Struct webrender::render_task::RenderTask

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pub struct RenderTask {
    pub location: RenderTaskLocation,
    pub children: SmallVec<[RenderTaskId; 2]>,
    pub kind: RenderTaskKind,
    pub sub_pass: Option<SubPass>,
    pub free_after: PassId,
    pub render_on: PassId,
    pub uv_rect_handle: GpuCacheHandle,
    pub cache_handle: Option<WeakFreeListHandle<RenderTaskCacheMarker>>,
    uv_rect_kind: UvRectKind,
}

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§location: RenderTaskLocation§children: SmallVec<[RenderTaskId; 2]>§kind: RenderTaskKind§sub_pass: Option<SubPass>§free_after: PassId§render_on: PassId§uv_rect_handle: GpuCacheHandle

The gpu cache handle for the render task’s destination rect.

Will be set to None if the render task is cached, in which case the texture cache manages the handle.

§cache_handle: Option<WeakFreeListHandle<RenderTaskCacheMarker>>§uv_rect_kind: UvRectKind

Implementations§

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impl RenderTask

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pub fn new(location: RenderTaskLocation, kind: RenderTaskKind) -> Self

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pub fn new_dynamic(size: DeviceIntSize, kind: RenderTaskKind) -> Self

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pub fn with_uv_rect_kind(self, uv_rect_kind: UvRectKind) -> Self

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pub fn new_image(size: DeviceIntSize, request: ImageRequest) -> Self

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pub fn new_blit( size: DeviceIntSize, source: RenderTaskId, source_rect: DeviceIntRect, rg_builder: &mut RenderTaskGraphBuilder, ) -> RenderTaskId

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pub fn new_blur( blur_std_deviation: DeviceSize, src_task_id: RenderTaskId, rg_builder: &mut RenderTaskGraphBuilder, target_kind: RenderTargetKind, blur_cache: Option<&mut FastHashMap<BlurTaskKey, RenderTaskId>>, blur_region: DeviceIntSize, ) -> RenderTaskId

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pub fn new_scaling( src_task_id: RenderTaskId, rg_builder: &mut RenderTaskGraphBuilder, target_kind: RenderTargetKind, size: DeviceIntSize, ) -> RenderTaskId

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pub fn new_scaling_with_padding( source: RenderTaskId, rg_builder: &mut RenderTaskGraphBuilder, target_kind: RenderTargetKind, padded_size: DeviceIntSize, padding: DeviceIntSideOffsets, ) -> RenderTaskId

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pub fn new_svg_filter( filter_primitives: &[FilterPrimitive], filter_datas: &[SFilterData], rg_builder: &mut RenderTaskGraphBuilder, content_size: DeviceIntSize, uv_rect_kind: UvRectKind, original_task_id: RenderTaskId, device_pixel_scale: DevicePixelScale, ) -> RenderTaskId

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pub fn new_svg_filter_primitive( tasks: SmallVec<[RenderTaskId; 2]>, target_size: DeviceIntSize, uv_rect_kind: UvRectKind, info: SvgFilterInfo, rg_builder: &mut RenderTaskGraphBuilder, ) -> RenderTaskId

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pub fn add_sub_pass(&mut self, sub_pass: SubPass)

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pub fn new_svg_filter_graph( filter_nodes: &[(FilterGraphNode, FilterGraphOp)], frame_state: &mut FrameBuildingState<'_>, data_stores: &mut DataStores, uv_rect_kind: UvRectKind, original_task_id: RenderTaskId, surface_rects_task_size: DeviceIntSize, surface_rects_clipped: DeviceRect, surface_rects_clipped_local: PictureRect, ) -> RenderTaskId

Creates render tasks from PictureCompositeMode::SVGFEGraph.

The interesting parts of the handling of SVG filters are:

  • scene_building.rs : wrap_prim_with_filters
  • picture.rs : get_coverage_svgfe
  • render_task.rs : new_svg_filter_graph (you are here)
  • render_target.rs : add_svg_filter_node_instances
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pub fn uv_rect_kind(&self) -> UvRectKind

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pub fn get_texture_address(&self, gpu_cache: &GpuCache) -> GpuCacheAddress

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pub fn get_target_texture(&self) -> CacheTextureId

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pub fn get_texture_source(&self) -> TextureSource

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pub fn get_target_rect(&self) -> DeviceIntRect

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pub fn get_target_size(&self) -> DeviceIntSize

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pub fn target_kind(&self) -> RenderTargetKind

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pub fn write_gpu_blocks( &mut self, target_rect: DeviceIntRect, gpu_cache: &mut GpuCache, )

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pub fn mark_cached(&mut self, handle: WeakFreeListHandle<RenderTaskCacheMarker>)

Called by the render task cache.

Tells the render task that it is cached (which means its gpu cache handle is managed by the texture cache).

Trait Implementations§

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impl Serialize for RenderTask

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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