pub struct BatchBuilder {
    glyph_fetch_buffer: Vec<GlyphFetchResult>,
    batcher: AlphaBatchBuilder,
}
Expand description

Supports (recursively) adding a list of primitives and pictures to an alpha batch builder. In future, it will support multiple dirty regions / slices, allowing the contents of a picture to be spliced into multiple batch builders.

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§glyph_fetch_buffer: Vec<GlyphFetchResult>

A temporary buffer that is used during glyph fetching, stored here to reduce memory allocations.

§batcher: AlphaBatchBuilder

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impl BatchBuilder

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pub fn new(batcher: AlphaBatchBuilder) -> Self

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pub fn finalize(self) -> AlphaBatchBuilder

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fn add_brush_instance_to_batches( &mut self, batch_key: BatchKey, features: BatchFeatures, bounding_rect: &PictureRect, z_id: ZBufferId, segment_index: i32, edge_flags: EdgeAaSegmentMask, clip_task_address: RenderTaskAddress, brush_flags: BrushFlags, prim_header_index: PrimitiveHeaderIndex, resource_address: i32 )

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fn add_split_composite_instance_to_batches( &mut self, batch_key: BatchKey, features: BatchFeatures, bounding_rect: &PictureRect, z_id: ZBufferId, prim_header_index: PrimitiveHeaderIndex, polygons_address: i32 )

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fn clear_batches(&mut self)

Clear all current batchers. This is typically used when a primitive is encountered that occludes all previous content in this batch list.

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fn add_quad_to_batch( &mut self, prim_instance_index: PrimitiveInstanceIndex, transform_id: TransformPaletteId, prim_address_f: GpuBufferAddress, quad_flags: QuadFlags, edge_flags: EdgeAaSegmentMask, segment_index: u8, task_id: RenderTaskId, z_generator: &mut ZBufferIdGenerator, prim_instances: &[PrimitiveInstance], render_tasks: &RenderTaskGraph, gpu_buffer_builder: &mut GpuBufferBuilder )

Add a quad primitive to the batch list, appllying edge AA and tiling segments as required.

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pub fn add_prim_to_batch( &mut self, cmd: &PrimitiveCommand, prim_spatial_node_index: SpatialNodeIndex, ctx: &RenderTargetContext<'_, '_>, gpu_cache: &mut GpuCache, render_tasks: &RenderTaskGraph, prim_headers: &mut PrimitiveHeaders, transforms: &mut TransformPalette, root_spatial_node_index: SpatialNodeIndex, surface_spatial_node_index: SpatialNodeIndex, z_generator: &mut ZBufferIdGenerator, prim_instances: &[PrimitiveInstance], gpu_buffer_builder: &mut GpuBufferBuilder, segments: &[RenderTaskId] )

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fn add_compositor_surface_cutout( &mut self, prim_rect: LayoutRect, local_clip_rect: LayoutRect, clip_task_index: ClipTaskIndex, transform_id: TransformPaletteId, z_id: ZBufferId, bounding_rect: &PictureRect, ctx: &RenderTargetContext<'_, '_>, gpu_cache: &mut GpuCache, render_tasks: &RenderTaskGraph, prim_headers: &mut PrimitiveHeaders )

Draw a (potentially masked) alpha cutout so that a video underlay will be blended through by the compositor

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fn add_segment_to_batch( &mut self, segment: &BrushSegment, segment_data: &SegmentInstanceData, segment_index: i32, batch_kind: BrushBatchKind, prim_header_index: PrimitiveHeaderIndex, alpha_blend_mode: BlendMode, features: BatchFeatures, brush_flags: BrushFlags, edge_aa_mask: EdgeAaSegmentMask, bounding_rect: &PictureRect, transform_kind: TransformedRectKind, z_id: ZBufferId, prim_opacity: PrimitiveOpacity, clip_task_index: ClipTaskIndex, ctx: &RenderTargetContext<'_, '_>, render_tasks: &RenderTaskGraph )

Add a single segment instance to a batch.

edge_aa_mask Specifies the edges that are allowed to have anti-aliasing, if and only if the segments enable it. In other words passing EdgeAaSegmentFlags::all() does not necessarily mean all edges will be anti-aliased, only that they could be.

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fn add_segmented_prim_to_batch( &mut self, brush_segments: Option<&[BrushSegment]>, prim_opacity: PrimitiveOpacity, params: &BrushBatchParameters, blend_mode: BlendMode, features: BatchFeatures, brush_flags: BrushFlags, edge_aa_mask: EdgeAaSegmentMask, prim_header_index: PrimitiveHeaderIndex, bounding_rect: &PictureRect, transform_kind: TransformedRectKind, z_id: ZBufferId, clip_task_index: ClipTaskIndex, ctx: &RenderTargetContext<'_, '_>, render_tasks: &RenderTaskGraph )

Add any segment(s) from a brush to batches.

edge_aa_mask Specifies the edges that are allowed to have anti-aliasing, if and only if the segments enable it. In other words passing EdgeAaSegmentFlags::all() does not necessarily mean all edges will be anti-aliased, only that they could be.

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