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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 std::{cmp, u32};
+use api::{PremultipliedColorF, PropertyBinding, GradientStop, ExtendMode};
+use api::{BoxShadowClipMode, LineOrientation, BorderStyle, ClipMode};
+use api::units::*;
+use euclid::Scale;
+use euclid::approxeq::ApproxEq;
+use smallvec::SmallVec;
+use crate::image_tiling::{self, Repetition};
+use crate::border::{get_max_scale_for_border, build_border_instances};
+use crate::clip::{ClipStore};
+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};
+use crate::internal_types::{FastHashMap, PlaneSplitAnchor};
+use crate::picture::{PicturePrimitive, SliceId, TileCacheLogger, ClusterFlags, SurfaceRenderTasks};
+use crate::picture::{PrimitiveList, PrimitiveCluster, SurfaceIndex, TileCacheInstance};
+use crate::prim_store::gradient::{GRADIENT_FP_STOPS, GradientCacheKey, GradientStopKey};
+use crate::prim_store::gradient::LinearGradientPrimitive;
+use crate::prim_store::line_dec::MAX_LINE_DECORATION_RESOLUTION;
+use crate::prim_store::*;
+use crate::render_backend::DataStores;
+use crate::render_task_cache::{RenderTaskCacheKeyKind, RenderTaskCacheEntryHandle};
+use crate::render_task_cache::{RenderTaskCacheKey, to_cache_size, RenderTaskParent};
+use crate::render_task::{RenderTaskKind, RenderTask};
+use crate::segment::SegmentBuilder;
+use crate::space::SpaceMapper;
+use crate::texture_cache::TEXTURE_REGION_DIMENSIONS;
+use crate::util::{clamp_to_scale_factor, pack_as_float, raster_rect_to_device_pixels};
+use crate::visibility::{compute_conservative_visible_rect, PrimitiveVisibility, VisibilityState, PrimitiveVisibilityMask};
+
+
+const MAX_MASK_SIZE: f32 = 4096.0;
+
+const MIN_BRUSH_SPLIT_AREA: f32 = 128.0 * 128.0;
+
+
+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_cache_log: &mut TileCacheLogger,
+ tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
+) {
+ profile_scope!("prepare_primitives");
+ for (cluster_index, cluster) in prim_list.clusters.iter_mut().enumerate() {
+ 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,
+ );
+
+ frame_state.surfaces[pic_context.surface_index.0].opaque_rect = PictureRect::zero();
+
+ for (idx, prim_instance) in (&mut prim_list.prim_instances[cluster.prim_range()]).iter_mut().enumerate() {
+ let prim_instance_index = cluster.prim_range.start + idx;
+
+ // First check for coarse visibility (if this primitive was completely off-screen)
+ match prim_instance.vis.state {
+ VisibilityState::Unset => {
+ panic!("bug: invalid vis state");
+ }
+ VisibilityState::Culled => {
+ continue;
+ }
+ VisibilityState::Coarse { ref rect_in_pic_space } => {
+ // The original coarse state was calculated during the initial visibility pass.
+ // However, it's possible that the dirty rect has got smaller, if tiles were not
+ // dirty. Intersecting with the dirty rect here eliminates preparing any primitives
+ // outside the dirty rect, and reduces the size of any off-screen surface allocations
+ // for clip masks / render tasks that we make.
+
+ // Clear the current visibiilty mask, and build a more detailed one based on the dirty rect
+ // regions below.
+ let dirty_region = frame_state.current_dirty_region();
+ let mut visibility_mask = PrimitiveVisibilityMask::empty();
+
+ for dirty_region in &dirty_region.dirty_rects {
+ if rect_in_pic_space.intersects(&dirty_region.rect_in_pic_space) {
+ visibility_mask.include(dirty_region.visibility_mask);
+ }
+ }
+
+ // Check again if the prim is now visible after considering the current dirty regions.
