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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 01:47:29 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 01:47:29 +0000
commit0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d (patch)
treea31f07c9bcca9d56ce61e9a1ffd30ef350d513aa /gfx/wr/webrender/src/renderer
parentInitial commit. (diff)
downloadfirefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.tar.xz
firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.zip
Adding upstream version 115.8.0esr.upstream/115.8.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/webrender/src/renderer')
-rw-r--r--gfx/wr/webrender/src/renderer/debug.rs415
-rw-r--r--gfx/wr/webrender/src/renderer/gpu_buffer.rs326
-rw-r--r--gfx/wr/webrender/src/renderer/gpu_cache.rs525
-rw-r--r--gfx/wr/webrender/src/renderer/init.rs788
-rw-r--r--gfx/wr/webrender/src/renderer/mod.rs5923
-rw-r--r--gfx/wr/webrender/src/renderer/shade.rs1496
-rw-r--r--gfx/wr/webrender/src/renderer/upload.rs847
-rw-r--r--gfx/wr/webrender/src/renderer/vertex.rs1154
8 files changed, 11474 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/renderer/debug.rs b/gfx/wr/webrender/src/renderer/debug.rs
new file mode 100644
index 0000000000..7e16d15d76
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/debug.rs
@@ -0,0 +1,415 @@
+/* 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/. */
+
+use api::{ColorU, ImageFormat, ImageBufferKind};
+use api::units::*;
+use crate::debug_font_data;
+use crate::device::{Device, Program, Texture, TextureSlot, VertexDescriptor, ShaderError, VAO};
+use crate::device::{TextureFilter, VertexAttribute, VertexAttributeKind, VertexUsageHint};
+use euclid::{Point2D, Rect, Size2D, Transform3D, default};
+use crate::internal_types::Swizzle;
+use std::f32;
+
+#[derive(Debug, Copy, Clone)]
+enum DebugSampler {
+ Font,
+}
+
+impl Into<TextureSlot> for DebugSampler {
+ fn into(self) -> TextureSlot {
+ match self {
+ DebugSampler::Font => TextureSlot(0),
+ }
+ }
+}
+
+const DESC_FONT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[
+ VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor",
+ count: 4,
+ kind: VertexAttributeKind::U8Norm,
+ },
+ VertexAttribute {
+ name: "aColorTexCoord",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ instance_attributes: &[],
+};
+
+const DESC_COLOR: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[
+ VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor",
+ count: 4,
+ kind: VertexAttributeKind::U8Norm,
+ },
+ ],
+ instance_attributes: &[],
+};
+
+#[repr(C)]
+pub struct DebugFontVertex {
+ pub x: f32,
+ pub y: f32,
+ pub color: ColorU,
+ pub u: f32,
+ pub v: f32,
+}
+
+impl DebugFontVertex {
+ pub fn new(x: f32, y: f32, u: f32, v: f32, color: ColorU) -> DebugFontVertex {
+ DebugFontVertex { x, y, color, u, v }
+ }
+}
+
+#[repr(C)]
+pub struct DebugColorVertex {
+ pub x: f32,
+ pub y: f32,
+ pub color: ColorU,
+}
+
+impl DebugColorVertex {
+ pub fn new(x: f32, y: f32, color: ColorU) -> DebugColorVertex {
+ DebugColorVertex { x, y, color }
+ }
+}
+
+pub struct DebugRenderer {
+ font_vertices: Vec<DebugFontVertex>,
+ font_indices: Vec<u32>,
+ font_program: Program,
+ font_vao: VAO,
+ font_texture: Texture,
+
+ tri_vertices: Vec<DebugColorVertex>,
+ tri_indices: Vec<u32>,
+ tri_vao: VAO,
+ line_vertices: Vec<DebugColorVertex>,
+ line_vao: VAO,
+ color_program: Program,
+}
+
+impl DebugRenderer {
+ pub fn new(device: &mut Device) -> Result<Self, ShaderError> {
+ let font_program = device.create_program_linked(
+ "debug_font",
+ &[],
+ &DESC_FONT,
+ )?;
+ device.bind_program(&font_program);
+ device.bind_shader_samplers(&font_program, &[("sColor0", DebugSampler::Font)]);
+
+ let color_program = device.create_program_linked(
+ "debug_color",
+ &[],
+ &DESC_COLOR,
+ )?;
+
+ let font_vao = device.create_vao(&DESC_FONT, 1);
+ let line_vao = device.create_vao(&DESC_COLOR, 1);
+ let tri_vao = device.create_vao(&DESC_COLOR, 1);
+
+ let font_texture = device.create_texture(
+ ImageBufferKind::Texture2D,
+ ImageFormat::R8,
+ debug_font_data::BMP_WIDTH,
+ debug_font_data::BMP_HEIGHT,
+ TextureFilter::Linear,
+ None,
+ );
+ device.upload_texture_immediate(
+ &font_texture,
+ &debug_font_data::FONT_BITMAP
+ );
+
+ Ok(DebugRenderer {
+ font_vertices: Vec::new(),
+ font_indices: Vec::new(),
+ line_vertices: Vec::new(),
+ tri_vao,
+ tri_vertices: Vec::new(),
+ tri_indices: Vec::new(),
+ font_program,
+ color_program,
+ font_vao,
+ line_vao,
+ font_texture,
+ })
+ }
+
+ pub fn deinit(self, device: &mut Device) {
+ device.delete_texture(self.font_texture);
+ device.delete_program(self.font_program);
+ device.delete_program(self.color_program);
+ device.delete_vao(self.tri_vao);
+ device.delete_vao(self.line_vao);
+ device.delete_vao(self.font_vao);
+ }
+
+ pub fn line_height(&self) -> f32 {
+ debug_font_data::FONT_SIZE as f32 * 1.1
+ }
+
+ /// Draws a line of text at the provided starting coordinates.
+ ///
+ /// If |bounds| is specified, glyphs outside the bounds are discarded.
+ ///
+ /// Y-coordinates is relative to screen top, along with everything else in
+ /// this file.
+ pub fn add_text(
+ &mut self,
+ x: f32,
+ y: f32,
+ text: &str,
+ color: ColorU,
+ bounds: Option<DeviceRect>,
+ ) -> default::Rect<f32> {
+ let mut x_start = x;
+ let ipw = 1.0 / debug_font_data::BMP_WIDTH as f32;
+ let iph = 1.0 / debug_font_data::BMP_HEIGHT as f32;
+
+ let mut min_x = f32::MAX;
+ let mut max_x = -f32::MAX;
+ let mut min_y = f32::MAX;
+ let mut max_y = -f32::MAX;
+
+ for c in text.chars() {
+ let c = c as usize - debug_font_data::FIRST_GLYPH_INDEX as usize;
+ if c < debug_font_data::GLYPHS.len() {
+ let glyph = &debug_font_data::GLYPHS[c];
+
+ let x0 = (x_start + glyph.xo + 0.5).floor();
+ let y0 = (y + glyph.yo + 0.5).floor();
+
+ let x1 = x0 + glyph.x1 as f32 - glyph.x0 as f32;
+ let y1 = y0 + glyph.y1 as f32 - glyph.y0 as f32;
+
+ // If either corner of the glyph will end up out of bounds, drop it.
+ if let Some(b) = bounds {
+ let rect = DeviceRect {
+ min: DevicePoint::new(x0, y0),
+ max: DevicePoint::new(x1, y1),
+ };
+ if !b.contains_box(&rect) {
+ continue;
+ }
+ }
+
+ let s0 = glyph.x0 as f32 * ipw;
+ let t0 = glyph.y0 as f32 * iph;
+ let s1 = glyph.x1 as f32 * ipw;
+ let t1 = glyph.y1 as f32 * iph;
+
+ x_start += glyph.xa;
+
+ let vertex_count = self.font_vertices.len() as u32;
+
+ self.font_vertices
+ .push(DebugFontVertex::new(x0, y0, s0, t0, color));
+ self.font_vertices
+ .push(DebugFontVertex::new(x1, y0, s1, t0, color));
+ self.font_vertices
+ .push(DebugFontVertex::new(x0, y1, s0, t1, color));
+ self.font_vertices
+ .push(DebugFontVertex::new(x1, y1, s1, t1, color));
+
+ self.font_indices.push(vertex_count + 0);
+ self.font_indices.push(vertex_count + 1);
+ self.font_indices.push(vertex_count + 2);
+ self.font_indices.push(vertex_count + 2);
+ self.font_indices.push(vertex_count + 1);
+ self.font_indices.push(vertex_count + 3);
+
+ min_x = min_x.min(x0);
+ max_x = max_x.max(x1);
+ min_y = min_y.min(y0);
+ max_y = max_y.max(y1);
+ }
+ }
+
+ Rect::new(
+ Point2D::new(min_x, min_y),
+ Size2D::new(max_x - min_x, max_y - min_y),
+ )
+ }
+
+ pub fn add_quad(
+ &mut self,
+ x0: f32,
+ y0: f32,
+ x1: f32,
+ y1: f32,
+ color_top: ColorU,
+ color_bottom: ColorU,
+ ) {
+ let vertex_count = self.tri_vertices.len() as u32;
+
+ self.tri_vertices
+ .push(DebugColorVertex::new(x0, y0, color_top));
+ self.tri_vertices
+ .push(DebugColorVertex::new(x1, y0, color_top));
+ self.tri_vertices
+ .push(DebugColorVertex::new(x0, y1, color_bottom));
+ self.tri_vertices
+ .push(DebugColorVertex::new(x1, y1, color_bottom));
+
+ self.tri_indices.push(vertex_count + 0);
+ self.tri_indices.push(vertex_count + 1);
+ self.tri_indices.push(vertex_count + 2);
+ self.tri_indices.push(vertex_count + 2);
+ self.tri_indices.push(vertex_count + 1);
+ self.tri_indices.push(vertex_count + 3);
+ }
+
+ #[allow(dead_code)]
+ pub fn add_line(&mut self, x0: i32, y0: i32, color0: ColorU, x1: i32, y1: i32, color1: ColorU) {
+ self.line_vertices
+ .push(DebugColorVertex::new(x0 as f32, y0 as f32, color0));
+ self.line_vertices
+ .push(DebugColorVertex::new(x1 as f32, y1 as f32, color1));
+ }
+
+
+ pub fn add_rect(&mut self, rect: &DeviceIntRect, color: ColorU) {
+ let p0 = rect.min;
+ let p1 = rect.max;
+ self.add_line(p0.x, p0.y, color, p1.x, p0.y, color);
+ self.add_line(p1.x, p0.y, color, p1.x, p1.y, color);
+ self.add_line(p1.x, p1.y, color, p0.x, p1.y, color);
+ self.add_line(p0.x, p1.y, color, p0.x, p0.y, color);
+ }
+
+ pub fn render(
+ &mut self,
+ device: &mut Device,
+ viewport_size: Option<DeviceIntSize>,
+ scale: f32,
+ surface_origin_is_top_left: bool,
+ ) {
+ if let Some(viewport_size) = viewport_size {
+ device.disable_depth();
+ device.set_blend(true);
+ device.set_blend_mode_premultiplied_alpha();
+
+ let (bottom, top) = if surface_origin_is_top_left {
+ (0.0, viewport_size.height as f32 * scale)
+ } else {
+ (viewport_size.height as f32 * scale, 0.0)
+ };
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ viewport_size.width as f32 * scale,
+ bottom,
+ top,
+ device.ortho_near_plane(),
+ device.ortho_far_plane(),
+ );
+
+ // Triangles
+ if !self.tri_vertices.is_empty() {
+ device.bind_program(&self.color_program);
+ device.set_uniforms(&self.color_program, &projection);
+ device.bind_vao(&self.tri_vao);
+ device.update_vao_indices(&self.tri_vao, &self.tri_indices, VertexUsageHint::Dynamic);
+ device.update_vao_main_vertices(
+ &self.tri_vao,
+ &self.tri_vertices,
+ VertexUsageHint::Dynamic,
+ );
+ device.draw_triangles_u32(0, self.tri_indices.len() as i32);
+ }
+
+ // Lines
+ if !self.line_vertices.is_empty() {
+ device.bind_program(&self.color_program);
+ device.set_uniforms(&self.color_program, &projection);
+ device.bind_vao(&self.line_vao);
+ device.update_vao_main_vertices(
+ &self.line_vao,
+ &self.line_vertices,
+ VertexUsageHint::Dynamic,
+ );
+ device.draw_nonindexed_lines(0, self.line_vertices.len() as i32);
+ }
+
+ // Glyph
+ if !self.font_indices.is_empty() {
+ device.bind_program(&self.font_program);
+ device.set_uniforms(&self.font_program, &projection);
+ device.bind_texture(DebugSampler::Font, &self.font_texture, Swizzle::default());
+ device.bind_vao(&self.font_vao);
+ device.update_vao_indices(&self.font_vao, &self.font_indices, VertexUsageHint::Dynamic);
+ device.update_vao_main_vertices(
+ &self.font_vao,
+ &self.font_vertices,
+ VertexUsageHint::Dynamic,
+ );
+ device.draw_triangles_u32(0, self.font_indices.len() as i32);
+ }
+ }
+
+ self.font_indices.clear();
+ self.font_vertices.clear();
+ self.line_vertices.clear();
+ self.tri_vertices.clear();
+ self.tri_indices.clear();
+ }
+}
+
+pub struct LazyInitializedDebugRenderer {
+ debug_renderer: Option<DebugRenderer>,
+ failed: bool,
+}
+
+impl LazyInitializedDebugRenderer {
+ pub fn new() -> Self {
+ Self {
+ debug_renderer: None,
+ failed: false,
+ }
+ }
+
+ pub fn get_mut<'a>(&'a mut self, device: &mut Device) -> Option<&'a mut DebugRenderer> {
+ if self.failed {
+ return None;
+ }
+ if self.debug_renderer.is_none() {
+ match DebugRenderer::new(device) {
+ Ok(renderer) => { self.debug_renderer = Some(renderer); }
+ Err(_) => {
+ // The shader compilation code already logs errors.
+ self.failed = true;
+ }
+ }
+ }
+
+ self.debug_renderer.as_mut()
+ }
+
+ /// Returns mut ref to `debug::DebugRenderer` if one already exists, otherwise returns `None`.
+ pub fn try_get_mut<'a>(&'a mut self) -> Option<&'a mut DebugRenderer> {
+ self.debug_renderer.as_mut()
+ }
+
+ pub fn deinit(self, device: &mut Device) {
+ if let Some(debug_renderer) = self.debug_renderer {
+ debug_renderer.deinit(device);
+ }
+ }
+}
diff --git a/gfx/wr/webrender/src/renderer/gpu_buffer.rs b/gfx/wr/webrender/src/renderer/gpu_buffer.rs
new file mode 100644
index 0000000000..05543d51ee
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/gpu_buffer.rs
@@ -0,0 +1,326 @@
+/* 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/. */
+
+/*
+
+ TODO:
+ Recycle GpuBuffers in a pool (support return from render thread)
+ Efficiently allow writing to buffer (better push interface)
+ Support other texel types (e.g. i32)
+
+ */
+
+use crate::renderer::MAX_VERTEX_TEXTURE_WIDTH;
+use api::units::{DeviceIntRect, DeviceIntSize, LayoutRect, PictureRect, DeviceRect};
+use api::{PremultipliedColorF};
+use crate::device::Texel;
+use crate::render_task_graph::{RenderTaskGraph, RenderTaskId};
+
+
+unsafe impl Texel for GpuBufferBlock {}
+
+/// A single texel in RGBAF32 texture - 16 bytes.
+#[derive(Copy, Clone, Debug, MallocSizeOf)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct GpuBufferBlock {
+ data: [f32; 4],
+}
+
+#[derive(Copy, Debug, Clone, MallocSizeOf, Eq, PartialEq)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct GpuBufferAddress {
+ pub u: u16,
+ pub v: u16,
+}
+
+impl GpuBufferAddress {
+ #[allow(dead_code)]
+ pub fn as_int(self) -> i32 {
+ // TODO(gw): Temporarily encode GPU Cache addresses as a single int.
