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Diffstat (limited to 'gfx/wr/webrender/src/prepare.rs')
-rw-r--r-- | gfx/wr/webrender/src/prepare.rs | 1889 |
1 files changed, 1889 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/prepare.rs b/gfx/wr/webrender/src/prepare.rs new file mode 100644 index 0000000000..0e61370830 --- /dev/null +++ b/gfx/wr/webrender/src/prepare.rs @@ -0,0 +1,1889 @@ +/* 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) + } +} |