+ if visibility_mask.is_empty() {
+ prim_instance.clear_visibility();
+ continue;
+ } else {
+ prim_instance.vis.state = VisibilityState::Detailed {
+ visibility_mask,
+ }
+ }
+ }
+ VisibilityState::Detailed { .. } => {
+ // Was already set to detailed (picture caching disabled or a root element)
+ }
+ }
+
+ let plane_split_anchor = PlaneSplitAnchor::new(cluster_index, prim_instance_index);
+
+ if prepare_prim_for_render(
+ store,
+ prim_instance,
+ cluster,
+ pic_context,
+ pic_state,
+ frame_context,
+ frame_state,
+ plane_split_anchor,
+ data_stores,
+ scratch,
+ tile_cache_log,
+ tile_caches,
+ ) {
+ frame_state.num_visible_primitives += 1;
+ } else {
+ prim_instance.clear_visibility();
+ }
+ }
+
+ if !cluster.opaque_rect.is_empty() {
+ let surface = &mut frame_state.surfaces[pic_context.surface_index.0];
+
+ if let Some(cluster_opaque_rect) = surface.map_local_to_surface.map_inner_bounds(&cluster.opaque_rect) {
+ surface.opaque_rect = crate::util::conservative_union_rect(&surface.opaque_rect, &cluster_opaque_rect);
+ }
+ }
+ }
+}
+
+fn prepare_prim_for_render(
+ store: &mut PrimitiveStore,
+ prim_instance: &mut PrimitiveInstance,
+ 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_cache_log: &mut TileCacheLogger,
+ tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
+) -> bool {
+ 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 pic_info = {
+ match prim_instance.kind {
+ PrimitiveInstanceKind::Picture { pic_index ,.. } => {
+ let pic = &mut store.pictures[pic_index.0];
+
+ match pic.take_context(
+ pic_index,
+ pic_context.surface_spatial_node_index,
+ pic_context.raster_spatial_node_index,
+ pic_context.surface_index,
+ &pic_context.subpixel_mode,
+ frame_state,
+ frame_context,
+ scratch,
+ tile_cache_log,
+ tile_caches,
+ ) {
+ Some(info) => Some(info),
+ None => {
+ if prim_instance.is_chased() {
+ println!("\tculled for carrying an invisible composite filter");
+ }
+
+ return false;
+ }
+ }
+ }
+ PrimitiveInstanceKind::TextRun { .. } |
+ PrimitiveInstanceKind::Rectangle { .. } |
+ PrimitiveInstanceKind::LineDecoration { .. } |
+ PrimitiveInstanceKind::NormalBorder { .. } |
+ PrimitiveInstanceKind::ImageBorder { .. } |
+ PrimitiveInstanceKind::YuvImage { .. } |
+ PrimitiveInstanceKind::Image { .. } |
+ PrimitiveInstanceKind::LinearGradient { .. } |
+ PrimitiveInstanceKind::RadialGradient { .. } |
+ PrimitiveInstanceKind::ConicGradient { .. } |
+ PrimitiveInstanceKind::Clear { .. } |
+ PrimitiveInstanceKind::Backdrop { .. } => {
+ None
+ }
+ }
+ };
+
+ let is_passthrough = match pic_info {
+ Some((pic_context_for_children, mut pic_state_for_children, mut prim_list)) => {
+ let is_passthrough = pic_context_for_children.is_passthrough;
+
+ prepare_primitives(
+ store,
+ &mut prim_list,
+ &pic_context_for_children,
+ &mut pic_state_for_children,
+ frame_context,
+ frame_state,
+ data_stores,
+ scratch,
+ tile_cache_log,
+ tile_caches,
+ );
+
+ // Restore the dependencies (borrow check dance)
+ store.pictures[pic_context_for_children.pic_index.0]
+ .restore_context(
+ prim_list,
+ pic_context_for_children,
+ pic_state_for_children,
+ frame_state,
+ );
+
+ is_passthrough
+ }
+ None => {
+ false
+ }
+ };
+
+ let prim_rect = data_stores.get_local_prim_rect(
+ prim_instance,
+ store,
+ );
+
+ if !is_passthrough {
+ if !update_clip_task(
+ prim_instance,
+ &prim_rect.origin,
+ cluster.spatial_node_index,
+ pic_context.raster_spatial_node_index,
+ pic_context,
+ pic_state,
+ frame_context,
+ frame_state,
+ store,
+ data_stores,
+ scratch,
+ ) {
+ if prim_instance.is_chased() {
+ println!("\tconsidered invisible");
+ }
+ return false;
+ }
+
+ if prim_instance.is_chased() {
+ println!("\tconsidered visible and ready with local pos {:?}", prim_rect.origin);
+ }
+ }
+
+ #[cfg(debug_assertions)]
+ {
+ prim_instance.prepared_frame_id = frame_state.rg_builder.frame_id();
+ }
+
+ prepare_interned_prim_for_render(
+ store,
+ prim_instance,
+ cluster,
+ plane_split_anchor,
+ pic_context,
+ pic_state,
+ frame_context,
+ frame_state,
+ data_stores,
+ scratch,
+ );
+
+ true
+}
+
+/// 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: &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,
+) {
+ let prim_spatial_node_index = cluster.spatial_node_index;
+ let is_chased = prim_instance.is_chased();
+ let device_pixel_scale = frame_state.surfaces[pic_context.surface_index.0].device_pixel_scale;
+ let mut is_opaque = false;
+
+ match &mut prim_instance.kind {
+ PrimitiveInstanceKind::LineDecoration { data_handle, ref mut cache_handle, .. } => {
+ 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 is_chased {
+ println!("\tline decoration key={:?}", line_dec_data.cache_key);
+ }
+
+ // 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): Do we ever need / want to support scales for text decorations
+ // based on the current transform?
+ let scale_factor = Scale::new(1.0) * device_pixel_scale;
+ let mut task_size = (LayoutSize::from_au(cache_key.size) * scale_factor).ceil().to_i32();
+ if task_size.width > MAX_LINE_DECORATION_RESOLUTION as i32 ||
+ task_size.height > MAX_LINE_DECORATION_RESOLUTION as i32 {
+ let max_extent = cmp::max(task_size.width, task_size.height);
+ let task_scale_factor = Scale::new(MAX_LINE_DECORATION_RESOLUTION as f32 / max_extent as f32);
+ task_size = (LayoutSize::from_au(cache_key.size) * scale_factor * task_scale_factor)
+ .ceil().to_i32();
+ }
+
+ // 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.