+ // In the future, we can change the PrimitiveInstanceData struct
+ // to use 2x u16 for the vertex attribute instead of an i32.
+ self.v as i32 * MAX_VERTEX_TEXTURE_WIDTH as i32 + self.u as i32
+ }
+}
+
+impl GpuBufferBlock {
+ pub const EMPTY: Self = GpuBufferBlock { data: [0.0; 4] };
+}
+
+impl Into<GpuBufferBlock> for LayoutRect {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: [
+ self.min.x,
+ self.min.y,
+ self.max.x,
+ self.max.y,
+ ],
+ }
+ }
+}
+
+impl Into<GpuBufferBlock> for PictureRect {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: [
+ self.min.x,
+ self.min.y,
+ self.max.x,
+ self.max.y,
+ ],
+ }
+ }
+}
+
+impl Into<GpuBufferBlock> for DeviceRect {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: [
+ self.min.x,
+ self.min.y,
+ self.max.x,
+ self.max.y,
+ ],
+ }
+ }
+}
+
+impl Into<GpuBufferBlock> for PremultipliedColorF {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: [
+ self.r,
+ self.g,
+ self.b,
+ self.a,
+ ],
+ }
+ }
+}
+
+impl Into<GpuBufferBlock> for DeviceIntRect {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: [
+ self.min.x as f32,
+ self.min.y as f32,
+ self.max.x as f32,
+ self.max.y as f32,
+ ],
+ }
+ }
+}
+
+impl Into<GpuBufferBlock> for [f32; 4] {
+ fn into(self) -> GpuBufferBlock {
+ GpuBufferBlock {
+ data: self,
+ }
+ }
+}
+
+/// Record a patch to the GPU buffer for a render task
+struct DeferredBlock {
+ task_id: RenderTaskId,
+ index: usize,
+}
+
+/// Interface to allow writing multiple GPU blocks, possibly of different types
+pub struct GpuBufferWriter<'a> {
+ buffer: &'a mut Vec<GpuBufferBlock>,
+ deferred: &'a mut Vec<DeferredBlock>,
+ index: usize,
+ block_count: usize,
+}
+
+impl<'a> GpuBufferWriter<'a> {
+ fn new(
+ buffer: &'a mut Vec<GpuBufferBlock>,
+ deferred: &'a mut Vec<DeferredBlock>,
+ index: usize,
+ block_count: usize,
+ ) -> Self {
+ GpuBufferWriter {
+ buffer,
+ deferred,
+ index,
+ block_count,
+ }
+ }
+
+ /// Push one (16 byte) block of data in to the writer
+ pub fn push_one<B>(&mut self, block: B) where B: Into<GpuBufferBlock> {
+ self.buffer.push(block.into());
+ }
+
+ /// Push a reference to a render task in to the writer. Once the render
+ /// task graph is resolved, this will be patched with the UV rect of the task
+ pub fn push_render_task(&mut self, task_id: RenderTaskId) {
+ self.deferred.push(DeferredBlock {
+ task_id,
+ index: self.buffer.len(),
+ });
+ self.buffer.push(GpuBufferBlock::EMPTY);
+ }
+
+ /// Close this writer, returning the GPU address of this set of block(s).
+ pub fn finish(self) -> GpuBufferAddress {
+ assert_eq!(self.buffer.len(), self.index + self.block_count);
+
+ GpuBufferAddress {
+ u: (self.index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
+ v: (self.index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
+ }
+ }
+}
+
+impl<'a> Drop for GpuBufferWriter<'a> {
+ fn drop(&mut self) {
+ assert_eq!(self.buffer.len(), self.index + self.block_count, "Claimed block_count was not written");
+ }
+}
+
+pub struct GpuBufferBuilder {
+ data: Vec<GpuBufferBlock>,
+ deferred: Vec<DeferredBlock>,
+}
+
+impl GpuBufferBuilder {
+ pub fn new() -> Self {
+ GpuBufferBuilder {
+ data: Vec::new(),
+ deferred: Vec::new(),
+ }
+ }
+
+ #[allow(dead_code)]
+ pub fn push(
+ &mut self,
+ blocks: &[GpuBufferBlock],
+ ) -> GpuBufferAddress {
+ assert!(blocks.len() <= MAX_VERTEX_TEXTURE_WIDTH);
+
+ if (self.data.len() % MAX_VERTEX_TEXTURE_WIDTH) + blocks.len() > MAX_VERTEX_TEXTURE_WIDTH {
+ while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
+ self.data.push(GpuBufferBlock::EMPTY);
+ }
+ }
+
+ let index = self.data.len();
+
+ self.data.extend_from_slice(blocks);
+
+ GpuBufferAddress {
+ u: (index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
+ v: (index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
+ }
+ }
+
+ /// Begin writing a specific number of blocks
+ pub fn write_blocks(
+ &mut self,
+ block_count: usize,
+ ) -> GpuBufferWriter {
+ assert!(block_count <= MAX_VERTEX_TEXTURE_WIDTH);
+
+ if (self.data.len() % MAX_VERTEX_TEXTURE_WIDTH) + block_count > MAX_VERTEX_TEXTURE_WIDTH {
+ while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
+ self.data.push(GpuBufferBlock::EMPTY);
+ }
+ }
+
+ let index = self.data.len();
+
+ GpuBufferWriter::new(
+ &mut self.data,
+ &mut self.deferred,
+ index,
+ block_count,
+ )
+ }
+
+ pub fn finalize(
+ mut self,
+ render_tasks: &RenderTaskGraph,
+ ) -> GpuBuffer {
+ let required_len = (self.data.len() + MAX_VERTEX_TEXTURE_WIDTH-1) & !(MAX_VERTEX_TEXTURE_WIDTH-1);
+
+ for _ in 0 .. required_len - self.data.len() {
+ self.data.push(GpuBufferBlock::EMPTY);
+ }
+
+ let len = self.data.len();
+ assert!(len % MAX_VERTEX_TEXTURE_WIDTH == 0);
+
+ // At this point, we know that the render task graph has been built, and we can
+ // query the location of any dynamic (render target) or static (texture cache)
+ // task. This allows us to patch the UV rects in to the GPU buffer before upload
+ // to the GPU.
+ for block in self.deferred.drain(..) {
+ let render_task = &render_tasks[block.task_id];
+ let target_rect = render_task.get_target_rect();
+ self.data[block.index] = target_rect.into();
+ }
+
+ GpuBuffer {
+ data: self.data,
+ size: DeviceIntSize::new(MAX_VERTEX_TEXTURE_WIDTH as i32, (len / MAX_VERTEX_TEXTURE_WIDTH) as i32),
+ }
+ }
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct GpuBuffer {
+ pub data: Vec<GpuBufferBlock>,
+ pub size: DeviceIntSize,
+}
+
+impl GpuBuffer {
+ pub fn is_empty(&self) -> bool {
+ self.data.is_empty()
+ }
+}
+
+
+#[test]
+fn test_gpu_buffer_sizing_push() {
+ let render_task_graph = RenderTaskGraph::new_for_testing();
+ let mut builder = GpuBufferBuilder::new();
+
+ let row = vec![GpuBufferBlock::EMPTY; MAX_VERTEX_TEXTURE_WIDTH];
+ builder.push(&row);
+
+ builder.push(&[GpuBufferBlock::EMPTY]);
+ builder.push(&[GpuBufferBlock::EMPTY]);
+
+ let buffer = builder.finalize(&render_task_graph);
+ assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
+}
+
+#[test]
+fn test_gpu_buffer_sizing_writer() {
+ let render_task_graph = RenderTaskGraph::new_for_testing();
+ let mut builder = GpuBufferBuilder::new();
+
+ let mut writer = builder.write_blocks(MAX_VERTEX_TEXTURE_WIDTH);
+ for _ in 0 .. MAX_VERTEX_TEXTURE_WIDTH {
+ writer.push_one(GpuBufferBlock::EMPTY);
+ }
+ writer.finish();
+
+ let mut writer = builder.write_blocks(1);
+ writer.push_one(GpuBufferBlock::EMPTY);
+ writer.finish();
+
+ let mut writer = builder.write_blocks(1);
+ writer.push_one(GpuBufferBlock::EMPTY);
+ writer.finish();
+
+ let buffer = builder.finalize(&render_task_graph);
+ assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
+}
diff --git a/gfx/wr/webrender/src/renderer/gpu_cache.rs b/gfx/wr/webrender/src/renderer/gpu_cache.rs
new file mode 100644
index 0000000000..fde649cb08
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/gpu_cache.rs
@@ -0,0 +1,525 @@
+/* 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/. */
+
+use std::{cmp, mem};
+use api::units::*;
+use malloc_size_of::MallocSizeOfOps;
+use crate::{
+ device::{CustomVAO, Device, DrawTarget, Program, ReadTarget, Texture, TextureFilter, UploadPBOPool, VBO},
+ gpu_cache::{GpuBlockData, GpuCacheUpdate, GpuCacheUpdateList},
+ internal_types::{RenderTargetInfo, Swizzle},
+ prim_store::DeferredResolve,
+ profiler,
+ render_api::MemoryReport,
+ internal_types::FrameId,
+};
+
+/// Enabling this toggle would force the GPU cache scattered texture to
+/// be resized every frame, which enables GPU debuggers to see if this
+/// is performed correctly.
+const GPU_CACHE_RESIZE_TEST: bool = false;
+
+/// Tracks the state of each row in the GPU cache texture.
+struct CacheRow {
+ /// Mirrored block data on CPU for this row. We store a copy of
+ /// the data on the CPU side to improve upload batching.
+ cpu_blocks: Box<[GpuBlockData; super::MAX_VERTEX_TEXTURE_WIDTH]>,
+ /// The first offset in this row that is dirty.
+ min_dirty: u16,
+ /// The last offset in this row that is dirty.
+ max_dirty: u16,
+}
+
+impl CacheRow {
+ fn new() -> Self {
+ CacheRow {
+ cpu_blocks: Box::new([GpuBlockData::EMPTY; super::MAX_VERTEX_TEXTURE_WIDTH]),
+ min_dirty: super::MAX_VERTEX_TEXTURE_WIDTH as _,
+ max_dirty: 0,
+ }
+ }
+
+ fn is_dirty(&self) -> bool {
+ return self.min_dirty < self.max_dirty;
+ }
+
+ fn clear_dirty(&mut self) {
+ self.min_dirty = super::MAX_VERTEX_TEXTURE_WIDTH as _;
+ self.max_dirty = 0;
+ }
+
+ fn add_dirty(&mut self, block_offset: usize, block_count: usize) {
+ self.min_dirty = self.min_dirty.min(block_offset as _);
+ self.max_dirty = self.max_dirty.max((block_offset + block_count) as _);
+ }
+
+ fn dirty_blocks(&self) -> &[GpuBlockData] {
+ return &self.cpu_blocks[self.min_dirty as usize .. self.max_dirty as usize];
+ }
+}
+
+/// The bus over which CPU and GPU versions of the GPU cache
+/// get synchronized.
+enum GpuCacheBus {
+ /// PBO-based updates, currently operate on a row granularity.
+ /// Therefore, are subject to fragmentation issues.
+ PixelBuffer {
+ /// Per-row data.
+ rows: Vec<CacheRow>,
+ },
+ /// Shader-based scattering updates. Currently rendered by a set
+ /// of points into the GPU texture, each carrying a `GpuBlockData`.
+ Scatter {
+ /// Special program to run the scattered update.
+ program: Program,
+ /// VAO containing the source vertex buffers.
+ vao: CustomVAO,
+ /// VBO for positional data, supplied as normalized `u16`.
+ buf_position: VBO<[u16; 2]>,
+ /// VBO for gpu block data.
+ buf_value: VBO<GpuBlockData>,
+ /// Currently stored block count.
+ count: usize,
+ },
+}
+
+/// The device-specific representation of the cache texture in gpu_cache.rs
+pub struct GpuCacheTexture {
+ texture: Option<Texture>,
+ bus: GpuCacheBus,
+}
+
+impl GpuCacheTexture {
+ /// Ensures that we have an appropriately-sized texture.
+ fn ensure_texture(&mut self, device: &mut Device, height: i32) {
+ // If we already have a texture that works, we're done.
+ if self.texture.as_ref().map_or(false, |t| t.get_dimensions().height >= height) {
+ if GPU_CACHE_RESIZE_TEST {
+ // Special debug mode - resize the texture even though it's fine.
+ } else {
+ return;
+ }
+ }
+
+ // Take the old texture, if any.
+ let blit_source = self.texture.take();
+
+ // Create the new texture.
+ assert!(height >= 2, "Height is too small for ANGLE");
+ let new_size = DeviceIntSize::new(super::MAX_VERTEX_TEXTURE_WIDTH as _, height);
+ // GpuCacheBus::Scatter always requires the texture to be a render target. For
+ // GpuCacheBus::PixelBuffer, we only create the texture with a render target if
+ // RGBAF32 render targets are actually supported, and only if glCopyImageSubData
+ // is not. glCopyImageSubData does not require a render target to copy the texture
+ // data, and if neither RGBAF32 render targets nor glCopyImageSubData is supported,
+ // we simply re-upload the entire contents rather than copying upon resize.
+ let supports_copy_image_sub_data = device.get_capabilities().supports_copy_image_sub_data;
+ let supports_color_buffer_float = device.get_capabilities().supports_color_buffer_float;
+ let rt_info = if matches!(self.bus, GpuCacheBus::PixelBuffer { .. })
+ && (supports_copy_image_sub_data || !supports_color_buffer_float)
+ {
+ None
+ } else {
+ Some(RenderTargetInfo { has_depth: false })
+ };
+ let mut texture = device.create_texture(
+ api::ImageBufferKind::Texture2D,
+ api::ImageFormat::RGBAF32,
+ new_size.width,
+ new_size.height,
+ TextureFilter::Nearest,
+ rt_info,
+ );
+
+ // Copy the contents of the previous texture, if applicable.
+ if let Some(blit_source) = blit_source {
+ if !supports_copy_image_sub_data && !supports_color_buffer_float {
+ // Cannot copy texture, so must re-upload everything.
+ match self.bus {
+ GpuCacheBus::PixelBuffer { ref mut rows } => {
+ for row in rows {
+ row.add_dirty(0, super::MAX_VERTEX_TEXTURE_WIDTH);
+ }
+ }
+ GpuCacheBus::Scatter { .. } => {
+ panic!("Texture must be copyable to use scatter GPU cache bus method");
+ }
+ }
+ } else {
+ device.copy_entire_texture(&mut texture, &blit_source);
+ }
+ device.delete_texture(blit_source);
+ }
+
+ self.texture = Some(texture);
+ }
+
+ pub fn new(device: &mut Device, use_scatter: bool) -> Result<Self, super::RendererError> {
+ use super::desc::GPU_CACHE_UPDATE;
+
+ let bus = if use_scatter {
+ assert!(
+ device.get_capabilities().supports_color_buffer_float,
+ "GpuCache scatter method requires EXT_color_buffer_float",
+ );
+ let program = device.create_program_linked(
+ "gpu_cache_update",
+ &[],
+ &GPU_CACHE_UPDATE,
+ )?;
+ let buf_position = device.create_vbo();
+ let buf_value = device.create_vbo();
+ //Note: the vertex attributes have to be supplied in the same order
+ // as for program creation, but each assigned to a different stream.
