => return ClipMaskKind::Clipped,
};
let (device_rect, device_pixel_scale) = adjust_mask_scale_for_max_size(unadjusted_device_rect, device_pixel_scale);
if device_rect.size().to_i32().is_empty() {
log::warn!("Bad adjusted mask size {:?} (was {:?})", device_rect.size(), unadjusted_device_rect.size());
return ClipMaskKind::Clipped;
}
let clip_task_id = RenderTaskKind::new_mask(
device_rect,
clip_chain.clips_range,
root_spatial_node_index,
frame_state.clip_store,
frame_state.gpu_cache,
&mut frame_state.frame_gpu_data.f32,
frame_state.resource_cache,
frame_state.rg_builder,
clip_data_store,
device_pixel_scale,
frame_context.fb_config,
&mut frame_state.surface_builder,
);
frame_state.surface_builder.add_child_render_task(
clip_task_id,
frame_state.rg_builder,
);
ClipMaskKind::Mask(clip_task_id)
}
fn write_brush_segment_description(
prim_local_rect: LayoutRect,
prim_local_clip_rect: LayoutRect,
clip_chain: &ClipChainInstance,
segment_builder: &mut SegmentBuilder,
clip_store: &ClipStore,
data_stores: &DataStores,
) -> bool {
// If the brush is small, we want to skip building segments
// and just draw it as a single primitive with clip mask.
if prim_local_rect.area() < MIN_BRUSH_SPLIT_AREA {
return false;
}
// NOTE: The local clip rect passed to the segment builder must be the unmodified
// local clip rect from the clip leaf, not the local_clip_rect from the
// clip-chain instance. The clip-chain instance may have been reduced by
// clips that are in the same coordinate system, but not the same spatial
// node as the primitive. This can result in the clip for the segment building
// being affected by scrolling clips, which we can't handle (since the segments
// are not invalidated during frame building after being built).
segment_builder.initialize(
prim_local_rect,
None,
prim_local_clip_rect,
);
// Segment the primitive on all the local-space clip sources that we can.
for i in 0 .. clip_chain.clips_range.count {
let clip_instance = clip_store
.get_instance_from_range(&clip_chain.clips_range, i);
let clip_node = &data_stores.clip[clip_instance.handle];
// If this clip item is positioned by another positioning node, its relative position
// could change during scrolling. This means that we would need to resegment. Instead
// of doing that, only segment with clips that have the same positioning node.
// TODO(mrobinson, #2858): It may make sense to include these nodes, resegmenting only
// when necessary while scrolling.
if !clip_instance.flags.contains(ClipNodeFlags::SAME_SPATIAL_NODE) {
continue;
}
let (local_clip_rect, radius, mode) = match clip_node.item.kind {
ClipItemKind::RoundedRectangle { rect, radius, mode } => {
(rect, Some(radius), mode)
}
ClipItemKind::Rectangle { rect, mode } => {
(rect, None, mode)
}
ClipItemKind::BoxShadow { ref source } => {
// For inset box shadows, we can clip out any
// pixels that are inside the shadow region
// and are beyond the inner rect, as they can't
// be affected by the blur radius.
let inner_clip_mode = match source.clip_mode {
BoxShadowClipMode::Outset => None,
BoxShadowClipMode::Inset => Some(ClipMode::ClipOut),
};
// Push a region into the segment builder where the
// box-shadow can have an effect on the result. This
// ensures clip-mask tasks get allocated for these
// pixel regions, even if no other clips affect them.
segment_builder.push_mask_region(
source.prim_shadow_rect,
source.prim_shadow_rect.inflate(
-0.5 * source.original_alloc_size.width,
-0.5 * source.original_alloc_size.height,
),
inner_clip_mode,
);
continue;
}
ClipItemKind::Image { .. } => {
panic!("bug: masks not supported on old segment path");
}
};
segment_builder.push_clip_rect(local_clip_rect, radius, mode);
}
true
}
fn build_segments_if_needed(
instance: &mut PrimitiveInstance,
frame_state: &mut FrameBuildingState,
prim_store: &mut PrimitiveStore,
data_stores: &DataStores,
segments_store: &mut SegmentStorage,
segment_instances_store: &mut SegmentInstanceStorage,
) {
let prim_clip_chain = &instance.vis.clip_chain;
// Usually, the primitive rect can be found from information
// in the instance and primitive template.