+ *cache_handle = Some(frame_state.resource_cache.request_render_task(
+ RenderTaskCacheKey {
+ size: task_size,
+ kind: RenderTaskCacheKeyKind::LineDecoration(cache_key.clone()),
+ },
+ frame_state.gpu_cache,
+ frame_state.rg_builder,
+ None,
+ false,
+ RenderTaskParent::Surface(pic_context.surface_index),
+ frame_state.surfaces,
+ |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.origin.to_vector() - run.reference_frame_relative_offset;
+
+ let pic = &store.pictures[pic_context.pic_index.0];
+ let surface = &frame_state.surfaces[pic_context.surface_index.0];
+ let prim_info = &prim_instance.vis;
+ let root_scaling_factor = match pic.raster_config {
+ Some(ref raster_config) => raster_config.root_scaling_factor,
+ None => 1.0
+ };
+
+ run.request_resources(
+ prim_offset,
+ prim_info.clip_chain.pic_clip_rect,
+ &prim_data.font,
+ &prim_data.glyphs,
+ &transform.to_transform().with_destination::<_>(),
+ surface,
+ prim_spatial_node_index,
+ root_scaling_factor,
+ &pic_context.subpixel_mode,
+ 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 cache_handles, .. } => {
+ 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<[RenderTaskCacheEntryHandle; 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,
+ frame_state.rg_builder,
+ None,
+ false, // TODO(gw): We don't calculate opacity for borders yet!
+ RenderTaskParent::Surface(pic_context.surface_index),
+ frame_state.surfaces,
+ |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,
+ )
+ ),
+ ))
+ }
+ ));
+ }
+
+ *cache_handles = 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 whwther we need support
+ // for repetitions in the shader.
+
+ // Update the template this instane 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, .. } => {
+ profile_scope!("Rectangle");
+ let prim_data = &mut data_stores.prim[*data_handle];
+ prim_data.common.may_need_repetition = false;
+
+ 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,
+ );
+
+ is_opaque = prim_data.common.opacity.is_opaque;
+
+ 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,
+ );
+ }
+ );
+ }
+ 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;
+ is_opaque = true;
+
+ 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;
+
+ if image_data.stretch_size.width >= common_data.prim_rect.size.width &&
+ image_data.stretch_size.height >= common_data.prim_rect.size.height {
+
+ common_data.may_need_repetition = false;
+ }
+
+ // Update the template this instane references, which may refresh the GPU
+ // cache with any shared template data.
+ image_data.update(
+ common_data,
+ pic_context.surface_index,
+ frame_state,
+ );
+
+ // common_data.opacity.is_opaque is computed in the above update call.
+ is_opaque = common_data.opacity.is_opaque;
+
+ let image_instance = &mut store.images[*image_instance_index];
+
+ 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, gradient_index, .. } => {
+ profile_scope!("LinearGradient");
+ let prim_data = &mut data_stores.linear_grad[*data_handle];
+ let gradient = &mut store.linear_gradients[*gradient_index];
+
+ // Update the template this instane references, which may refresh the GPU
+ // cache with any shared template data.
+ prim_data.update(frame_state);
+
+ if prim_data.stretch_size.width >= prim_data.common.prim_rect.size.width &&
+ prim_data.stretch_size.height >= prim_data.common.prim_rect.size.height {
+
+ prim_data.common.may_need_repetition = false;
+ }
+
+ if prim_data.supports_caching {
+ let gradient_size = (prim_data.end_point - prim_data.start_point).to_size();
+
+ // Calculate what the range of the gradient is that covers this
+ // primitive. These values are included in the cache key. The
+ // size of the gradient task is the length of a texture cache
+ // region, for maximum accuracy, and a minimal size on the
+ // axis that doesn't matter.
+ let (size, orientation, prim_start_offset, prim_end_offset) =
+ if prim_data.start_point.x.approx_eq(&prim_data.end_point.x) {
+ let prim_start_offset = -prim_data.start_point.y / gradient_size.height;
+ let prim_end_offset = (prim_data.common.prim_rect.size.height - prim_data.start_point.y)
+ / gradient_size.height;
+ let size = DeviceIntSize::new(16, TEXTURE_REGION_DIMENSIONS);
+ (size, LineOrientation::Vertical, prim_start_offset, prim_end_offset)
+ } else {
+ let prim_start_offset = -prim_data.start_point.x / gradient_size.width;
+ let prim_end_offset = (prim_data.common.prim_rect.size.width - prim_data.start_point.x)
+ / gradient_size.width;
+ let size = DeviceIntSize::new(TEXTURE_REGION_DIMENSIONS, 16);
+ (size, LineOrientation::Horizontal, prim_start_offset, prim_end_offset)
+ };
+
+ // Build the cache key, including information about the stops.
+ let mut stops = vec![GradientStopKey::empty(); prim_data.stops.len()];
+
+ // Reverse the stops as required, same as the gradient builder does
+ // for the slow path.