+ let vao = device.create_custom_vao(&[
+ buf_position.stream_with(&GPU_CACHE_UPDATE.vertex_attributes[0..1]),
+ buf_value .stream_with(&GPU_CACHE_UPDATE.vertex_attributes[1..2]),
+ ]);
+ GpuCacheBus::Scatter {
+ program,
+ vao,
+ buf_position,
+ buf_value,
+ count: 0,
+ }
+ } else {
+ GpuCacheBus::PixelBuffer {
+ rows: Vec::new(),
+ }
+ };
+
+ Ok(GpuCacheTexture {
+ texture: None,
+ bus,
+ })
+ }
+
+ pub fn deinit(mut self, device: &mut Device) {
+ if let Some(t) = self.texture.take() {
+ device.delete_texture(t);
+ }
+ if let GpuCacheBus::Scatter { program, vao, buf_position, buf_value, .. } = self.bus {
+ device.delete_program(program);
+ device.delete_custom_vao(vao);
+ device.delete_vbo(buf_position);
+ device.delete_vbo(buf_value);
+ }
+ }
+
+ pub fn get_height(&self) -> i32 {
+ self.texture.as_ref().map_or(0, |t| t.get_dimensions().height)
+ }
+
+ #[cfg(feature = "capture")]
+ pub fn get_texture(&self) -> &Texture {
+ self.texture.as_ref().unwrap()
+ }
+
+ fn prepare_for_updates(
+ &mut self,
+ device: &mut Device,
+ total_block_count: usize,
+ max_height: i32,
+ ) {
+ self.ensure_texture(device, max_height);
+ match self.bus {
+ GpuCacheBus::PixelBuffer { .. } => {},
+ GpuCacheBus::Scatter {
+ ref mut buf_position,
+ ref mut buf_value,
+ ref mut count,
+ ..
+ } => {
+ *count = 0;
+ if total_block_count > buf_value.allocated_count() {
+ device.allocate_vbo(buf_position, total_block_count, super::ONE_TIME_USAGE_HINT);
+ device.allocate_vbo(buf_value, total_block_count, super::ONE_TIME_USAGE_HINT);
+ }
+ }
+ }
+ }
+
+ pub fn invalidate(&mut self) {
+ match self.bus {
+ GpuCacheBus::PixelBuffer { ref mut rows, .. } => {
+ info!("Invalidating GPU caches");
+ for row in rows {
+ row.add_dirty(0, super::MAX_VERTEX_TEXTURE_WIDTH);
+ }
+ }
+ GpuCacheBus::Scatter { .. } => {
+ warn!("Unable to invalidate scattered GPU cache");
+ }
+ }
+ }
+
+ fn update(&mut self, device: &mut Device, updates: &GpuCacheUpdateList) {
+ match self.bus {
+ GpuCacheBus::PixelBuffer { ref mut rows, .. } => {
+ for update in &updates.updates {
+ match *update {
+ GpuCacheUpdate::Copy {
+ block_index,
+ block_count,
+ address,
+ } => {
+ let row = address.v as usize;
+
+ // Ensure that the CPU-side shadow copy of the GPU cache data has enough
+ // rows to apply this patch.
+ while rows.len() <= row {
+ // Add a new row.
+ rows.push(CacheRow::new());
+ }
+
+ // Copy the blocks from the patch array in the shadow CPU copy.
+ let block_offset = address.u as usize;
+ let data = &mut rows[row].cpu_blocks;
+ for i in 0 .. block_count {
+ data[block_offset + i] = updates.blocks[block_index + i];
+ }
+
+ // This row is dirty (needs to be updated in GPU texture).
+ rows[row].add_dirty(block_offset, block_count);
+ }
+ }
+ }
+ }
+ GpuCacheBus::Scatter {
+ ref buf_position,
+ ref buf_value,
+ ref mut count,
+ ..
+ } => {
+ //TODO: re-use this heap allocation
+ // Unused positions will be left as 0xFFFF, which translates to
+ // (1.0, 1.0) in the vertex output position and gets culled out
+ let mut position_data = vec![[!0u16; 2]; updates.blocks.len()];
+ let size = self.texture.as_ref().unwrap().get_dimensions().to_usize();
+
+ for update in &updates.updates {
+ match *update {
+ GpuCacheUpdate::Copy {
+ block_index,
+ block_count,
+ address,
+ } => {
+ // Convert the absolute texel position into normalized
+ let y = ((2*address.v as usize + 1) << 15) / size.height;
+ for i in 0 .. block_count {
+ let x = ((2*address.u as usize + 2*i + 1) << 15) / size.width;
+ position_data[block_index + i] = [x as _, y as _];
+ }
+ }
+ }
+ }
+
+ device.fill_vbo(buf_value, &updates.blocks, *count);
+ device.fill_vbo(buf_position, &position_data, *count);
+ *count += position_data.len();
+ }
+ }
+ }
+
+ fn flush(&mut self, device: &mut Device, pbo_pool: &mut UploadPBOPool) -> usize {
+ let texture = self.texture.as_ref().unwrap();
+ match self.bus {
+ GpuCacheBus::PixelBuffer { ref mut rows } => {
+ let rows_dirty = rows
+ .iter()
+ .filter(|row| row.is_dirty())
+ .count();
+ if rows_dirty == 0 {
+ return 0
+ }
+
+ let mut uploader = device.upload_texture(pbo_pool);
+
+ for (row_index, row) in rows.iter_mut().enumerate() {
+ if !row.is_dirty() {
+ continue;
+ }
+
+ let blocks = row.dirty_blocks();
+ let rect = DeviceIntRect::from_origin_and_size(
+ DeviceIntPoint::new(row.min_dirty as i32, row_index as i32),
+ DeviceIntSize::new(blocks.len() as i32, 1),
+ );
+
+ uploader.upload(device, texture, rect, None, None, blocks.as_ptr(), blocks.len());
+
+ row.clear_dirty();
+ }
+
+ uploader.flush(device);
+
+ rows_dirty
+ }
+ GpuCacheBus::Scatter { ref program, ref vao, count, .. } => {
+ device.disable_depth();
+ device.set_blend(false);
+ device.bind_program(program);
+ device.bind_custom_vao(vao);
+ device.bind_draw_target(
+ DrawTarget::from_texture(
+ texture,
+ false,
+ ),
+ );
+ device.draw_nonindexed_points(0, count as _);
+ 0
+ }
+ }
+ }
+
+ #[cfg(feature = "replay")]
+ pub fn remove_texture(&mut self, device: &mut Device) {
+ if let Some(t) = self.texture.take() {
+ device.delete_texture(t);
+ }
+ }
+
+ #[cfg(feature = "replay")]
+ pub fn load_from_data(&mut self, texture: Texture, data: Vec<u8>) {
+ assert!(self.texture.is_none());
+ match self.bus {
+ GpuCacheBus::PixelBuffer { ref mut rows, .. } => {
+ let dim = texture.get_dimensions();
+ let blocks = unsafe {
+ std::slice::from_raw_parts(
+ data.as_ptr() as *const GpuBlockData,
+ data.len() / mem::size_of::<GpuBlockData>(),
+ )
+ };
+ // fill up the CPU cache from the contents we just loaded
+ rows.clear();
+ rows.extend((0 .. dim.height).map(|_| CacheRow::new()));
+ let chunks = blocks.chunks(super::MAX_VERTEX_TEXTURE_WIDTH);
+ debug_assert_eq!(chunks.len(), rows.len());
+ for (row, chunk) in rows.iter_mut().zip(chunks) {
+ row.cpu_blocks.copy_from_slice(chunk);
+ }
+ }
+ GpuCacheBus::Scatter { .. } => {}
+ }
+ self.texture = Some(texture);
+ }
+
+ pub fn report_memory_to(&self, report: &mut MemoryReport, size_op_funs: &MallocSizeOfOps) {
+ if let GpuCacheBus::PixelBuffer{ref rows, ..} = self.bus {
+ for row in rows.iter() {
+ report.gpu_cache_cpu_mirror += unsafe { (size_op_funs.size_of_op)(row.cpu_blocks.as_ptr() as *const _) };
+ }
+ }
+
+ // GPU cache GPU memory.
+ report.gpu_cache_textures +=
+ self.texture.as_ref().map_or(0, |t| t.size_in_bytes());
+ }
+}
+
+impl super::Renderer {
+ pub fn update_gpu_cache(&mut self) {
+ let _gm = self.gpu_profiler.start_marker("gpu cache update");
+
+ // For an artificial stress test of GPU cache resizing,
+ // always pass an extra update list with at least one block in it.
+ let gpu_cache_height = self.gpu_cache_texture.get_height();
+ if gpu_cache_height != 0 && GPU_CACHE_RESIZE_TEST {
+ self.pending_gpu_cache_updates.push(GpuCacheUpdateList {
+ frame_id: FrameId::INVALID,
+ clear: false,
+ height: gpu_cache_height,
+ blocks: vec![[1f32; 4].into()],
+ updates: Vec::new(),
+ debug_commands: Vec::new(),
+ });
+ }
+
+ let (updated_blocks, max_requested_height) = self
+ .pending_gpu_cache_updates
+ .iter()
+ .fold((0, gpu_cache_height), |(count, height), list| {
+ (count + list.blocks.len(), cmp::max(height, list.height))
+ });
+
+ if max_requested_height > self.get_max_texture_size() && !self.gpu_cache_overflow {
+ self.gpu_cache_overflow = true;
+ self.renderer_errors.push(super::RendererError::MaxTextureSize);
+ }
+
+ // Note: if we decide to switch to scatter-style GPU cache update
+ // permanently, we can have this code nicer with `BufferUploader` kind
+ // of helper, similarly to how `TextureUploader` API is used.
+ self.gpu_cache_texture.prepare_for_updates(
+ &mut self.device,
+ updated_blocks,
+ max_requested_height,
+ );
+
+ for update_list in self.pending_gpu_cache_updates.drain(..) {
+ assert!(update_list.height <= max_requested_height);
+ if update_list.frame_id > self.gpu_cache_frame_id {
+ self.gpu_cache_frame_id = update_list.frame_id
+ }
+ self.gpu_cache_texture
+ .update(&mut self.device, &update_list);
+ }
+
+ self.profile.start_time(profiler::GPU_CACHE_UPLOAD_TIME);
+ let updated_rows = self.gpu_cache_texture.flush(
+ &mut self.device,
+ &mut self.texture_upload_pbo_pool
+ );
+ self.gpu_cache_upload_time += self.profile.end_time(profiler::GPU_CACHE_UPLOAD_TIME);
+
+ self.profile.set(profiler::GPU_CACHE_ROWS_UPDATED, updated_rows);
+ self.profile.set(profiler::GPU_CACHE_BLOCKS_UPDATED, updated_blocks);
+ }
+
+ pub fn prepare_gpu_cache(
+ &mut self,
+ deferred_resolves: &[DeferredResolve],
+ ) -> Result<(), super::RendererError> {
+ if self.pending_gpu_cache_clear {
+ let use_scatter =
+ matches!(self.gpu_cache_texture.bus, GpuCacheBus::Scatter { .. });
+ let new_cache = GpuCacheTexture::new(&mut self.device, use_scatter)?;
+ let old_cache = mem::replace(&mut self.gpu_cache_texture, new_cache);
+ old_cache.deinit(&mut self.device);
+ self.pending_gpu_cache_clear = false;
+ }
+
+ let deferred_update_list = self.update_deferred_resolves(deferred_resolves);
+ self.pending_gpu_cache_updates.extend(deferred_update_list);
+
+ self.update_gpu_cache();
+
+ // Note: the texture might have changed during the `update`,
+ // so we need to bind it here.
+ self.device.bind_texture(
+ super::TextureSampler::GpuCache,
+ self.gpu_cache_texture.texture.as_ref().unwrap(),
+ Swizzle::default(),
+ );
+
+ Ok(())
+ }
+
+ pub fn read_gpu_cache(&mut self) -> (DeviceIntSize, Vec<u8>) {
+ let texture = self.gpu_cache_texture.texture.as_ref().unwrap();
+ let size = device_size_as_framebuffer_size(texture.get_dimensions());
+ let mut texels = vec![0; (size.width * size.height * 16) as usize];
+ self.device.begin_frame();
+ self.device.bind_read_target(ReadTarget::from_texture(texture));
+ self.device.read_pixels_into(
+ size.into(),
+ api::ImageFormat::RGBAF32,
+ &mut texels,
+ );
+ self.device.reset_read_target();
+ self.device.end_frame();
+ (texture.get_dimensions(), texels)
+ }
+}
diff --git a/gfx/wr/webrender/src/renderer/init.rs b/gfx/wr/webrender/src/renderer/init.rs
new file mode 100644
index 0000000000..767f9c4b9e
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/init.rs
@@ -0,0 +1,788 @@
+/* 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/. */
+
+use api::{BlobImageHandler, ColorF, IdNamespace, DocumentId, CrashAnnotator};
+use api::{VoidPtrToSizeFn, FontRenderMode, ImageFormat};
+use api::{RenderNotifier, ImageBufferKind};
+use api::units::*;
+use api::channel::unbounded_channel;
+pub use api::DebugFlags;
+
+use crate::render_api::{RenderApiSender, FrameMsg};
+use crate::composite::{CompositorKind, CompositorConfig};
+use crate::device::{
+ UploadMethod, UploadPBOPool, VertexUsageHint, Device, ProgramCache, TextureFilter
+};
+use crate::frame_builder::FrameBuilderConfig;
+use crate::glyph_cache::GlyphCache;
+use glyph_rasterizer::{GlyphRasterizer, SharedFontResources};
+use crate::gpu_types::PrimitiveInstanceData;
+use crate::internal_types::{FastHashMap, FastHashSet, FrameId};
+use crate::picture;
+use crate::profiler::{self, Profiler, TransactionProfile};
+use crate::device::query::{GpuProfiler, GpuDebugMethod};
+use crate::render_backend::RenderBackend;
+use crate::resource_cache::ResourceCache;
+use crate::scene_builder_thread::{SceneBuilderThread, SceneBuilderThreadChannels, LowPrioritySceneBuilderThread};
+use crate::texture_cache::{TextureCache, TextureCacheConfig};
+use crate::picture_textures::PictureTextures;
+use crate::renderer::{
+ debug, gpu_cache, vertex, gl,
+ Renderer, DebugOverlayState, BufferDamageTracker, PipelineInfo, TextureResolver,
+ RendererError, ShaderPrecacheFlags, VERTEX_DATA_TEXTURE_COUNT,
+ upload::UploadTexturePool,
+ shade::{Shaders, SharedShaders},
+};
+
+use std::{
+ mem,
+ thread,
+ cell::RefCell,
+ collections::VecDeque,
+ rc::Rc,
+ sync::{Arc, atomic::{AtomicBool, Ordering}},
+ num::NonZeroUsize,
+ path::PathBuf,
+};
+
+use tracy_rs::register_thread_with_profiler;
+use rayon::{ThreadPool, ThreadPoolBuilder};
+use malloc_size_of::MallocSizeOfOps;
+
+/// Use this hint for all vertex data re-initialization. This allows
+/// the driver to better re-use RBOs internally.
+pub const ONE_TIME_USAGE_HINT: VertexUsageHint = VertexUsageHint::Stream;
+
+/// Is only false if no WR instances have ever been created.
+static HAS_BEEN_INITIALIZED: AtomicBool = AtomicBool::new(false);
+
+/// Returns true if a WR instance has ever been initialized in this process.
+pub fn wr_has_been_initialized() -> bool {
+ HAS_BEEN_INITIALIZED.load(Ordering::SeqCst)
+}
+
+/// Allows callers to hook in at certain points of the async scene build. These
+/// functions are all called from the scene builder thread.
+pub trait SceneBuilderHooks {
+ /// This is called exactly once, when the scene builder thread is started
+ /// and before it processes anything.
+ fn register(&self);
+ /// This is called before each scene build starts.
+ fn pre_scene_build(&self);
+ /// This is called before each scene swap occurs.
+ fn pre_scene_swap(&self);
+ /// This is called after each scene swap occurs. The PipelineInfo contains
+ /// the updated epochs and pipelines removed in the new scene compared to
+ /// the old scene.