let prim_local_rect = data_stores.get_local_prim_rect(
instance,
&prim_store.pictures,
frame_state.surfaces,
);
let segment_instance_index = match instance.kind {
PrimitiveInstanceKind::Rectangle { use_legacy_path, ref mut segment_instance_index, .. } => {
assert!(use_legacy_path);
segment_instance_index
}
PrimitiveInstanceKind::YuvImage { ref mut segment_instance_index, compositor_surface_kind, .. } => {
// Only use segments for YUV images if not drawing as a compositor surface
if !compositor_surface_kind.supports_segments() {
*segment_instance_index = SegmentInstanceIndex::UNUSED;
return;
}
segment_instance_index
}
PrimitiveInstanceKind::Image { data_handle, image_instance_index, compositor_surface_kind, .. } => {
let image_data = &data_stores.image[data_handle].kind;
let image_instance = &mut prim_store.images[image_instance_index];
//Note: tiled images don't support automatic segmentation,
// they strictly produce one segment per visible tile instead.
if !compositor_surface_kind.supports_segments() ||
frame_state.resource_cache
.get_image_properties(image_data.key)
.and_then(|properties| properties.tiling)
.is_some()
{
image_instance.segment_instance_index = SegmentInstanceIndex::UNUSED;
return;
}
&mut image_instance.segment_instance_index
}
PrimitiveInstanceKind::Picture { .. } |
PrimitiveInstanceKind::TextRun { .. } |
PrimitiveInstanceKind::NormalBorder { .. } |
PrimitiveInstanceKind::ImageBorder { .. } |
PrimitiveInstanceKind::Clear { .. } |
PrimitiveInstanceKind::LinearGradient { .. } |
PrimitiveInstanceKind::CachedLinearGradient { .. } |
PrimitiveInstanceKind::RadialGradient { .. } |
PrimitiveInstanceKind::ConicGradient { .. } |
PrimitiveInstanceKind::LineDecoration { .. } |
PrimitiveInstanceKind::BackdropCapture { .. } |
PrimitiveInstanceKind::BackdropRender { .. } => {
// These primitives don't support / need segments.
return;
}
};
if *segment_instance_index == SegmentInstanceIndex::INVALID {
let mut segments: SmallVec<[BrushSegment; 8]> = SmallVec::new();
let clip_leaf = frame_state.clip_tree.get_leaf(instance.clip_leaf_id);
if write_brush_segment_description(
prim_local_rect,
clip_leaf.local_clip_rect,
prim_clip_chain,
&mut frame_state.segment_builder,
frame_state.clip_store,
data_stores,
) {
frame_state.segment_builder.build(|segment| {
segments.push(
BrushSegment::new(
segment.rect.translate(-prim_local_rect.min.to_vector()),
segment.has_mask,
segment.edge_flags,
[0.0; 4],
BrushFlags::PERSPECTIVE_INTERPOLATION,
),
);
});
}
// If only a single segment is produced, there is no benefit to writing
// a segment instance array. Instead, just use the main primitive rect
// written into the GPU cache.
// TODO(gw): This is (sortof) a bandaid - due to a limitation in the current
// brush encoding, we can only support a total of up to 2^16 segments.
// This should be (more than) enough for any real world case, so for
// now we can handle this by skipping cases where we were generating
// segments where there is no benefit. The long term / robust fix
// for this is to move the segment building to be done as a more
// limited nine-patch system during scene building, removing arbitrary
// segmentation during frame-building (see bug #1617491).
if segments.len() <= 1 {
*segment_instance_index = SegmentInstanceIndex::UNUSED;
} else {
let segments_range = segments_store.extend(segments);
let instance = SegmentedInstance {
segments_range,
gpu_cache_handle: GpuCacheHandle::new(),
};
*segment_instance_index = segment_instances_store.push(instance);
};
}
}
// Ensures that the size of mask render tasks are within MAX_MASK_SIZE.