+ if prim_data.reverse_stops {
+ for (src, dest) in prim_data.stops.iter().rev().zip(stops.iter_mut()) {
+ let stop = GradientStop {
+ offset: 1.0 - src.offset,
+ color: src.color,
+ };
+ *dest = stop.into();
+ }
+ } else {
+ for (src, dest) in prim_data.stops.iter().zip(stops.iter_mut()) {
+ *dest = (*src).into();
+ }
+ }
+
+ gradient.cache_segments.clear();
+
+ // emit render task caches and image rectangles to draw a gradient
+ // with offsets from start_offset to end_offset.
+ //
+ // the primitive is covered by a gradient that ranges from
+ // prim_start_offset to prim_end_offset.
+ //
+ // when clamping, these two pairs of offsets will always be the same.
+ // when repeating, however, we march across the primitive, blitting
+ // copies of the gradient along the way. each copy has a range from
+ // 0.0 to 1.0 (assuming it's fully visible), but where it appears on
+ // the primitive changes as we go. this position is also expressed
+ // as an offset: gradient_offset_base. that is, in terms of stops,
+ // we draw a gradient from start_offset to end_offset. its actual
+ // location on the primitive is at start_offset + gradient_offset_base.
+ //
+ // either way, we need a while-loop to draw the gradient as well
+ // because it might have more than 4 stops (the maximum of a cached
+ // segment) and/or hard stops. so we have a walk-within-the-walk from
+ // start_offset to end_offset caching up to GRADIENT_FP_STOPS stops at a
+ // time.
+ fn emit_segments(start_offset: f32, // start and end offset together are
+ end_offset: f32, // always a subrange of 0..1
+ gradient_offset_base: f32,
+ prim_start_offset: f32, // the offsets of the entire gradient as it
+ prim_end_offset: f32, // covers the entire primitive.
+ prim_origin_in: LayoutPoint,
+ prim_size_in: LayoutSize,
+ task_size: DeviceIntSize,
+ is_opaque: bool,
+ stops: &[GradientStopKey],
+ orientation: LineOrientation,
+ frame_state: &mut FrameBuildingState,
+ gradient: &mut LinearGradientPrimitive,
+ parent_surface_index: SurfaceIndex,
+ ) {
+ // these prints are used to generate documentation examples, so
+ // leaving them in but commented out:
+ //println!("emit_segments call:");
+ //println!("\tstart_offset: {}, end_offset: {}", start_offset, end_offset);
+ //println!("\tprim_start_offset: {}, prim_end_offset: {}", prim_start_offset, prim_end_offset);
+ //println!("\tgradient_offset_base: {}", gradient_offset_base);
+ let mut first_stop = 0;
+ // look for an inclusive range of stops [first_stop, last_stop].
+ // once first_stop points at (or past) the last stop, we're done.
+ while first_stop < stops.len()-1 {
+
+ // if the entire sub-gradient starts at an offset that's past the
+ // segment's end offset, we're done.
+ if stops[first_stop].offset > end_offset {
+ return;
+ }
+
+ // accumulate stops until we have GRADIENT_FP_STOPS of them, or we hit
+ // a hard stop:
+ let mut last_stop = first_stop;
+ let mut hard_stop = false; // did we stop on a hard stop?
+ while last_stop < stops.len()-1 &&
+ last_stop - first_stop + 1 < GRADIENT_FP_STOPS
+ {
+ if stops[last_stop+1].offset == stops[last_stop].offset {
+ hard_stop = true;
+ break;
+ }
+
+ last_stop = last_stop + 1;
+ }
+
+ let num_stops = last_stop - first_stop + 1;
+
+ // repeated hard stops at the same offset, skip
+ if num_stops == 0 {
+ first_stop = last_stop + 1;
+ continue;
+ }
+
+ // if the last_stop offset is before start_offset, the segment's not visible:
+ if stops[last_stop].offset < start_offset {
+ first_stop = if hard_stop { last_stop+1 } else { last_stop };
+ continue;
+ }
+
+ let segment_start_point = start_offset.max(stops[first_stop].offset);
+ let segment_end_point = end_offset .min(stops[last_stop ].offset);
+
+ let mut segment_stops = [GradientStopKey::empty(); GRADIENT_FP_STOPS];
+ for i in 0..num_stops {
+ segment_stops[i] = stops[first_stop + i];
+ }
+
+ let cache_key = GradientCacheKey {
+ orientation,
+ start_stop_point: VectorKey {
+ x: segment_start_point,
+ y: segment_end_point,
+ },
+ stops: segment_stops,
+ };
+
+ let mut prim_origin = prim_origin_in;
+ let mut prim_size = prim_size_in;
+
+ // the primitive is covered by a segment from overall_start to
+ // overall_end; scale and shift based on the length of the actual
+ // segment that we're drawing:
+ let inv_length = 1.0 / ( prim_end_offset - prim_start_offset );
+ if orientation == LineOrientation::Horizontal {
+ prim_origin.x += ( segment_start_point + gradient_offset_base - prim_start_offset )
+ * inv_length * prim_size.width;
+ prim_size.width *= ( segment_end_point - segment_start_point )
+ * inv_length; // 2 gradient_offset_bases cancel out
+ } else {
+ prim_origin.y += ( segment_start_point + gradient_offset_base - prim_start_offset )
+ * inv_length * prim_size.height;
+ prim_size.height *= ( segment_end_point - segment_start_point )
+ * inv_length; // 2 gradient_offset_bases cancel out
+ }
+
+ // <= 0 can happen if a hardstop lands exactly on an edge
+ if prim_size.area() > 0.0 {
+ let local_rect = LayoutRect::new( prim_origin, prim_size );
+
+ // documentation example traces:
+ //println!("\t\tcaching from offset {} to {}", segment_start_point, segment_end_point);
+ //println!("\t\tand blitting to {:?}", local_rect);
+
+ // Request the render task each frame.