+ fn post_scene_swap(&self, document_id: &Vec<DocumentId>, info: PipelineInfo);
+ /// This is called after a resource update operation on the scene builder
+ /// thread, in the case where resource updates were applied without a scene
+ /// build.
+ fn post_resource_update(&self, document_ids: &Vec<DocumentId>);
+ /// This is called after a scene build completes without any changes being
+ /// made. We guarantee that each pre_scene_build call will be matched with
+ /// exactly one of post_scene_swap, post_resource_update or
+ /// post_empty_scene_build.
+ fn post_empty_scene_build(&self);
+ /// This is a generic callback which provides an opportunity to run code
+ /// on the scene builder thread. This is called as part of the main message
+ /// loop of the scene builder thread, but outside of any specific message
+ /// handler.
+ fn poke(&self);
+ /// This is called exactly once, when the scene builder thread is about to
+ /// terminate.
+ fn deregister(&self);
+}
+
+/// Allows callers to hook into the main render_backend loop and provide
+/// additional frame ops for generate_frame transactions. These functions
+/// are all called from the render backend thread.
+pub trait AsyncPropertySampler {
+ /// This is called exactly once, when the render backend thread is started
+ /// and before it processes anything.
+ fn register(&self);
+ /// This is called for each transaction with the generate_frame flag set
+ /// (i.e. that will trigger a render). The list of frame messages returned
+ /// are processed as though they were part of the original transaction.
+ fn sample(&self, document_id: DocumentId, generated_frame_id: Option<u64>) -> Vec<FrameMsg>;
+ /// This is called exactly once, when the render backend thread is about to
+ /// terminate.
+ fn deregister(&self);
+}
+
+pub struct WebRenderOptions {
+ pub resource_override_path: Option<PathBuf>,
+ /// Whether to use shaders that have been optimized at build time.
+ pub use_optimized_shaders: bool,
+ pub enable_aa: bool,
+ pub enable_dithering: bool,
+ pub max_recorded_profiles: usize,
+ pub precache_flags: ShaderPrecacheFlags,
+ /// Enable sub-pixel anti-aliasing if a fast implementation is available.
+ pub enable_subpixel_aa: bool,
+ pub clear_color: ColorF,
+ pub enable_clear_scissor: Option<bool>,
+ pub max_internal_texture_size: Option<i32>,
+ pub image_tiling_threshold: i32,
+ pub upload_method: UploadMethod,
+ /// The default size in bytes for PBOs used to upload texture data.
+ pub upload_pbo_default_size: usize,
+ pub batched_upload_threshold: i32,
+ pub workers: Option<Arc<ThreadPool>>,
+ pub enable_multithreading: bool,
+ pub blob_image_handler: Option<Box<dyn BlobImageHandler>>,
+ pub crash_annotator: Option<Box<dyn CrashAnnotator>>,
+ pub size_of_op: Option<VoidPtrToSizeFn>,
+ pub enclosing_size_of_op: Option<VoidPtrToSizeFn>,
+ pub cached_programs: Option<Rc<ProgramCache>>,
+ pub debug_flags: DebugFlags,
+ pub renderer_id: Option<u64>,
+ pub scene_builder_hooks: Option<Box<dyn SceneBuilderHooks + Send>>,
+ pub sampler: Option<Box<dyn AsyncPropertySampler + Send>>,
+ pub support_low_priority_transactions: bool,
+ pub namespace_alloc_by_client: bool,
+ /// If namespaces are allocated by the client, then the namespace for fonts
+ /// must also be allocated by the client to avoid namespace collisions with
+ /// the backend.
+ pub shared_font_namespace: Option<IdNamespace>,
+ pub testing: bool,
+ /// Set to true if this GPU supports hardware fast clears as a performance
+ /// optimization. Likely requires benchmarking on various GPUs to see if
+ /// it is a performance win. The default is false, which tends to be best
+ /// performance on lower end / integrated GPUs.
+ pub gpu_supports_fast_clears: bool,
+ pub allow_dual_source_blending: bool,
+ pub allow_advanced_blend_equation: bool,
+ /// If true, allow textures to be initialized with glTexStorage.
+ /// This affects VRAM consumption and data upload paths.
+ pub allow_texture_storage_support: bool,
+ /// If true, we allow the data uploaded in a different format from the
+ /// one expected by the driver, pretending the format is matching, and
+ /// swizzling the components on all the shader sampling.
+ pub allow_texture_swizzling: bool,
+ /// Use `ps_clear` shader with batched quad rendering to clear the rects
+ /// in texture cache and picture cache tasks.
+ /// This helps to work around some Intel drivers
+ /// that incorrectly synchronize clears to following draws.
+ pub clear_caches_with_quads: bool,
+ /// Output the source of the shader with the given name.
+ pub dump_shader_source: Option<String>,
+ pub surface_origin_is_top_left: bool,
+ /// The configuration options defining how WR composites the final scene.
+ pub compositor_config: CompositorConfig,
+ pub enable_gpu_markers: bool,
+ /// If true, panic whenever a GL error occurs. This has a significant
+ /// performance impact, so only use when debugging specific problems!
+ pub panic_on_gl_error: bool,
+ pub picture_tile_size: Option<DeviceIntSize>,
+ pub texture_cache_config: TextureCacheConfig,
+ /// If true, we'll use instanced vertex attributes. Each instace is a quad.
+ /// If false, we'll duplicate the instance attributes per vertex and issue
+ /// regular indexed draws instead.
+ pub enable_instancing: bool,
+ /// If true, we'll reject contexts backed by a software rasterizer, except
+ /// Software WebRender.
+ pub reject_software_rasterizer: bool,
+ /// If enabled, pinch-zoom will apply the zoom factor during compositing
+ /// of picture cache tiles. This is higher performance (tiles are not
+ /// re-rasterized during zoom) but lower quality result. For most display
+ /// items, if the zoom factor is relatively small, bilinear filtering should
+ /// make the result look quite close to the high-quality zoom, except for glyphs.
+ pub low_quality_pinch_zoom: bool,
+ pub max_shared_surface_size: i32,
+}
+
+impl WebRenderOptions {
+ /// Number of batches to look back in history for adding the current
+ /// transparent instance into.
+ const BATCH_LOOKBACK_COUNT: usize = 10;
+
+ /// Since we are re-initializing the instance buffers on every draw call,
+ /// the driver has to internally manage PBOs in flight.
+ /// It's typically done by bucketing up to a specific limit, and then
+ /// just individually managing the largest buffers.
+ /// Having a limit here allows the drivers to more easily manage
+ /// the PBOs for us.
+ const MAX_INSTANCE_BUFFER_SIZE: usize = 0x20000; // actual threshold in macOS GL drivers
+}
+
+impl Default for WebRenderOptions {
+ fn default() -> Self {
+ WebRenderOptions {
+ resource_override_path: None,
+ use_optimized_shaders: false,
+ enable_aa: true,
+ enable_dithering: false,
+ debug_flags: DebugFlags::empty(),
+ max_recorded_profiles: 0,
+ precache_flags: ShaderPrecacheFlags::empty(),
+ enable_subpixel_aa: false,
+ clear_color: ColorF::new(1.0, 1.0, 1.0, 1.0),
+ enable_clear_scissor: None,
+ max_internal_texture_size: None,
+ image_tiling_threshold: 4096,
+ // This is best as `Immediate` on Angle, or `Pixelbuffer(Dynamic)` on GL,
+ // but we are unable to make this decision here, so picking the reasonable medium.
+ upload_method: UploadMethod::PixelBuffer(ONE_TIME_USAGE_HINT),
+ upload_pbo_default_size: 512 * 512 * 4,
+ batched_upload_threshold: 512 * 512,
+ workers: None,
+ enable_multithreading: true,
+ blob_image_handler: None,
+ crash_annotator: None,
+ size_of_op: None,
+ enclosing_size_of_op: None,
+ renderer_id: None,
+ cached_programs: None,
+ scene_builder_hooks: None,
+ sampler: None,
+ support_low_priority_transactions: false,
+ namespace_alloc_by_client: false,
+ shared_font_namespace: None,
+ testing: false,
+ gpu_supports_fast_clears: false,
+ allow_dual_source_blending: true,
+ allow_advanced_blend_equation: false,
+ allow_texture_storage_support: true,
+ allow_texture_swizzling: true,
+ clear_caches_with_quads: true,
+ dump_shader_source: None,
+ surface_origin_is_top_left: false,
+ compositor_config: CompositorConfig::default(),
+ enable_gpu_markers: true,
+ panic_on_gl_error: false,
+ picture_tile_size: None,
+ texture_cache_config: TextureCacheConfig::DEFAULT,
+ // Disabling instancing means more vertex data to upload and potentially
+ // process by the vertex shaders.
+ enable_instancing: true,
+ reject_software_rasterizer: false,
+ low_quality_pinch_zoom: false,
+ max_shared_surface_size: 2048,
+ }
+ }
+}
+
+/// Initializes WebRender and creates a `Renderer` and `RenderApiSender`.
+///
+/// # Examples
+/// Initializes a `Renderer` with some reasonable values. For more information see
+/// [`WebRenderOptions`][WebRenderOptions].
+///
+/// ```rust,ignore
+/// # use webrender::renderer::Renderer;
+/// # use std::path::PathBuf;
+/// let opts = webrender::WebRenderOptions {
+/// device_pixel_ratio: 1.0,
+/// resource_override_path: None,
+/// enable_aa: false,
+/// };
+/// let (renderer, sender) = Renderer::new(opts);
+/// ```
+/// [WebRenderOptions]: struct.WebRenderOptions.html
+pub fn create_webrender_instance(
+ gl: Rc<dyn gl::Gl>,
+ notifier: Box<dyn RenderNotifier>,
+ mut options: WebRenderOptions,
+ shaders: Option<&SharedShaders>,
+) -> Result<(Renderer, RenderApiSender), RendererError> {
+ if !wr_has_been_initialized() {
+ // If the profiler feature is enabled, try to load the profiler shared library
+ // if the path was provided.
+ #[cfg(feature = "profiler")]
+ unsafe {
+ if let Ok(ref tracy_path) = std::env::var("WR_TRACY_PATH") {
+ let ok = tracy_rs::load(tracy_path);
+ info!("Load tracy from {} -> {}", tracy_path, ok);
+ }
+ }
+
+ register_thread_with_profiler("Compositor".to_owned());
+ }
+
+ HAS_BEEN_INITIALIZED.store(true, Ordering::SeqCst);
+
+ let (api_tx, api_rx) = unbounded_channel();
+ let (result_tx, result_rx) = unbounded_channel();
+ let gl_type = gl.get_type();
+
+ let mut device = Device::new(
+ gl,
+ options.crash_annotator.clone(),
+ options.resource_override_path.clone(),
+ options.use_optimized_shaders,
+ options.upload_method.clone(),
+ options.batched_upload_threshold,
+ options.cached_programs.take(),
+ options.allow_texture_storage_support,
+ options.allow_texture_swizzling,
+ options.dump_shader_source.take(),
+ options.surface_origin_is_top_left,
+ options.panic_on_gl_error,
+ );
+
+ let color_cache_formats = device.preferred_color_formats();
+ let swizzle_settings = device.swizzle_settings();
+ let use_dual_source_blending =
+ device.get_capabilities().supports_dual_source_blending &&
+ options.allow_dual_source_blending;
+ let ext_blend_equation_advanced =
+ options.allow_advanced_blend_equation &&
+ device.get_capabilities().supports_advanced_blend_equation;
+ let ext_blend_equation_advanced_coherent =
+ device.supports_extension("GL_KHR_blend_equation_advanced_coherent");
+
+ let enable_clear_scissor = options
+ .enable_clear_scissor
+ .unwrap_or(device.get_capabilities().prefers_clear_scissor);
+
+ // 2048 is the minimum that the texture cache can work with.
+ const MIN_TEXTURE_SIZE: i32 = 2048;
+ let mut max_internal_texture_size = device.max_texture_size();
+ if max_internal_texture_size < MIN_TEXTURE_SIZE {
+ // Broken GL contexts can return a max texture size of zero (See #1260).
+ // Better to gracefully fail now than panic as soon as a texture is allocated.
+ error!(
+ "Device reporting insufficient max texture size ({})",
+ max_internal_texture_size
+ );
+ return Err(RendererError::MaxTextureSize);
+ }
+ if let Some(internal_limit) = options.max_internal_texture_size {
+ assert!(internal_limit >= MIN_TEXTURE_SIZE);
+ max_internal_texture_size = max_internal_texture_size.min(internal_limit);
+ }
+
+ if options.reject_software_rasterizer {
+ let renderer_name_lc = device.get_capabilities().renderer_name.to_lowercase();
+ if renderer_name_lc.contains("llvmpipe") || renderer_name_lc.contains("softpipe") || renderer_name_lc.contains("software rasterizer") {
+ return Err(RendererError::SoftwareRasterizer);
+ }
+ }
+
+ let image_tiling_threshold = options.image_tiling_threshold
+ .min(max_internal_texture_size);
+
+ device.begin_frame();
+
+ let shaders = match shaders {
+ Some(shaders) => Rc::clone(shaders),
+ None => Rc::new(RefCell::new(Shaders::new(&mut device, gl_type, &options)?)),
+ };
+
+ let dither_matrix_texture = if options.enable_dithering {
+ let dither_matrix: [u8; 64] = [
+ 0,
+ 48,
+ 12,
+ 60,
+ 3,
+ 51,
+ 15,
+ 63,
+ 32,
+ 16,
+ 44,
+ 28,
+ 35,
+ 19,
+ 47,
+ 31,
+ 8,
+ 56,
+ 4,
+ 52,
+ 11,
+ 59,
+ 7,
+ 55,
+ 40,
+ 24,
+ 36,
+ 20,
+ 43,
+ 27,
+ 39,
+ 23,
+ 2,
+ 50,
+ 14,
+ 62,
+ 1,
+ 49,
+ 13,
+ 61,
+ 34,
+ 18,
+ 46,
+ 30,
+ 33,
+ 17,
+ 45,
+ 29,
+ 10,
+ 58,
+ 6,
+ 54,
+ 9,
+ 57,
+ 5,
+ 53,
+ 42,
+ 26,
+ 38,
+ 22,
+ 41,
+ 25,
+ 37,
+ 21,
+ ];
+
+ let texture = device.create_texture(
+ ImageBufferKind::Texture2D,
+ ImageFormat::R8,
+ 8,
+ 8,
+ TextureFilter::Nearest,
+ None,
+ );
+ device.upload_texture_immediate(&texture, &dither_matrix);
+
+ Some(texture)
+ } else {
+ None
+ };
+
+ let max_primitive_instance_count =
+ WebRenderOptions::MAX_INSTANCE_BUFFER_SIZE / mem::size_of::<PrimitiveInstanceData>();
+ let vaos = vertex::RendererVAOs::new(
+ &mut device,
+ if options.enable_instancing { None } else { NonZeroUsize::new(max_primitive_instance_count) },
+ );
+
+ let texture_upload_pbo_pool = UploadPBOPool::new(&mut device, options.upload_pbo_default_size);
+ let staging_texture_pool = UploadTexturePool::new();
+ let texture_resolver = TextureResolver::new(&mut device);
+
+ let mut vertex_data_textures = Vec::new();
+ for _ in 0 .. VERTEX_DATA_TEXTURE_COUNT {
+ vertex_data_textures.push(vertex::VertexDataTextures::new());
+ }
+
+ // On some (mostly older, integrated) GPUs, the normal GPU texture cache update path
+ // doesn't work well when running on ANGLE, causing CPU stalls inside D3D and/or the
+ // GPU driver. See https://bugzilla.mozilla.org/show_bug.cgi?id=1576637 for much
+ // more detail. To reduce the number of code paths we have active that require testing,
+ // we will enable the GPU cache scatter update path on all devices running with ANGLE.