fn adjust_mask_scale_for_max_size(device_rect: DeviceRect, device_pixel_scale: DevicePixelScale) -> (DeviceRect, DevicePixelScale) {
if device_rect.width() > MAX_MASK_SIZE || device_rect.height() > MAX_MASK_SIZE {
// round_out will grow by 1 integer pixel if origin is on a
// fractional position, so keep that margin for error with -1:
let scale = (MAX_MASK_SIZE - 1.0) /
f32::max(device_rect.width(), device_rect.height());
let new_device_pixel_scale = device_pixel_scale * Scale::new(scale);
let new_device_rect = (device_rect.to_f32() * Scale::new(scale))
.round_out();
(new_device_rect, new_device_pixel_scale)
} else {
(device_rect, device_pixel_scale)
}
}
pub fn write_prim_blocks(
builder: &mut GpuBufferBuilderF,
prim_rect: LayoutRect,
clip_rect: LayoutRect,
color: PremultipliedColorF,
segments: &[QuadSegment],
) -> GpuBufferAddress {
let mut writer = builder.write_blocks(3 + segments.len() * 2);
writer.push_one(prim_rect);
writer.push_one(clip_rect);
writer.push_one(color);
for segment in segments {
writer.push_one(segment.rect);
match segment.task_id {
RenderTaskId::INVALID => {
writer.push_one([0.0; 4]);
}
task_id => {
writer.push_render_task(task_id);
}
}
}
writer.finish()
}
fn add_segment(
x0: f32,
y0: f32,
x1: f32,
y1: f32,
create_task: bool,
prim_instance: &PrimitiveInstance,
prim_spatial_node_index: SpatialNodeIndex,
raster_spatial_node_index: SpatialNodeIndex,
prim_address_f: GpuBufferAddress,
transform_id: TransformPaletteId,
aa_flags: EdgeAaSegmentMask,
quad_flags: QuadFlags,
device_pixel_scale: DevicePixelScale,
needs_scissor_rect: bool,
frame_state: &mut FrameBuildingState,
) -> QuadSegment {
let task_size = DeviceSize::new(x1 - x0, y1 - y0).round().to_i32();
let content_origin = DevicePoint::new(x0, y0);
let rect = LayoutRect::new(
LayoutPoint::new(x0, y0),
LayoutPoint::new(x1, y1),
);
let task_id = if create_task {
let task_id = frame_state.rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::new_prim(
prim_spatial_node_index,
raster_spatial_node_index,
device_pixel_scale,
content_origin,
prim_address_f,
transform_id,
aa_flags,
quad_flags,
prim_instance.vis.clip_chain.clips_range,
needs_scissor_rect,
),
));
let masks = MaskSubPass {
clip_node_range: prim_instance.vis.clip_chain.clips_range,
prim_spatial_node_index,
prim_address_f,
};
let task = frame_state.rg_builder.get_task_mut(task_id);
task.add_sub_pass(SubPass::Masks {
masks,
});
frame_state.surface_builder.add_child_render_task(
task_id,
frame_state.rg_builder,
);
task_id
} else {
RenderTaskId::INVALID
};
QuadSegment {
rect,
task_id,
}
}
fn add_composite_prim(
prim_instance_index: PrimitiveInstanceIndex,
rect: LayoutRect,
color: PremultipliedColorF,
quad_flags: QuadFlags,
frame_state: &mut FrameBuildingState,
targets: &[CommandBufferIndex],
segments: &[QuadSegment],
) {
let composite_prim_address = write_prim_blocks(
&mut frame_state.frame_gpu_data.f32,
rect,
rect,
color,
segments,
);
frame_state.set_segments(
segments,
targets,
);
let mut composite_quad_flags = QuadFlags::IGNORE_DEVICE_PIXEL_SCALE | QuadFlags::APPLY_DEVICE_CLIP;
if quad_flags.contains(QuadFlags::IS_OPAQUE) {
composite_quad_flags |= QuadFlags::IS_OPAQUE;
}
frame_state.push_cmd(
&PrimitiveCommand::quad(
prim_instance_index,
composite_prim_address,
TransformPaletteId::IDENTITY,
composite_quad_flags,
// TODO(gw): No AA on composite, unless we use it to apply 2d clips
EdgeAaSegmentMask::empty(),
),
targets,
);
}
impl CompositorSurfaceKind {
/// Returns true if the compositor surface strategy supports segment rendering
fn supports_segments(&self) -> bool {
match self {
CompositorSurfaceKind::Underlay | CompositorSurfaceKind::Overlay => false,
CompositorSurfaceKind::Blit => true,
}
}
}