+ gradient.cache_segments.push(
+ CachedGradientSegment {
+ handle: frame_state.resource_cache.request_render_task(
+ RenderTaskCacheKey {
+ size: task_size,
+ kind: RenderTaskCacheKeyKind::Gradient(cache_key),
+ },
+ frame_state.gpu_cache,
+ frame_state.rg_builder,
+ None,
+ is_opaque,
+ RenderTaskParent::Surface(parent_surface_index),
+ frame_state.surfaces,
+ |rg_builder| {
+ rg_builder.add().init(RenderTask::new_dynamic(
+ task_size,
+ RenderTaskKind::new_gradient(
+ segment_stops,
+ orientation,
+ segment_start_point,
+ segment_end_point,
+ ),
+ ))
+ }),
+ local_rect: local_rect,
+ }
+ );
+ }
+
+ // if ending on a hardstop, skip past it for the start of the next run:
+ first_stop = if hard_stop { last_stop + 1 } else { last_stop };
+ }
+ }
+
+ if prim_data.extend_mode == ExtendMode::Clamp ||
+ ( prim_start_offset >= 0.0 && prim_end_offset <= 1.0 ) // repeat doesn't matter
+ {
+ // To support clamping, we need to make sure that quads are emitted for the
+ // segments before and after the 0.0...1.0 range of offsets. emit_segments
+ // can handle that by duplicating the first and last point if necessary:
+ if prim_start_offset < 0.0 {
+ stops.insert(0, GradientStopKey {
+ offset: prim_start_offset,
+ color : stops[0].color
+ });
+ }
+
+ if prim_end_offset > 1.0 {
+ stops.push( GradientStopKey {
+ offset: prim_end_offset,
+ color : stops[stops.len()-1].color
+ });
+ }
+
+ emit_segments(prim_start_offset, prim_end_offset,
+ 0.0,
+ prim_start_offset, prim_end_offset,
+ prim_data.common.prim_rect.origin,
+ prim_data.common.prim_rect.size,
+ size,
+ prim_data.stops_opacity.is_opaque,
+ &stops,
+ orientation,
+ frame_state,
+ gradient,
+ pic_context.surface_index,
+ );
+ }
+ else
+ {
+ let mut segment_start_point = prim_start_offset;
+ while segment_start_point < prim_end_offset {
+
+ // gradient stops are expressed in the range 0.0 ... 1.0, so to blit
+ // a copy of the gradient, snap to the integer just before the offset
+ // we want ...
+ let gradient_offset_base = segment_start_point.floor();
+ // .. and then draw from a start offset in range 0 to 1 ...
+ let repeat_start = segment_start_point - gradient_offset_base;
+ // .. up to the next integer, but clamped to the primitive's real
+ // end offset:
+ let repeat_end = (gradient_offset_base + 1.0).min(prim_end_offset) - gradient_offset_base;
+
+ emit_segments(repeat_start, repeat_end,
+ gradient_offset_base,
+ prim_start_offset, prim_end_offset,
+ prim_data.common.prim_rect.origin,
+ prim_data.common.prim_rect.size,
+ size,
+ prim_data.stops_opacity.is_opaque,
+ &stops,
+ orientation,
+ frame_state,
+ gradient,
+ pic_context.surface_index,
+ );
+
+ segment_start_point = repeat_end + gradient_offset_base;
+ }
+ }
+ }
+
+ 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;
+
+ gradient.visible_tiles_range = decompose_repeated_primitive(
+ &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,
+ &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 gradient.visible_tiles_range.is_empty() {
+ prim_instance.clear_visibility();
+ }
+ }
+
+ // TODO(gw): Consider whether it's worth doing segment building
+ // for gradient primitives.
+ }
+ PrimitiveInstanceKind::RadialGradient { data_handle, ref mut visible_tiles_range, .. } => {
+ profile_scope!("RadialGradient");
+ let prim_data = &mut data_stores.radial_grad[*data_handle];
+
+ if prim_data.stretch_size.width >= prim_data.common.prim_rect.size.width &&
+ prim_data.stretch_size.height >= prim_data.common.prim_rect.size.height {
+
+ // We are performing the decomposition on the CPU here, no need to
+ // have it in the shader.