+ // We want a better solution long-term, but for now this is a significant performance
+ // improvement on HD4600 era GPUs, and shouldn't hurt performance in a noticeable
+ // way on other systems running under ANGLE.
+ let is_software = device.get_capabilities().renderer_name.starts_with("Software");
+
+ // On other GL platforms, like macOS or Android, creating many PBOs is very inefficient.
+ // This is what happens in GPU cache updates in PBO path. Instead, we switch everything
+ // except software GL to use the GPU scattered updates.
+ let supports_scatter = device.get_capabilities().supports_color_buffer_float;
+ let gpu_cache_texture = gpu_cache::GpuCacheTexture::new(
+ &mut device,
+ supports_scatter && !is_software,
+ )?;
+
+ device.end_frame();
+
+ let backend_notifier = notifier.clone();
+
+ let clear_alpha_targets_with_quads = !device.get_capabilities().supports_alpha_target_clears;
+
+ let prefer_subpixel_aa = options.enable_subpixel_aa && use_dual_source_blending;
+ let default_font_render_mode = match (options.enable_aa, prefer_subpixel_aa) {
+ (true, true) => FontRenderMode::Subpixel,
+ (true, false) => FontRenderMode::Alpha,
+ (false, _) => FontRenderMode::Mono,
+ };
+
+ let compositor_kind = match options.compositor_config {
+ CompositorConfig::Draw { max_partial_present_rects, draw_previous_partial_present_regions, .. } => {
+ CompositorKind::Draw { max_partial_present_rects, draw_previous_partial_present_regions }
+ }
+ CompositorConfig::Native { ref compositor } => {
+ let capabilities = compositor.get_capabilities(&mut device);
+
+ CompositorKind::Native {
+ capabilities,
+ }
+ }
+ };
+
+ let config = FrameBuilderConfig {
+ default_font_render_mode,
+ dual_source_blending_is_supported: use_dual_source_blending,
+ testing: options.testing,
+ gpu_supports_fast_clears: options.gpu_supports_fast_clears,
+ gpu_supports_advanced_blend: ext_blend_equation_advanced,
+ advanced_blend_is_coherent: ext_blend_equation_advanced_coherent,
+ gpu_supports_render_target_partial_update: device.get_capabilities().supports_render_target_partial_update,
+ external_images_require_copy: !device.get_capabilities().supports_image_external_essl3,
+ batch_lookback_count: WebRenderOptions::BATCH_LOOKBACK_COUNT,
+ background_color: Some(options.clear_color),
+ compositor_kind,
+ tile_size_override: None,
+ max_surface_override: None,
+ max_depth_ids: device.max_depth_ids(),
+ max_target_size: max_internal_texture_size,
+ force_invalidation: false,
+ is_software,
+ low_quality_pinch_zoom: options.low_quality_pinch_zoom,
+ max_shared_surface_size: options.max_shared_surface_size,
+ };
+ info!("WR {:?}", config);
+
+ let debug_flags = options.debug_flags;
+ let size_of_op = options.size_of_op;
+ let enclosing_size_of_op = options.enclosing_size_of_op;
+ let make_size_of_ops =
+ move || size_of_op.map(|o| MallocSizeOfOps::new(o, enclosing_size_of_op));
+ let workers = options
+ .workers
+ .take()
+ .unwrap_or_else(|| {
+ let worker = ThreadPoolBuilder::new()
+ .thread_name(|idx|{ format!("WRWorker#{}", idx) })
+ .start_handler(move |idx| {
+ register_thread_with_profiler(format!("WRWorker#{}", idx));
+ profiler::register_thread(&format!("WRWorker#{}", idx));
+ })
+ .exit_handler(move |_idx| {
+ profiler::unregister_thread();
+ })
+ .build();
+ Arc::new(worker.unwrap())
+ });
+ let sampler = options.sampler;
+ let namespace_alloc_by_client = options.namespace_alloc_by_client;
+
+ // Ensure shared font keys exist within their own unique namespace so
+ // that they don't accidentally collide across Renderer instances.
+ let font_namespace = if namespace_alloc_by_client {
+ options.shared_font_namespace.expect("Shared font namespace must be allocated by client")
+ } else {
+ RenderBackend::next_namespace_id()
+ };
+ let fonts = SharedFontResources::new(font_namespace);
+
+ let blob_image_handler = options.blob_image_handler.take();
+ let scene_builder_hooks = options.scene_builder_hooks;
+ let rb_thread_name = format!("WRRenderBackend#{}", options.renderer_id.unwrap_or(0));
+ let scene_thread_name = format!("WRSceneBuilder#{}", options.renderer_id.unwrap_or(0));
+ let lp_scene_thread_name = format!("WRSceneBuilderLP#{}", options.renderer_id.unwrap_or(0));
+ let glyph_rasterizer = GlyphRasterizer::new(workers, device.get_capabilities().supports_r8_texture_upload);
+
+ let (scene_builder_channels, scene_tx) =
+ SceneBuilderThreadChannels::new(api_tx.clone());
+
+ let sb_fonts = fonts.clone();
+
+ thread::Builder::new().name(scene_thread_name.clone()).spawn(move || {
+ register_thread_with_profiler(scene_thread_name.clone());
+ profiler::register_thread(&scene_thread_name);
+
+ let mut scene_builder = SceneBuilderThread::new(
+ config,
+ sb_fonts,
+ make_size_of_ops(),
+ scene_builder_hooks,
+ scene_builder_channels,
+ );
+ scene_builder.run();
+
+ profiler::unregister_thread();
+ })?;
+
+ let low_priority_scene_tx = if options.support_low_priority_transactions {
+ let (low_priority_scene_tx, low_priority_scene_rx) = unbounded_channel();
+ let lp_builder = LowPrioritySceneBuilderThread {
+ rx: low_priority_scene_rx,
+ tx: scene_tx.clone(),
+ };
+
+ thread::Builder::new().name(lp_scene_thread_name.clone()).spawn(move || {
+ register_thread_with_profiler(lp_scene_thread_name.clone());
+ profiler::register_thread(&lp_scene_thread_name);
+
+ let mut scene_builder = lp_builder;
+ scene_builder.run();
+
+ profiler::unregister_thread();
+ })?;
+
+ low_priority_scene_tx
+ } else {
+ scene_tx.clone()
+ };
+
+ let rb_blob_handler = blob_image_handler
+ .as_ref()
+ .map(|handler| handler.create_similar());
+
+ let texture_cache_config = options.texture_cache_config.clone();
+ let mut picture_tile_size = options.picture_tile_size.unwrap_or(picture::TILE_SIZE_DEFAULT);
+ // Clamp the picture tile size to reasonable values.
+ picture_tile_size.width = picture_tile_size.width.max(128).min(4096);
+ picture_tile_size.height = picture_tile_size.height.max(128).min(4096);
+
+ let picture_texture_filter = if options.low_quality_pinch_zoom {
+ TextureFilter::Linear
+ } else {
+ TextureFilter::Nearest
+ };
+
+ let rb_scene_tx = scene_tx.clone();
+ let rb_fonts = fonts.clone();
+ let enable_multithreading = options.enable_multithreading;
+ thread::Builder::new().name(rb_thread_name.clone()).spawn(move || {
+ register_thread_with_profiler(rb_thread_name.clone());
+ profiler::register_thread(&rb_thread_name);
+
+ let texture_cache = TextureCache::new(
+ max_internal_texture_size,
+ image_tiling_threshold,
+ color_cache_formats,
+ swizzle_settings,
+ &texture_cache_config,
+ );
+
+ let picture_textures = PictureTextures::new(
+ picture_tile_size,
+ picture_texture_filter,
+ );
+
+ let glyph_cache = GlyphCache::new();
+
+ let mut resource_cache = ResourceCache::new(
+ texture_cache,
+ picture_textures,
+ glyph_rasterizer,
+ glyph_cache,
+ rb_fonts,
+ rb_blob_handler,
+ );
+
+ resource_cache.enable_multithreading(enable_multithreading);
+
+ let mut backend = RenderBackend::new(
+ api_rx,
+ result_tx,
+ rb_scene_tx,
+ resource_cache,
+ backend_notifier,
+ config,
+ sampler,
+ make_size_of_ops(),
+ debug_flags,
+ namespace_alloc_by_client,
+ );
+ backend.run();
+ profiler::unregister_thread();
+ })?;
+
+ let debug_method = if !options.enable_gpu_markers {
+ // The GPU markers are disabled.
+ GpuDebugMethod::None
+ } else if device.supports_extension("GL_KHR_debug") {
+ GpuDebugMethod::KHR
+ } else if device.supports_extension("GL_EXT_debug_marker") {
+ GpuDebugMethod::MarkerEXT
+ } else {
+ warn!("asking to enable_gpu_markers but no supporting extension was found");
+ GpuDebugMethod::None
+ };
+
+ info!("using {:?}", debug_method);
+
+ let gpu_profiler = GpuProfiler::new(Rc::clone(device.rc_gl()), debug_method);
+ #[cfg(feature = "capture")]
+ let read_fbo = device.create_fbo();
+
+ let mut renderer = Renderer {
+ result_rx,
+ api_tx: api_tx.clone(),
+ device,
+ active_documents: FastHashMap::default(),
+ pending_texture_updates: Vec::new(),
+ pending_texture_cache_updates: false,
+ pending_native_surface_updates: Vec::new(),
+ pending_gpu_cache_updates: Vec::new(),
+ pending_gpu_cache_clear: false,
+ pending_shader_updates: Vec::new(),
+ shaders,
+ debug: debug::LazyInitializedDebugRenderer::new(),
+ debug_flags: DebugFlags::empty(),
+ profile: TransactionProfile::new(),
+ frame_counter: 0,
+ resource_upload_time: 0.0,
+ gpu_cache_upload_time: 0.0,
+ profiler: Profiler::new(),
+ max_recorded_profiles: options.max_recorded_profiles,
+ clear_color: options.clear_color,
+ enable_clear_scissor,
+ enable_advanced_blend_barriers: !ext_blend_equation_advanced_coherent,
+ clear_caches_with_quads: options.clear_caches_with_quads,
+ clear_alpha_targets_with_quads,
+ last_time: 0,
+ gpu_profiler,
+ vaos,
+ vertex_data_textures,
+ current_vertex_data_textures: 0,
+ pipeline_info: PipelineInfo::default(),
+ dither_matrix_texture,
+ external_image_handler: None,
+ size_of_ops: make_size_of_ops(),
+ cpu_profiles: VecDeque::new(),
+ gpu_profiles: VecDeque::new(),
+ gpu_cache_texture,
+ gpu_cache_debug_chunks: Vec::new(),
+ gpu_cache_frame_id: FrameId::INVALID,
+ gpu_cache_overflow: false,
+ texture_upload_pbo_pool,
+ staging_texture_pool,
+ texture_resolver,
+ renderer_errors: Vec::new(),
+ async_frame_recorder: None,
+ async_screenshots: None,
+ #[cfg(feature = "capture")]
+ read_fbo,
+ #[cfg(feature = "replay")]
+ owned_external_images: FastHashMap::default(),
+ notifications: Vec::new(),
+ device_size: None,
+ zoom_debug_texture: None,
+ cursor_position: DeviceIntPoint::zero(),
+ shared_texture_cache_cleared: false,
+ documents_seen: FastHashSet::default(),
+ force_redraw: true,
+ compositor_config: options.compositor_config,
+ current_compositor_kind: compositor_kind,
+ allocated_native_surfaces: FastHashSet::default(),
+ debug_overlay_state: DebugOverlayState::new(),
+ buffer_damage_tracker: BufferDamageTracker::default(),
+ max_primitive_instance_count,
+ enable_instancing: options.enable_instancing,
+ consecutive_oom_frames: 0,
+ target_frame_publish_id: None,
+ pending_result_msg: None,
+ };
+
+ // We initially set the flags to default and then now call set_debug_flags
+ // to ensure any potential transition when enabling a flag is run.
+ renderer.set_debug_flags(debug_flags);
+
+ let sender = RenderApiSender::new(
+ api_tx,
+ scene_tx,
+ low_priority_scene_tx,
+ blob_image_handler,
+ fonts,
+ );
+ Ok((renderer, sender))
+}
diff --git a/gfx/wr/webrender/src/renderer/mod.rs b/gfx/wr/webrender/src/renderer/mod.rs
new file mode 100644
index 0000000000..b44c107a66
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/mod.rs
@@ -0,0 +1,5923 @@
+/* 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/. */
+
+//! The high-level module responsible for interfacing with the GPU.
+//!
+//! Much of WebRender's design is driven by separating work into different
+//! threads. To avoid the complexities of multi-threaded GPU access, we restrict
+//! all communication with the GPU to one thread, the render thread. But since
+//! issuing GPU commands is often a bottleneck, we move everything else (i.e.
+//! the computation of what commands to issue) to another thread, the
+//! RenderBackend thread. The RenderBackend, in turn, may delegate work to other
+//! thread (like the SceneBuilder threads or Rayon workers), but the
+//! Render-vs-RenderBackend distinction is the most important.
+//!
+//! The consumer is responsible for initializing the render thread before
+//! calling into WebRender, which means that this module also serves as the
+//! initial entry point into WebRender, and is responsible for spawning the
+//! various other threads discussed above. That said, WebRender initialization
+//! returns both the `Renderer` instance as well as a channel for communicating
+//! directly with the `RenderBackend`. Aside from a few high-level operations
+//! like 'render now', most of interesting commands from the consumer go over
+//! that channel and operate on the `RenderBackend`.
+//!
+//! ## Space conversion guidelines
+//! At this stage, we shuld be operating with `DevicePixel` and `FramebufferPixel` only.