+ 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);
+
+ if prim_data.tile_spacing != LayoutSize::zero() {
+ prim_data.common.may_need_repetition = false;
+
+ *visible_tiles_range = decompose_repeated_primitive(
+ &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,
+ &mut |_, mut request| {
+ request.push([
+ prim_data.center.x,
+ prim_data.center.y,
+ prim_data.params.start_radius,
+ prim_data.params.end_radius,
+ ]);
+ request.push([
+ prim_data.params.ratio_xy,
+ pack_as_float(prim_data.extend_mode as u32),
+ prim_data.stretch_size.width,
+ prim_data.stretch_size.height,
+ ]);
+ },
+ );
+
+ 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];
+
+ if prim_data.stretch_size.width >= prim_data.common.prim_rect.size.width &&
+ prim_data.stretch_size.height >= prim_data.common.prim_rect.size.height {
+
+ // We are performing the decomposition on the CPU here, no need to
+ // have it in the shader.
+ 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);
+
+ if prim_data.tile_spacing != LayoutSize::zero() {
+ prim_data.common.may_need_repetition = false;
+
+ *visible_tiles_range = decompose_repeated_primitive(
+ &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,
+ &mut |_, mut request| {
+ request.push([
+ prim_data.center.x,
+ prim_data.center.y,
+ prim_data.params.start_offset,
+ prim_data.params.end_offset,
+ ]);
+ request.push([
+ prim_data.params.angle,
+ pack_as_float(prim_data.extend_mode as u32),
+ prim_data.stretch_size.width,
+ prim_data.stretch_size.height,
+ ]);
+ },
+ );
+
+ 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, segment_instance_index, .. } => {
+ profile_scope!("Picture");
+ let pic = &mut store.pictures[pic_index.0];
+
+ if pic.prepare_for_render(
+ frame_context,
+ frame_state,
+ data_stores,
+ ) {
+ if let Some(ref mut splitter) = pic_state.plane_splitter {
+ PicturePrimitive::add_split_plane(
+ splitter,
+ frame_context.spatial_tree,
+ prim_spatial_node_index,
+ pic.precise_local_rect,
+ &prim_instance.vis.combined_local_clip_rect,
+ frame_state.current_dirty_region().combined,
+ plane_split_anchor,
+ );
+ }
+
+ // If this picture uses segments, ensure the GPU cache is
+ // up to date with segment local rects.
+ // TODO(gw): This entire match statement above can now be
+ // refactored into prepare_interned_prim_for_render.
+ if pic.can_use_segments() {
+ write_segment(
+ *segment_instance_index,
+ frame_state,
+ &mut scratch.segments,
+ &mut scratch.segment_instances,
+ |request| {
+ request.push(PremultipliedColorF::WHITE);
+ request.push(PremultipliedColorF::WHITE);
+ request.push([
+ -1.0, // -ve means use prim rect for stretch size
+ 0.0,
+ 0.0,
+ 0.0,
+ ]);
+ }
+ );
+ }
+ } else {
+ prim_instance.clear_visibility();
+ }
+ }
+ PrimitiveInstanceKind::Backdrop { data_handle } => {
+ profile_scope!("Backdrop");
+ let backdrop_pic_index = data_stores.backdrop[*data_handle].kind.pic_index;
+
+ // Setup a dependency on the backdrop picture to ensure it is rendered prior to rendering this primitive.
+ let backdrop_surface_index = store.pictures[backdrop_pic_index.0].raster_config.as_ref().unwrap().surface_index;
+ if let Some(ref backdrop_tasks) = frame_state.surfaces[backdrop_surface_index.0].render_tasks {
+ // This is untidy / code duplication but matches existing behavior and will be
+ // removed in follow up patches to this bug to rework how backdrop-filter works.
+ let backdrop_task_id = match backdrop_tasks {
+ SurfaceRenderTasks::Tiled(..) => unreachable!(),
+ SurfaceRenderTasks::Simple(id) => *id,
+ SurfaceRenderTasks::Chained { port_task_id, .. } => *port_task_id,
+ };
+
+ frame_state.add_child_render_task(
+ pic_context.surface_index,
+ backdrop_task_id,
+ );
+ } else {
+ if prim_instance.is_chased() {
+ println!("\tBackdrop primitive culled because backdrop task was not assigned render tasks");
+ }
+ prim_instance.clear_visibility();
+ }
+ }
+ };
+
+ // If the primitive is opaque, see if it can contribut to it's picture surface's opaque rect.
+
+ is_opaque = is_opaque && {
+ let clip = prim_instance.vis.clip_task_index;
+ clip == ClipTaskIndex::INVALID
+ };
+
+ is_opaque = is_opaque && !frame_context.spatial_tree.is_relative_transform_complex(
+ prim_spatial_node_index,
+ pic_context.raster_spatial_node_index,
+ );
+
+ if is_opaque {
+ let prim_local_rect = data_stores.get_local_prim_rect(
+ prim_instance,
+ store,
+ );
+ cluster.opaque_rect = crate::util::conservative_union_rect(&cluster.opaque_rect, &prim_local_rect);
+ }
+}
+
+
+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_primitive(
+ 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,
+ callback: &mut dyn FnMut(&LayoutRect, GpuDataRequest),
+) -> GradientTileRange {
+ let mut visible_tiles = Vec::new();
+
+ // 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.