+//! "Framebuffer" space represents the final destination of our rendeing,
+//! and it happens to be Y-flipped on OpenGL. The conversion is done as follows:
+//! - for rasterized primitives, the orthographics projection transforms
+//! the content rectangle to -1 to 1
+//! - the viewport transformation is setup to map the whole range to
+//! the framebuffer rectangle provided by the document view, stored in `DrawTarget`
+//! - all the direct framebuffer operations, like blitting, reading pixels, and setting
+//! up the scissor, are accepting already transformed coordinates, which we can get by
+//! calling `DrawTarget::to_framebuffer_rect`
+
+use api::{ColorF, ColorU, MixBlendMode};
+use api::{DocumentId, Epoch, ExternalImageHandler, RenderReasons};
+#[cfg(feature = "replay")]
+use api::ExternalImageId;
+use api::{ExternalImageSource, ExternalImageType, ImageFormat, PremultipliedColorF};
+use api::{PipelineId, ImageRendering, Checkpoint, NotificationRequest, ImageBufferKind};
+#[cfg(feature = "replay")]
+use api::ExternalImage;
+use api::FramePublishId;
+use api::units::*;
+use api::channel::{Sender, Receiver};
+pub use api::DebugFlags;
+use core::time::Duration;
+
+use crate::render_api::{DebugCommand, ApiMsg, MemoryReport};
+use crate::batch::{AlphaBatchContainer, BatchKind, BatchFeatures, BatchTextures, BrushBatchKind, ClipBatchList};
+#[cfg(any(feature = "capture", feature = "replay"))]
+use crate::capture::{CaptureConfig, ExternalCaptureImage, PlainExternalImage};
+use crate::composite::{CompositeState, CompositeTileSurface, ResolvedExternalSurface, CompositorSurfaceTransform};
+use crate::composite::{CompositorKind, Compositor, NativeTileId, CompositeFeatures, CompositeSurfaceFormat, ResolvedExternalSurfaceColorData};
+use crate::composite::{CompositorConfig, NativeSurfaceOperationDetails, NativeSurfaceId, NativeSurfaceOperation};
+use crate::composite::{TileKind};
+use crate::debug_colors;
+use crate::device::{DepthFunction, Device, DrawTarget, ExternalTexture, GpuFrameId, UploadPBOPool};
+use crate::device::{ReadTarget, ShaderError, Texture, TextureFilter, TextureFlags, TextureSlot};
+use crate::device::query::{GpuSampler, GpuTimer};
+#[cfg(feature = "capture")]
+use crate::device::FBOId;
+use crate::debug_item::DebugItem;
+use crate::frame_builder::Frame;
+use glyph_rasterizer::GlyphFormat;
+use crate::gpu_cache::{GpuCacheUpdate, GpuCacheUpdateList};
+use crate::gpu_cache::{GpuCacheDebugChunk, GpuCacheDebugCmd};
+use crate::gpu_types::{ScalingInstance, SvgFilterInstance, CopyInstance, MaskInstance, PrimitiveInstanceData};
+use crate::gpu_types::{BlurInstance, ClearInstance, CompositeInstance, CompositorTransform};
+use crate::internal_types::{TextureSource, TextureCacheCategory, FrameId};
+#[cfg(any(feature = "capture", feature = "replay"))]
+use crate::internal_types::DebugOutput;
+use crate::internal_types::{CacheTextureId, FastHashMap, FastHashSet, RenderedDocument, ResultMsg};
+use crate::internal_types::{TextureCacheAllocInfo, TextureCacheAllocationKind, TextureUpdateList};
+use crate::internal_types::{RenderTargetInfo, Swizzle, DeferredResolveIndex};
+use crate::picture::ResolvedSurfaceTexture;
+use crate::prim_store::DeferredResolve;
+use crate::profiler::{self, GpuProfileTag, TransactionProfile};
+use crate::profiler::{Profiler, add_event_marker, add_text_marker, thread_is_being_profiled};
+use crate::device::query::GpuProfiler;
+use crate::render_target::{ResolveOp};
+use crate::render_task_graph::{RenderTaskGraph};
+use crate::render_task::{RenderTask, RenderTaskKind, ReadbackTask};
+use crate::screen_capture::AsyncScreenshotGrabber;
+use crate::render_target::{AlphaRenderTarget, ColorRenderTarget, PictureCacheTarget, PictureCacheTargetKind};
+use crate::render_target::{RenderTarget, TextureCacheRenderTarget};
+use crate::render_target::{RenderTargetKind, BlitJob};
+use crate::telemetry::Telemetry;
+use crate::tile_cache::PictureCacheDebugInfo;
+use crate::util::drain_filter;
+use crate::rectangle_occlusion as occlusion;
+use upload::{upload_to_texture_cache, UploadTexturePool};
+use init::*;
+
+use euclid::{rect, Transform3D, Scale, default};
+use gleam::gl;
+use malloc_size_of::MallocSizeOfOps;
+
+#[cfg(feature = "replay")]
+use std::sync::Arc;
+
+use std::{
+ cell::RefCell,
+ collections::VecDeque,
+ f32,
+ ffi::c_void,
+ mem,
+ num::NonZeroUsize,
+ path::PathBuf,
+ rc::Rc,
+};
+#[cfg(any(feature = "capture", feature = "replay"))]
+use std::collections::hash_map::Entry;
+use time::precise_time_ns;
+
+mod debug;
+mod gpu_buffer;
+mod gpu_cache;
+mod shade;
+mod vertex;
+mod upload;
+pub(crate) mod init;
+
+pub use debug::DebugRenderer;
+pub use shade::{Shaders, SharedShaders};
+pub use vertex::{desc, VertexArrayKind, MAX_VERTEX_TEXTURE_WIDTH};
+pub use gpu_buffer::{GpuBuffer, GpuBufferBuilder, GpuBufferAddress};
+
+/// The size of the array of each type of vertex data texture that
+/// is round-robin-ed each frame during bind_frame_data. Doing this
+/// helps avoid driver stalls while updating the texture in some
+/// drivers. The size of these textures are typically very small
+/// (e.g. < 16 kB) so it's not a huge waste of memory. Despite that,
+/// this is a short-term solution - we want to find a better way
+/// to provide this frame data, which will likely involve some
+/// combination of UBO/SSBO usage. Although this only affects some
+/// platforms, it's enabled on all platforms to reduce testing
+/// differences between platforms.
+pub const VERTEX_DATA_TEXTURE_COUNT: usize = 3;
+
+/// Number of GPU blocks per UV rectangle provided for an image.
+pub const BLOCKS_PER_UV_RECT: usize = 2;
+
+const GPU_TAG_BRUSH_OPACITY: GpuProfileTag = GpuProfileTag {
+ label: "B_Opacity",
+ color: debug_colors::DARKMAGENTA,
+};
+const GPU_TAG_BRUSH_LINEAR_GRADIENT: GpuProfileTag = GpuProfileTag {
+ label: "B_LinearGradient",
+ color: debug_colors::POWDERBLUE,
+};
+const GPU_TAG_BRUSH_YUV_IMAGE: GpuProfileTag = GpuProfileTag {
+ label: "B_YuvImage",
+ color: debug_colors::DARKGREEN,
+};
+const GPU_TAG_BRUSH_MIXBLEND: GpuProfileTag = GpuProfileTag {
+ label: "B_MixBlend",
+ color: debug_colors::MAGENTA,
+};
+const GPU_TAG_BRUSH_BLEND: GpuProfileTag = GpuProfileTag {
+ label: "B_Blend",
+ color: debug_colors::ORANGE,
+};
+const GPU_TAG_BRUSH_IMAGE: GpuProfileTag = GpuProfileTag {
+ label: "B_Image",
+ color: debug_colors::SPRINGGREEN,
+};
+const GPU_TAG_BRUSH_SOLID: GpuProfileTag = GpuProfileTag {
+ label: "B_Solid",
+ color: debug_colors::RED,
+};
+const GPU_TAG_CACHE_CLIP: GpuProfileTag = GpuProfileTag {
+ label: "C_Clip",
+ color: debug_colors::PURPLE,
+};
+const GPU_TAG_CACHE_BORDER: GpuProfileTag = GpuProfileTag {
+ label: "C_Border",
+ color: debug_colors::CORNSILK,
+};
+const GPU_TAG_CACHE_LINE_DECORATION: GpuProfileTag = GpuProfileTag {
+ label: "C_LineDecoration",
+ color: debug_colors::YELLOWGREEN,
+};
+const GPU_TAG_CACHE_FAST_LINEAR_GRADIENT: GpuProfileTag = GpuProfileTag {
+ label: "C_FastLinearGradient",
+ color: debug_colors::BROWN,
+};
+const GPU_TAG_CACHE_LINEAR_GRADIENT: GpuProfileTag = GpuProfileTag {
+ label: "C_LinearGradient",
+ color: debug_colors::BROWN,
+};
+const GPU_TAG_CACHE_RADIAL_GRADIENT: GpuProfileTag = GpuProfileTag {
+ label: "C_RadialGradient",
+ color: debug_colors::BROWN,
+};
+const GPU_TAG_CACHE_CONIC_GRADIENT: GpuProfileTag = GpuProfileTag {
+ label: "C_ConicGradient",
+ color: debug_colors::BROWN,
+};
+const GPU_TAG_SETUP_TARGET: GpuProfileTag = GpuProfileTag {
+ label: "target init",
+ color: debug_colors::SLATEGREY,
+};
+const GPU_TAG_SETUP_DATA: GpuProfileTag = GpuProfileTag {
+ label: "data init",
+ color: debug_colors::LIGHTGREY,
+};
+const GPU_TAG_PRIM_SPLIT_COMPOSITE: GpuProfileTag = GpuProfileTag {
+ label: "SplitComposite",
+ color: debug_colors::DARKBLUE,
+};
+const GPU_TAG_PRIM_TEXT_RUN: GpuProfileTag = GpuProfileTag {
+ label: "TextRun",
+ color: debug_colors::BLUE,
+};
+const GPU_TAG_PRIMITIVE: GpuProfileTag = GpuProfileTag {
+ label: "Primitive",
+ color: debug_colors::RED,
+};
+const GPU_TAG_INDIRECT_PRIM: GpuProfileTag = GpuProfileTag {
+ label: "Primitive (indirect)",
+ color: debug_colors::YELLOWGREEN,
+};
+const GPU_TAG_INDIRECT_MASK: GpuProfileTag = GpuProfileTag {
+ label: "Mask (indirect)",
+ color: debug_colors::IVORY,
+};
+const GPU_TAG_BLUR: GpuProfileTag = GpuProfileTag {
+ label: "Blur",
+ color: debug_colors::VIOLET,
+};
+const GPU_TAG_BLIT: GpuProfileTag = GpuProfileTag {
+ label: "Blit",
+ color: debug_colors::LIME,
+};
+const GPU_TAG_SCALE: GpuProfileTag = GpuProfileTag {
+ label: "Scale",
+ color: debug_colors::GHOSTWHITE,
+};
+const GPU_SAMPLER_TAG_ALPHA: GpuProfileTag = GpuProfileTag {
+ label: "Alpha targets",
+ color: debug_colors::BLACK,
+};
+const GPU_SAMPLER_TAG_OPAQUE: GpuProfileTag = GpuProfileTag {
+ label: "Opaque pass",
+ color: debug_colors::BLACK,
+};
+const GPU_SAMPLER_TAG_TRANSPARENT: GpuProfileTag = GpuProfileTag {
+ label: "Transparent pass",
+ color: debug_colors::BLACK,
+};
+const GPU_TAG_SVG_FILTER: GpuProfileTag = GpuProfileTag {
+ label: "SvgFilter",
+ color: debug_colors::LEMONCHIFFON,
+};
+const GPU_TAG_COMPOSITE: GpuProfileTag = GpuProfileTag {
+ label: "Composite",
+ color: debug_colors::TOMATO,
+};
+const GPU_TAG_CLEAR: GpuProfileTag = GpuProfileTag {
+ label: "Clear",
+ color: debug_colors::CHOCOLATE,
+};
+
+/// The clear color used for the texture cache when the debug display is enabled.
+/// We use a shade of blue so that we can still identify completely blue items in
+/// the texture cache.
+pub const TEXTURE_CACHE_DBG_CLEAR_COLOR: [f32; 4] = [0.0, 0.0, 0.8, 1.0];
+
+impl BatchKind {
+ fn sampler_tag(&self) -> GpuProfileTag {
+ match *self {
+ BatchKind::SplitComposite => GPU_TAG_PRIM_SPLIT_COMPOSITE,
+ BatchKind::Brush(kind) => {
+ match kind {
+ BrushBatchKind::Solid => GPU_TAG_BRUSH_SOLID,
+ BrushBatchKind::Image(..) => GPU_TAG_BRUSH_IMAGE,
+ BrushBatchKind::Blend => GPU_TAG_BRUSH_BLEND,
+ BrushBatchKind::MixBlend { .. } => GPU_TAG_BRUSH_MIXBLEND,
+ BrushBatchKind::YuvImage(..) => GPU_TAG_BRUSH_YUV_IMAGE,
+ BrushBatchKind::LinearGradient => GPU_TAG_BRUSH_LINEAR_GRADIENT,
+ BrushBatchKind::Opacity => GPU_TAG_BRUSH_OPACITY,
+ }
+ }
+ BatchKind::TextRun(_) => GPU_TAG_PRIM_TEXT_RUN,
+ BatchKind::Primitive => GPU_TAG_PRIMITIVE,
+ }
+ }
+}
+
+fn flag_changed(before: DebugFlags, after: DebugFlags, select: DebugFlags) -> Option<bool> {
+ if before & select != after & select {
+ Some(after.contains(select))
+ } else {
+ None
+ }
+}
+
+#[repr(C)]
+#[derive(Copy, Clone, Debug)]
+pub enum ShaderColorMode {
+ FromRenderPassMode = 0,
+ Alpha = 1,
+ SubpixelWithBgColorPass0 = 2,
+ SubpixelWithBgColorPass1 = 3,
+ SubpixelWithBgColorPass2 = 4,
+ SubpixelDualSource = 5,
+ BitmapShadow = 6,
+ ColorBitmap = 7,
+ Image = 8,
+ MultiplyDualSource = 9,
+}
+
+impl From<GlyphFormat> for ShaderColorMode {
+ fn from(format: GlyphFormat) -> ShaderColorMode {
+ match format {
+ GlyphFormat::Alpha |
+ GlyphFormat::TransformedAlpha |
+ GlyphFormat::Bitmap => ShaderColorMode::Alpha,
+ GlyphFormat::Subpixel | GlyphFormat::TransformedSubpixel => {
+ panic!("Subpixel glyph formats must be handled separately.");
+ }
+ GlyphFormat::ColorBitmap => ShaderColorMode::ColorBitmap,
+ }
+ }
+}
+
+/// Enumeration of the texture samplers used across the various WebRender shaders.
+///
+/// Each variant corresponds to a uniform declared in shader source. We only bind
+/// the variants we need for a given shader, so not every variant is bound for every
+/// batch.
+#[derive(Debug, Copy, Clone, PartialEq, Eq)]
+pub(crate) enum TextureSampler {
+ Color0,
+ Color1,
+ Color2,
+ GpuCache,
+ TransformPalette,
+ RenderTasks,
+ Dither,
+ PrimitiveHeadersF,
+ PrimitiveHeadersI,
+ ClipMask,
+ GpuBuffer,
+}
+
+impl TextureSampler {
+ pub(crate) fn color(n: usize) -> TextureSampler {
+ match n {
+ 0 => TextureSampler::Color0,
+ 1 => TextureSampler::Color1,
+ 2 => TextureSampler::Color2,
+ _ => {
+ panic!("There are only 3 color samplers.");
+ }
+ }
+ }
+}
+
+impl Into<TextureSlot> for TextureSampler {
+ fn into(self) -> TextureSlot {
+ match self {
+ TextureSampler::Color0 => TextureSlot(0),
+ TextureSampler::Color1 => TextureSlot(1),
+ TextureSampler::Color2 => TextureSlot(2),
+ TextureSampler::GpuCache => TextureSlot(3),
+ TextureSampler::TransformPalette => TextureSlot(4),
+ TextureSampler::RenderTasks => TextureSlot(5),
+ TextureSampler::Dither => TextureSlot(6),
+ TextureSampler::PrimitiveHeadersF => TextureSlot(7),
+ TextureSampler::PrimitiveHeadersI => TextureSlot(8),
+ TextureSampler::ClipMask => TextureSlot(9),
+ TextureSampler::GpuBuffer => TextureSlot(10),
+ }
+ }
+}
+
+#[derive(Clone, Debug, PartialEq)]
+pub enum GraphicsApi {
+ OpenGL,
+}
+
+#[derive(Clone, Debug)]
+pub struct GraphicsApiInfo {
+ pub kind: GraphicsApi,
+ pub renderer: String,
+ pub version: String,
+}
+
+#[derive(Debug)]
+pub struct GpuProfile {
+ pub frame_id: GpuFrameId,
+ pub paint_time_ns: u64,
+}
+
+impl GpuProfile {
+ fn new(frame_id: GpuFrameId, timers: &[GpuTimer]) -> GpuProfile {
+ let mut paint_time_ns = 0;
+ for timer in timers {
+ paint_time_ns += timer.time_ns;
+ }
+ GpuProfile {
+ frame_id,
+ paint_time_ns,
+ }
+ }
+}
+
+#[derive(Debug)]
+pub struct CpuProfile {
+ pub frame_id: GpuFrameId,
+ pub backend_time_ns: u64,
+ pub composite_time_ns: u64,
+ pub draw_calls: usize,
+}
+
+impl CpuProfile {
+ fn new(
+ frame_id: GpuFrameId,
+ backend_time_ns: u64,
+ composite_time_ns: u64,
+ draw_calls: usize,
+ ) -> CpuProfile {
+ CpuProfile {
+ frame_id,
+ backend_time_ns,
+ composite_time_ns,
+ draw_calls,
+ }
+ }
+}
+
+/// The selected partial present mode for a given frame.
+#[derive(Debug, Copy, Clone)]
+enum PartialPresentMode {
+ /// The device supports fewer dirty rects than the number of dirty rects
+ /// that WR produced. In this case, the WR dirty rects are union'ed into
+ /// a single dirty rect, that is provided to the caller.