+ let tight_clip_rect = prim_vis
+ .combined_local_clip_rect
+ .intersection(prim_local_rect).unwrap();
+
+ 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);
+ for Repetition { origin, .. } in repetitions {
+ let mut handle = GpuCacheHandle::new();
+ let rect = LayoutRect {
+ origin,
+ size: *stretch_size,
+ };
+
+ if let Some(request) = frame_state.gpu_cache.request(&mut handle) {
+ callback(&rect, request);
+ }
+
+ visible_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.
+ // Clearing the screen rect has the effect of "culling out" the primitive
+ // from the point of view of the batch builder, and ensures we don't hit
+ // assertions later on because we didn't request any image.
+ if visible_tiles.is_empty() {
+ GradientTileRange::empty()
+ } else {
+ gradient_tiles.extend(visible_tiles)
+ }
+}
+
+
+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>,
+ unclipped: &DeviceRect,
+ device_pixel_scale: DevicePixelScale,
+) -> Option<ClipTaskIndex> {
+ let segments = match instance.kind {
+ PrimitiveInstanceKind::TextRun { .. } |
+ PrimitiveInstanceKind::Clear { .. } |
+ PrimitiveInstanceKind::LineDecoration { .. } |
+ PrimitiveInstanceKind::Backdrop { .. } => {
+ 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::Picture { segment_instance_index, .. } => {
+ // Pictures may not support segment rendering at all (INVALID)
+ // or support segment rendering but choose not to due to size
+ // or some other factor (UNUSED).
+ if segment_instance_index == SegmentInstanceIndex::UNUSED ||
+ segment_instance_index == SegmentInstanceIndex::INVALID {
+ return None;
+ }
+
+ let segment_instance = &segment_instances_store[segment_instance_index];
+ &segments_store[segment_instance.segments_range]
+ }
+ PrimitiveInstanceKind::YuvImage { segment_instance_index, .. } |
+ PrimitiveInstanceKind::Rectangle { 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::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, .. } => {
+ 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),
+ frame_state.current_dirty_region().combined,
+ root_spatial_node_index,
+ pic_context.surface_index,
+ pic_state,
+ frame_context,
+ frame_state,
+ &mut data_stores.clip,
+ unclipped,
+ 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,
+ );
+
+ 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,
+ false,
+ instance.is_chased(),
+ );
+
+ let clip_mask_kind = update_brush_segment_clip_task(
+ &segment,
+ segment_clip_chain.as_ref(),
+ frame_state.current_dirty_region().combined,
+ root_spatial_node_index,
+ pic_context.surface_index,
+ pic_state,
+ frame_context,
+ frame_state,
+ &mut data_stores.clip,
+ unclipped,
+ 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;
+
+ if instance.is_chased() {
+ println!("\tupdating clip task with pic rect {:?}", instance.vis.clip_chain.pic_clip_rect);
+ }
+
+ // Get the device space rect for the primitive if it was unclipped.
+ let unclipped = match get_unclipped_device_rect(
+ instance.vis.clip_chain.pic_clip_rect,
+ &pic_state.map_pic_to_raster,
+ device_pixel_scale,
+ ) {
+ Some(rect) => rect,
+ None => return false,
+ };
+
+ 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,
+ &unclipped,
+ device_pixel_scale,
+ ) {
+ if instance.is_chased() {
+ println!("\tsegment tasks have been created for clipping: {:?}", clip_task_index);
+ }
+ 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 get_clipped_device_rect(
+ &unclipped,
+ &pic_state.map_raster_to_world,
+ frame_state.current_dirty_region().combined,
+ device_pixel_scale,
+ ) {
+ Some(device_rect) => device_rect,
+ None => return false,
+ };
+
+ let (device_rect, device_pixel_scale) = adjust_mask_scale_for_max_size(
+ unadjusted_device_rect,
+ device_pixel_scale,
+ );
+ 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,
+ frame_state.resource_cache,
+ frame_state.rg_builder,
+ &mut data_stores.clip,
+ device_pixel_scale,
+ frame_context.fb_config,
+ frame_state.surfaces,
+ );
+ if instance.is_chased() {
+ println!("\tcreated task {:?} with device rect {:?}",
+ clip_task_id, device_rect);
+ }
+ // 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.add_child_render_task(
+ pic_context.surface_index,
+ clip_task_id,
+ );
+ clip_task_index
+ } else {
+ if instance.is_chased() {
+ println!("\tno mask is needed");
+ }
+ 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>,
+ world_clip_rect: WorldRect,
+ root_spatial_node_index: SpatialNodeIndex,
+ surface_index: SurfaceIndex,
+ pic_state: &mut PictureState,
+ frame_context: &FrameBuildingContext,
+ frame_state: &mut FrameBuildingState,
+ clip_data_store: &mut ClipDataStore,
+ unclipped: &DeviceRect,
+ 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 segment_world_rect = match pic_state.map_pic_to_world.map(&clip_chain.pic_clip_rect) {
+ Some(rect) => rect,
+ None => return ClipMaskKind::Clipped,
+ };
+
+ let segment_world_rect = match segment_world_rect.intersection(&world_clip_rect) {
+ Some(rect) => rect,
+ None => return ClipMaskKind::Clipped,
+ };
+
+ // 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 device_rect = match get_clipped_device_rect(
+ unclipped,
+ &pic_state.map_raster_to_world,
+ segment_world_rect,
+ device_pixel_scale,
+ ) {
+ Some(info) => info,
+ None => {
+ return ClipMaskKind::Clipped;
+ }
+ };
+
+ let (device_rect, device_pixel_scale) = adjust_mask_scale_for_max_size(device_rect, device_pixel_scale);
+
+ 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,
+ frame_state.resource_cache,
+ frame_state.rg_builder,
+ clip_data_store,
+ device_pixel_scale,
+ frame_context.fb_config,
+ frame_state.surfaces,
+ );
+
+ frame_state.add_child_render_task(
+ surface_index,
+ clip_task_id,
+ );
+ 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.size.area() < MIN_BRUSH_SPLIT_AREA {
+ return false;
+ }
+
+ 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 { .. } => {
+ // If we encounter an image mask, bail out from segment building.