+ Single {
+ dirty_rect: DeviceRect,
+ },
+}
+
+struct CacheTexture {
+ texture: Texture,
+ category: TextureCacheCategory,
+}
+
+/// Helper struct for resolving device Textures for use during rendering passes.
+///
+/// Manages the mapping between the at-a-distance texture handles used by the
+/// `RenderBackend` (which does not directly interface with the GPU) and actual
+/// device texture handles.
+struct TextureResolver {
+ /// A map to resolve texture cache IDs to native textures.
+ texture_cache_map: FastHashMap<CacheTextureId, CacheTexture>,
+
+ /// Map of external image IDs to native textures.
+ external_images: FastHashMap<DeferredResolveIndex, ExternalTexture>,
+
+ /// A special 1x1 dummy texture used for shaders that expect to work with
+ /// the output of the previous pass but are actually running in the first
+ /// pass.
+ dummy_cache_texture: Texture,
+}
+
+impl TextureResolver {
+ fn new(device: &mut Device) -> TextureResolver {
+ let dummy_cache_texture = device
+ .create_texture(
+ ImageBufferKind::Texture2D,
+ ImageFormat::RGBA8,
+ 1,
+ 1,
+ TextureFilter::Linear,
+ None,
+ );
+ device.upload_texture_immediate(
+ &dummy_cache_texture,
+ &[0xff, 0xff, 0xff, 0xff],
+ );
+
+ TextureResolver {
+ texture_cache_map: FastHashMap::default(),
+ external_images: FastHashMap::default(),
+ dummy_cache_texture,
+ }
+ }
+
+ fn deinit(self, device: &mut Device) {
+ device.delete_texture(self.dummy_cache_texture);
+
+ for (_id, item) in self.texture_cache_map {
+ device.delete_texture(item.texture);
+ }
+ }
+
+ fn begin_frame(&mut self) {
+ }
+
+ fn end_pass(
+ &mut self,
+ device: &mut Device,
+ textures_to_invalidate: &[CacheTextureId],
+ ) {
+ // For any texture that is no longer needed, immediately
+ // invalidate it so that tiled GPUs don't need to resolve it
+ // back to memory.
+ for texture_id in textures_to_invalidate {
+ let render_target = &self.texture_cache_map[texture_id].texture;
+ device.invalidate_render_target(render_target);
+ }
+ }
+
+ // Bind a source texture to the device.
+ fn bind(&self, texture_id: &TextureSource, sampler: TextureSampler, device: &mut Device) -> Swizzle {
+ match *texture_id {
+ TextureSource::Invalid => {
+ Swizzle::default()
+ }
+ TextureSource::Dummy => {
+ let swizzle = Swizzle::default();
+ device.bind_texture(sampler, &self.dummy_cache_texture, swizzle);
+ swizzle
+ }
+ TextureSource::External(ref index, _) => {
+ let texture = self.external_images
+ .get(index)
+ .expect("BUG: External image should be resolved by now");
+ device.bind_external_texture(sampler, texture);
+ Swizzle::default()
+ }
+ TextureSource::TextureCache(index, swizzle) => {
+ let texture = &self.texture_cache_map[&index].texture;
+ device.bind_texture(sampler, texture, swizzle);
+ swizzle
+ }
+ }
+ }
+
+ // Get the real (OpenGL) texture ID for a given source texture.
+ // For a texture cache texture, the IDs are stored in a vector
+ // map for fast access.
+ fn resolve(&self, texture_id: &TextureSource) -> Option<(&Texture, Swizzle)> {
+ match *texture_id {
+ TextureSource::Invalid => None,
+ TextureSource::Dummy => {
+ Some((&self.dummy_cache_texture, Swizzle::default()))
+ }
+ TextureSource::External(..) => {
+ panic!("BUG: External textures cannot be resolved, they can only be bound.");
+ }
+ TextureSource::TextureCache(index, swizzle) => {
+ Some((&self.texture_cache_map[&index].texture, swizzle))
+ }
+ }
+ }
+
+ // Retrieve the deferred / resolved UV rect if an external texture, otherwise
+ // return the default supplied UV rect.
+ fn get_uv_rect(
+ &self,
+ source: &TextureSource,
+ default_value: TexelRect,
+ ) -> TexelRect {
+ match source {
+ TextureSource::External(ref index, _) => {
+ let texture = self.external_images
+ .get(index)
+ .expect("BUG: External image should be resolved by now");
+ texture.get_uv_rect()
+ }
+ _ => {
+ default_value
+ }
+ }
+ }
+
+ /// Returns the size of the texture in pixels
+ fn get_texture_size(&self, texture: &TextureSource) -> DeviceIntSize {
+ match *texture {
+ TextureSource::Invalid => DeviceIntSize::zero(),
+ TextureSource::TextureCache(id, _) => {
+ self.texture_cache_map[&id].texture.get_dimensions()
+ },
+ TextureSource::External(index, _) => {
+ let uv_rect = self.external_images[&index].get_uv_rect();
+ (uv_rect.uv1 - uv_rect.uv0).abs().to_size().to_i32()
+ },
+ TextureSource::Dummy => DeviceIntSize::new(1, 1),
+ }
+ }
+
+ fn report_memory(&self) -> MemoryReport {
+ let mut report = MemoryReport::default();
+
+ // We're reporting GPU memory rather than heap-allocations, so we don't
+ // use size_of_op.
+ for item in self.texture_cache_map.values() {
+ let counter = match item.category {
+ TextureCacheCategory::Atlas => &mut report.atlas_textures,
+ TextureCacheCategory::Standalone => &mut report.standalone_textures,
+ TextureCacheCategory::PictureTile => &mut report.picture_tile_textures,
+ TextureCacheCategory::RenderTarget => &mut report.render_target_textures,
+ };
+ *counter += item.texture.size_in_bytes();
+ }
+
+ report
+ }
+
+ fn update_profile(&self, profile: &mut TransactionProfile) {
+ let mut external_image_bytes = 0;
+ for img in self.external_images.values() {
+ let uv_rect = img.get_uv_rect();
+ let size = (uv_rect.uv1 - uv_rect.uv0).abs().to_size().to_i32();
+
+ // Assume 4 bytes per pixels which is true most of the time but
+ // not always.
+ let bpp = 4;
+ external_image_bytes += size.area() as usize * bpp;
+ }
+
+ profile.set(profiler::EXTERNAL_IMAGE_BYTES, profiler::bytes_to_mb(external_image_bytes));
+ }
+
+ fn get_cache_texture_mut(&mut self, id: &CacheTextureId) -> &mut Texture {
+ &mut self.texture_cache_map
+ .get_mut(id)
+ .expect("bug: texture not allocated")
+ .texture
+ }
+}
+
+#[derive(Debug, Copy, Clone, PartialEq)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub enum BlendMode {
+ None,
+ Alpha,
+ PremultipliedAlpha,
+ PremultipliedDestOut,
+ SubpixelDualSource,
+ SubpixelWithBgColor,
+ Advanced(MixBlendMode),
+ MultiplyDualSource,
+ Screen,
+ Exclusion,
+ PlusLighter,
+}
+
+impl BlendMode {
+ /// Decides when a given mix-blend-mode can be implemented in terms of
+ /// simple blending, dual-source blending, advanced blending, or not at
+ /// all based on available capabilities.
+ pub fn from_mix_blend_mode(
+ mode: MixBlendMode,
+ advanced_blend: bool,
+ coherent: bool,
+ dual_source: bool,
+ ) -> Option<BlendMode> {
+ // If we emulate a mix-blend-mode via simple or dual-source blending,
+ // care must be taken to output alpha As + Ad*(1-As) regardless of what
+ // the RGB output is to comply with the mix-blend-mode spec.
+ Some(match mode {
+ // If we have coherent advanced blend, just use that.
+ _ if advanced_blend && coherent => BlendMode::Advanced(mode),
+ // Screen can be implemented as Cs + Cd - Cs*Cd => Cs + Cd*(1-Cs)
+ MixBlendMode::Screen => BlendMode::Screen,
+ // Exclusion can be implemented as Cs + Cd - 2*Cs*Cd => Cs*(1-Cd) + Cd*(1-Cs)
+ MixBlendMode::Exclusion => BlendMode::Exclusion,
+ // PlusLighter is basically a clamped add.
+ MixBlendMode::PlusLighter => BlendMode::PlusLighter,
+ // Multiply can be implemented as Cs*Cd + Cs*(1-Ad) + Cd*(1-As) => Cs*(1-Ad) + Cd*(1 - SRC1=(As-Cs))
+ MixBlendMode::Multiply if dual_source => BlendMode::MultiplyDualSource,
+ // Otherwise, use advanced blend without coherency if available.
+ _ if advanced_blend => BlendMode::Advanced(mode),
+ // If advanced blend is not available, then we have to use brush_mix_blend.
+ _ => return None,
+ })
+ }
+}
+
+/// Information about the state of the debugging / profiler overlay in native compositing mode.
+struct DebugOverlayState {
+ /// True if any of the current debug flags will result in drawing a debug overlay.
+ is_enabled: bool,
+
+ /// The current size of the debug overlay surface. None implies that the
+ /// debug surface isn't currently allocated.
+ current_size: Option<DeviceIntSize>,
+}
+
+impl DebugOverlayState {
+ fn new() -> Self {
+ DebugOverlayState {
+ is_enabled: false,
+ current_size: None,
+ }
+ }
+}
+
+/// Tracks buffer damage rects over a series of frames.
+#[derive(Debug, Default)]
+pub(crate) struct BufferDamageTracker {
+ damage_rects: [DeviceRect; 2],
+ current_offset: usize,
+}
+
+impl BufferDamageTracker {
+ /// Sets the damage rect for the current frame. Should only be called *after*
+ /// get_damage_rect() has been called to get the current backbuffer's damage rect.
+ fn push_dirty_rect(&mut self, rect: &DeviceRect) {
+ self.damage_rects[self.current_offset] = rect.clone();
+ self.current_offset = match self.current_offset {
+ 0 => self.damage_rects.len() - 1,
+ n => n - 1,
+ }
+ }
+
+ /// Gets the damage rect for the current backbuffer, given the backbuffer's age.
+ /// (The number of frames since it was previously the backbuffer.)
+ /// Returns an empty rect if the buffer is valid, and None if the entire buffer is invalid.
+ fn get_damage_rect(&self, buffer_age: usize) -> Option<DeviceRect> {
+ match buffer_age {
+ // 0 means this is a new buffer, so is completely invalid.
+ 0 => None,
+ // 1 means this backbuffer was also the previous frame's backbuffer
+ // (so must have been copied to the frontbuffer). It is therefore entirely valid.
+ 1 => Some(DeviceRect::zero()),
+ // We must calculate the union of the damage rects since this buffer was previously
+ // the backbuffer.
+ n if n <= self.damage_rects.len() + 1 => {
+ Some(
+ self.damage_rects.iter()
+ .cycle()
+ .skip(self.current_offset + 1)
+ .take(n - 1)
+ .fold(DeviceRect::zero(), |acc, r| acc.union(r))
+ )
+ }
+ // The backbuffer is older than the number of frames for which we track,
+ // so we treat it as entirely invalid.
+ _ => None,
+ }
+ }
+}
+
+/// The renderer is responsible for submitting to the GPU the work prepared by the
+/// RenderBackend.
+///
+/// We have a separate `Renderer` instance for each instance of WebRender (generally
+/// one per OS window), and all instances share the same thread.
+pub struct Renderer {
+ result_rx: Receiver<ResultMsg>,
+ api_tx: Sender<ApiMsg>,
+ pub device: Device,
+ pending_texture_updates: Vec<TextureUpdateList>,
+ /// True if there are any TextureCacheUpdate pending.
+ pending_texture_cache_updates: bool,
+ pending_native_surface_updates: Vec<NativeSurfaceOperation>,
+ pending_gpu_cache_updates: Vec<GpuCacheUpdateList>,
+ pending_gpu_cache_clear: bool,
+ pending_shader_updates: Vec<PathBuf>,
+ active_documents: FastHashMap<DocumentId, RenderedDocument>,
+
+ shaders: Rc<RefCell<Shaders>>,
+
+ max_recorded_profiles: usize,
+
+ clear_color: ColorF,
+ enable_clear_scissor: bool,
+ enable_advanced_blend_barriers: bool,
+ clear_caches_with_quads: bool,
+ clear_alpha_targets_with_quads: bool,
+
+ debug: debug::LazyInitializedDebugRenderer,
+ debug_flags: DebugFlags,
+ profile: TransactionProfile,
+ frame_counter: u64,
+ resource_upload_time: f64,
+ gpu_cache_upload_time: f64,
+ profiler: Profiler,
+
+ last_time: u64,
+
+ pub gpu_profiler: GpuProfiler,
+ vaos: vertex::RendererVAOs,
+
+ gpu_cache_texture: gpu_cache::GpuCacheTexture,
+ vertex_data_textures: Vec<vertex::VertexDataTextures>,
+ current_vertex_data_textures: usize,
+
+ /// When the GPU cache debugger is enabled, we keep track of the live blocks
+ /// in the GPU cache so that we can use them for the debug display. This
+ /// member stores those live blocks, indexed by row.
+ gpu_cache_debug_chunks: Vec<Vec<GpuCacheDebugChunk>>,
+
+ gpu_cache_frame_id: FrameId,
+ gpu_cache_overflow: bool,
+
+ pipeline_info: PipelineInfo,
+
+ // Manages and resolves source textures IDs to real texture IDs.
+ texture_resolver: TextureResolver,
+
+ texture_upload_pbo_pool: UploadPBOPool,
+ staging_texture_pool: UploadTexturePool,
+
+ dither_matrix_texture: Option<Texture>,
+
+ /// Optional trait object that allows the client
+ /// application to provide external buffers for image data.
+ external_image_handler: Option<Box<dyn ExternalImageHandler>>,
+
+ /// Optional function pointers for measuring memory used by a given
+ /// heap-allocated pointer.
+ size_of_ops: Option<MallocSizeOfOps>,
+
+ pub renderer_errors: Vec<RendererError>,
+
+ pub(in crate) async_frame_recorder: Option<AsyncScreenshotGrabber>,
+ pub(in crate) async_screenshots: Option<AsyncScreenshotGrabber>,
+
+ /// List of profile results from previous frames. Can be retrieved
+ /// via get_frame_profiles().
+ cpu_profiles: VecDeque<CpuProfile>,
+ gpu_profiles: VecDeque<GpuProfile>,
+
+ /// Notification requests to be fulfilled after rendering.
+ notifications: Vec<NotificationRequest>,
+
+ device_size: Option<DeviceIntSize>,
+
+ /// A lazily created texture for the zoom debugging widget.
+ zoom_debug_texture: Option<Texture>,
+
+ /// The current mouse position. This is used for debugging
+ /// functionality only, such as the debug zoom widget.
+ cursor_position: DeviceIntPoint,
+
+ /// Guards to check if we might be rendering a frame with expired texture
+ /// cache entries.
+ shared_texture_cache_cleared: bool,
+
+ /// The set of documents which we've seen a publish for since last render.
+ documents_seen: FastHashSet<DocumentId>,
+
+ #[cfg(feature = "capture")]
+ read_fbo: FBOId,
+ #[cfg(feature = "replay")]
+ owned_external_images: FastHashMap<(ExternalImageId, u8), ExternalTexture>,
+
+ /// The compositing config, affecting how WR composites into the final scene.
+ compositor_config: CompositorConfig,
+
+ current_compositor_kind: CompositorKind,
+
+ /// Maintains a set of allocated native composite surfaces. This allows any
+ /// currently allocated surfaces to be cleaned up as soon as deinit() is
+ /// called (the normal bookkeeping for native surfaces exists in the
+ /// render backend thread).