+ // It's not possible to know which parts of the primitive are affected
+ // by the mask (without inspecting the pixels). We could do something
+ // better here in the future if it ever shows up as a performance issue
+ // (for instance, at least segment based on the bounding rect of the
+ // image mask if it's non-repeating).
+ return false;
+ }
+ };
+
+ 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,
+ );
+
+ let segment_instance_index = match instance.kind {
+ PrimitiveInstanceKind::Rectangle { ref mut segment_instance_index, .. } |
+ PrimitiveInstanceKind::YuvImage { ref mut segment_instance_index, .. } => {
+ segment_instance_index
+ }
+ PrimitiveInstanceKind::Image { data_handle, image_instance_index, .. } => {
+ 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 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 { ref mut segment_instance_index, pic_index, .. } => {
+ let pic = &mut prim_store.pictures[pic_index.0];
+
+ // If this picture supports segment rendering
+ if pic.can_use_segments() {
+ // If the segments have been invalidated, ensure the current
+ // index of segments is invalid. This ensures that the segment
+ // building logic below will be run.
+ if !pic.segments_are_valid {
+ *segment_instance_index = SegmentInstanceIndex::INVALID;
+ pic.segments_are_valid = true;
+ }
+
+ segment_instance_index
+ } else {
+ return;
+ }
+ }
+ PrimitiveInstanceKind::TextRun { .. } |
+ PrimitiveInstanceKind::NormalBorder { .. } |
+ PrimitiveInstanceKind::ImageBorder { .. } |
+ PrimitiveInstanceKind::Clear { .. } |
+ PrimitiveInstanceKind::LinearGradient { .. } |
+ PrimitiveInstanceKind::RadialGradient { .. } |
+ PrimitiveInstanceKind::ConicGradient { .. } |
+ PrimitiveInstanceKind::LineDecoration { .. } |
+ PrimitiveInstanceKind::Backdrop { .. } => {
+ // These primitives don't support / need segments.
+ return;
+ }
+ };
+
+ if *segment_instance_index == SegmentInstanceIndex::INVALID {
+ let mut segments: SmallVec<[BrushSegment; 8]> = SmallVec::new();
+
+ if write_brush_segment_description(
+ prim_local_rect,
+ instance.clip_set.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.origin.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);
+ };
+ }
+}
+
+/// Retrieve the exact unsnapped device space rectangle for a primitive.
+fn get_unclipped_device_rect(
+ prim_rect: PictureRect,
+ map_to_raster: &SpaceMapper<PicturePixel, RasterPixel>,
+ device_pixel_scale: DevicePixelScale,
+) -> Option<DeviceRect> {
+ let raster_rect = map_to_raster.map(&prim_rect)?;
+ let world_rect = raster_rect * Scale::new(1.0);
+ Some(world_rect * device_pixel_scale)
+}
+
+/// Given an unclipped device rect, try to find a minimal device space
+/// rect to allocate a clip mask for, by clipping to the screen. This
+/// function is very similar to picture::get_raster_rects. It is far from
+/// ideal, and should be refactored as part of the support for setting
+/// scale per-raster-root.
+fn get_clipped_device_rect(
+ unclipped: &DeviceRect,
+ map_to_world: &SpaceMapper<RasterPixel, WorldPixel>,
+ world_clip_rect: WorldRect,
+ device_pixel_scale: DevicePixelScale,
+) -> Option<DeviceRect> {
+ let unclipped_raster_rect = {
+ let world_rect = *unclipped * Scale::new(1.0);
+ let raster_rect = world_rect * device_pixel_scale.inverse();
+
+ raster_rect.cast_unit()
+ };
+
+ let unclipped_world_rect = map_to_world.map(&unclipped_raster_rect)?;
+
+ let clipped_world_rect = unclipped_world_rect.intersection(&world_clip_rect)?;
+
+ let clipped_raster_rect = map_to_world.unmap(&clipped_world_rect)?;
+
+ let clipped_raster_rect = clipped_raster_rect.intersection(&unclipped_raster_rect)?;
+
+ // Ensure that we won't try to allocate a zero-sized clip render task.
+ if clipped_raster_rect.is_empty() {
+ return None;
+ }
+
+ let clipped = raster_rect_to_device_pixels(
+ clipped_raster_rect,
+ device_pixel_scale,
+ );
+
+ Some(clipped)
+}
+
+// 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)
+ }
+}