+ allocated_native_surfaces: FastHashSet<NativeSurfaceId>,
+
+ /// If true, partial present state has been reset and everything needs to
+ /// be drawn on the next render.
+ force_redraw: bool,
+
+ /// State related to the debug / profiling overlays
+ debug_overlay_state: DebugOverlayState,
+
+ /// Tracks the dirty rectangles from previous frames. Used on platforms
+ /// that require keeping the front buffer fully correct when doing
+ /// partial present (e.g. unix desktop with EGL_EXT_buffer_age).
+ buffer_damage_tracker: BufferDamageTracker,
+
+ max_primitive_instance_count: usize,
+ enable_instancing: bool,
+
+ /// Count consecutive oom frames to detectif we are stuck unable to render
+ /// in a loop.
+ consecutive_oom_frames: u32,
+
+ /// update() defers processing of ResultMsg, if frame_publish_id of
+ /// ResultMsg::PublishDocument exceeds target_frame_publish_id.
+ target_frame_publish_id: Option<FramePublishId>,
+
+ /// Hold a next ResultMsg that will be handled by update().
+ pending_result_msg: Option<ResultMsg>,
+}
+
+#[derive(Debug)]
+pub enum RendererError {
+ Shader(ShaderError),
+ Thread(std::io::Error),
+ MaxTextureSize,
+ SoftwareRasterizer,
+ OutOfMemory,
+}
+
+impl From<ShaderError> for RendererError {
+ fn from(err: ShaderError) -> Self {
+ RendererError::Shader(err)
+ }
+}
+
+impl From<std::io::Error> for RendererError {
+ fn from(err: std::io::Error) -> Self {
+ RendererError::Thread(err)
+ }
+}
+
+impl Renderer {
+ pub fn device_size(&self) -> Option<DeviceIntSize> {
+ self.device_size
+ }
+
+ /// Update the current position of the debug cursor.
+ pub fn set_cursor_position(
+ &mut self,
+ position: DeviceIntPoint,
+ ) {
+ self.cursor_position = position;
+ }
+
+ pub fn get_max_texture_size(&self) -> i32 {
+ self.device.max_texture_size()
+ }
+
+ pub fn get_graphics_api_info(&self) -> GraphicsApiInfo {
+ GraphicsApiInfo {
+ kind: GraphicsApi::OpenGL,
+ version: self.device.gl().get_string(gl::VERSION),
+ renderer: self.device.gl().get_string(gl::RENDERER),
+ }
+ }
+
+ pub fn preferred_color_format(&self) -> ImageFormat {
+ self.device.preferred_color_formats().external
+ }
+
+ pub fn required_texture_stride_alignment(&self, format: ImageFormat) -> usize {
+ self.device.required_pbo_stride().num_bytes(format).get()
+ }
+
+ pub fn set_clear_color(&mut self, color: ColorF) {
+ self.clear_color = color;
+ }
+
+ pub fn flush_pipeline_info(&mut self) -> PipelineInfo {
+ mem::replace(&mut self.pipeline_info, PipelineInfo::default())
+ }
+
+ /// Returns the Epoch of the current frame in a pipeline.
+ pub fn current_epoch(&self, document_id: DocumentId, pipeline_id: PipelineId) -> Option<Epoch> {
+ self.pipeline_info.epochs.get(&(pipeline_id, document_id)).cloned()
+ }
+
+ fn get_next_result_msg(&mut self) -> Option<ResultMsg> {
+ if self.pending_result_msg.is_none() {
+ if let Ok(msg) = self.result_rx.try_recv() {
+ self.pending_result_msg = Some(msg);
+ }
+ }
+
+ match (&self.pending_result_msg, &self.target_frame_publish_id) {
+ (Some(ResultMsg::PublishDocument(frame_publish_id, _, _, _)), Some(target_id)) => {
+ if frame_publish_id > target_id {
+ return None;
+ }
+ }
+ _ => {}
+ }
+
+ self.pending_result_msg.take()
+ }
+
+ /// Processes the result queue.
+ ///
+ /// Should be called before `render()`, as texture cache updates are done here.
+ pub fn update(&mut self) {
+ profile_scope!("update");
+
+ // Pull any pending results and return the most recent.
+ while let Some(msg) = self.get_next_result_msg() {
+ match msg {
+ ResultMsg::PublishPipelineInfo(mut pipeline_info) => {
+ for ((pipeline_id, document_id), epoch) in pipeline_info.epochs {
+ self.pipeline_info.epochs.insert((pipeline_id, document_id), epoch);
+ }
+ self.pipeline_info.removed_pipelines.extend(pipeline_info.removed_pipelines.drain(..));
+ }
+ ResultMsg::PublishDocument(
+ _,
+ document_id,
+ mut doc,
+ resource_update_list,
+ ) => {
+ // Add a new document to the active set
+
+ // If the document we are replacing must be drawn (in order to
+ // update the texture cache), issue a render just to
+ // off-screen targets, ie pass None to render_impl. We do this
+ // because a) we don't need to render to the main framebuffer
+ // so it is cheaper not to, and b) doing so without a
+ // subsequent present would break partial present.
+ if let Some(mut prev_doc) = self.active_documents.remove(&document_id) {
+ doc.profile.merge(&mut prev_doc.profile);
+
+ if prev_doc.frame.must_be_drawn() {
+ prev_doc.render_reasons |= RenderReasons::TEXTURE_CACHE_FLUSH;
+ self.render_impl(
+ document_id,
+ &mut prev_doc,
+ None,
+ 0,
+ ).ok();
+ }
+ }
+
+ self.active_documents.insert(document_id, doc);
+
+ // IMPORTANT: The pending texture cache updates must be applied
+ // *after* the previous frame has been rendered above
+ // (if neceessary for a texture cache update). For
+ // an example of why this is required:
+ // 1) Previous frame contains a render task that
+ // targets Texture X.
+ // 2) New frame contains a texture cache update which
+ // frees Texture X.
+ // 3) bad stuff happens.
+
+ //TODO: associate `document_id` with target window
+ self.pending_texture_cache_updates |= !resource_update_list.texture_updates.updates.is_empty();
+ self.pending_texture_updates.push(resource_update_list.texture_updates);
+ self.pending_native_surface_updates.extend(resource_update_list.native_surface_updates);
+ self.documents_seen.insert(document_id);
+ }
+ ResultMsg::UpdateGpuCache(mut list) => {
+ if list.clear {
+ self.pending_gpu_cache_clear = true;
+ }
+ if list.clear {
+ self.gpu_cache_debug_chunks = Vec::new();
+ }
+ for cmd in mem::replace(&mut list.debug_commands, Vec::new()) {
+ match cmd {
+ GpuCacheDebugCmd::Alloc(chunk) => {
+ let row = chunk.address.v as usize;
+ if row >= self.gpu_cache_debug_chunks.len() {
+ self.gpu_cache_debug_chunks.resize(row + 1, Vec::new());
+ }
+ self.gpu_cache_debug_chunks[row].push(chunk);
+ },
+ GpuCacheDebugCmd::Free(address) => {
+ let chunks = &mut self.gpu_cache_debug_chunks[address.v as usize];
+ let pos = chunks.iter()
+ .position(|x| x.address == address).unwrap();
+ chunks.remove(pos);
+ },
+ }
+ }
+ self.pending_gpu_cache_updates.push(list);
+ }
+ ResultMsg::UpdateResources {
+ resource_updates,
+ memory_pressure,
+ } => {
+ if memory_pressure {
+ // If a memory pressure event arrives _after_ a new scene has
+ // been published that writes persistent targets (i.e. cached
+ // render tasks to the texture cache, or picture cache tiles)
+ // but _before_ the next update/render loop, those targets
+ // will not be updated due to the active_documents list being
+ // cleared at the end of this message. To work around that,
+ // if any of the existing documents have not rendered yet, and
+ // have picture/texture cache targets, force a render so that
+ // those targets are updated.
+ let active_documents = mem::replace(
+ &mut self.active_documents,
+ FastHashMap::default(),
+ );
+ for (doc_id, mut doc) in active_documents {
+ if doc.frame.must_be_drawn() {
+ // As this render will not be presented, we must pass None to
+ // render_impl. This avoids interfering with partial present
+ // logic, as well as being more efficient.
+ self.render_impl(
+ doc_id,
+ &mut doc,
+ None,
+ 0,
+ ).ok();
+ }
+ }
+ }
+
+ self.pending_texture_cache_updates |= !resource_updates.texture_updates.updates.is_empty();
+ self.pending_texture_updates.push(resource_updates.texture_updates);
+ self.pending_native_surface_updates.extend(resource_updates.native_surface_updates);
+ self.device.begin_frame();
+
+ self.update_texture_cache();
+ self.update_native_surfaces();
+
+ // Flush the render target pool on memory pressure.
+ //
+ // This needs to be separate from the block below because
+ // the device module asserts if we delete textures while
+ // not in a frame.
+ if memory_pressure {
+ self.texture_upload_pbo_pool.on_memory_pressure(&mut self.device);
+ self.staging_texture_pool.delete_textures(&mut self.device);
+ }
+
+ self.device.end_frame();
+ }
+ ResultMsg::AppendNotificationRequests(mut notifications) => {
+ // We need to know specifically if there are any pending
+ // TextureCacheUpdate updates in any of the entries in
+ // pending_texture_updates. They may simply be nops, which do not
+ // need to prevent issuing the notification, and if so, may not
+ // cause a timely frame render to occur to wake up any listeners.
+ if !self.pending_texture_cache_updates {
+ drain_filter(
+ &mut notifications,
+ |n| { n.when() == Checkpoint::FrameTexturesUpdated },
+ |n| { n.notify(); },
+ );
+ }
+ self.notifications.append(&mut notifications);
+ }
+ ResultMsg::ForceRedraw => {
+ self.force_redraw = true;
+ }
+ ResultMsg::RefreshShader(path) => {
+ self.pending_shader_updates.push(path);
+ }
+ ResultMsg::SetParameter(ref param) => {
+ self.device.set_parameter(param);
+ }
+ ResultMsg::DebugOutput(output) => match output {
+ #[cfg(feature = "capture")]
+ DebugOutput::SaveCapture(config, deferred) => {
+ self.save_capture(config, deferred);
+ }
+ #[cfg(feature = "replay")]
+ DebugOutput::LoadCapture(config, plain_externals) => {
+ self.active_documents.clear();
+ self.load_capture(config, plain_externals);
+ }
+ },
+ ResultMsg::DebugCommand(command) => {
+ self.handle_debug_command(command);
+ }
+ }
+ }
+ }
+
+ /// update() defers processing of ResultMsg, if frame_publish_id of
+ /// ResultMsg::PublishDocument exceeds target_frame_publish_id.
+ pub fn set_target_frame_publish_id(&mut self, publish_id: FramePublishId) {
+ self.target_frame_publish_id = Some(publish_id);
+ }
+
+ fn handle_debug_command(&mut self, command: DebugCommand) {
+ match command {
+ DebugCommand::SetPictureTileSize(_) |
+ DebugCommand::SetMaximumSurfaceSize(_) => {
+ panic!("Should be handled by render backend");
+ }
+ DebugCommand::SaveCapture(..) |
+ DebugCommand::LoadCapture(..) |
+ DebugCommand::StartCaptureSequence(..) |
+ DebugCommand::StopCaptureSequence => {
+ panic!("Capture commands are not welcome here! Did you build with 'capture' feature?")
+ }
+ DebugCommand::ClearCaches(_)
+ | DebugCommand::SimulateLongSceneBuild(_)
+ | DebugCommand::EnableNativeCompositor(_)
+ | DebugCommand::SetBatchingLookback(_) => {}
+ DebugCommand::InvalidateGpuCache => {
+ self.gpu_cache_texture.invalidate();
+ }
+ DebugCommand::SetFlags(flags) => {
+ self.set_debug_flags(flags);
+ }
+ }
+ }
+
+ /// Set a callback for handling external images.
+ pub fn set_external_image_handler(&mut self, handler: Box<dyn ExternalImageHandler>) {
+ self.external_image_handler = Some(handler);
+ }
+
+ /// Retrieve (and clear) the current list of recorded frame profiles.
+ pub fn get_frame_profiles(&mut self) -> (Vec<CpuProfile>, Vec<GpuProfile>) {
+ let cpu_profiles = self.cpu_profiles.drain(..).collect();
+ let gpu_profiles = self.gpu_profiles.drain(..).collect();
+ (cpu_profiles, gpu_profiles)
+ }
+
+ /// Reset the current partial present state. This forces the entire framebuffer
+ /// to be refreshed next time `render` is called.
+ pub fn force_redraw(&mut self) {
+ self.force_redraw = true;
+ }
+
+ /// Renders the current frame.
+ ///
+ /// A Frame is supplied by calling [`generate_frame()`][webrender_api::Transaction::generate_frame].
+ /// buffer_age is the age of the current backbuffer. It is only relevant if partial present
+ /// is active, otherwise 0 should be passed here.
+ pub fn render(
+ &mut self,
+ device_size: DeviceIntSize,
+ buffer_age: usize,
+ ) -> Result<RenderResults, Vec<RendererError>> {
+ self.device_size = Some(device_size);
+
+ // TODO(gw): We want to make the active document that is
+ // being rendered configurable via the public
+ // API in future. For now, just select the last
+ // added document as the active one to render
+ // (Gecko only ever creates a single document
+ // per renderer right now).
+ let doc_id = self.active_documents.keys().last().cloned();
+
+ let result = match doc_id {
+ Some(doc_id) => {
+ // Remove the doc from the map to appease the borrow checker
+ let mut doc = self.active_documents
+ .remove(&doc_id)
+ .unwrap();
+
+ let result = self.render_impl(
+ doc_id,
+ &mut doc,
+ Some(device_size),
+ buffer_age,
+ );
+
+ self.active_documents.insert(doc_id, doc);
+
+ result
+ }
+ None => {
+ self.last_time = precise_time_ns();
+ Ok(RenderResults::default())
+ }
+ };
+
+ drain_filter(
+ &mut self.notifications,
+ |n| { n.when() == Checkpoint::FrameRendered },
+ |n| { n.notify(); },
+ );
+
+ let mut oom = false;
+ if let Err(ref errors) = result {
+ for error in errors {
+ if matches!(error, &RendererError::OutOfMemory) {
+ oom = true;
+ break;
+ }
+ }
+ }
+
+ if oom {
+ let _ = self.api_tx.send(ApiMsg::MemoryPressure);
+ // Ensure we don't get stuck in a loop.
+ self.consecutive_oom_frames += 1;
+ assert!(self.consecutive_oom_frames < 5, "Renderer out of memory");
+ } else {
+ self.consecutive_oom_frames = 0;
+ }
+
+ // This is the end of the rendering pipeline. If some notifications are is still there,
+ // just clear them and they will autimatically fire the Checkpoint::TransactionDropped
+ // event. Otherwise they would just pile up in this vector forever.
+ self.notifications.clear();
+
+ tracy_frame_marker!();
+
+ result
+ }
+
+ /// Update the state of any debug / profiler overlays. This is currently only needed
+ /// when running with the native compositor enabled.
+ fn update_debug_overlay(
+ &mut self,
+ framebuffer_size: DeviceIntSize,
+ has_debug_items: bool,
+ ) {
+ // If any of the following debug flags are set, something will be drawn on the debug overlay.
+ self.debug_overlay_state.is_enabled = has_debug_items || self.debug_flags.intersects(
+ DebugFlags::PROFILER_DBG |
+ DebugFlags::RENDER_TARGET_DBG |
+ DebugFlags::TEXTURE_CACHE_DBG |
+ DebugFlags::EPOCHS |
+ DebugFlags::GPU_CACHE_DBG |
+ DebugFlags::PICTURE_CACHING_DBG |
+ DebugFlags::PRIMITIVE_DBG |
+ DebugFlags::ZOOM_DBG |
+ DebugFlags::WINDOW_VISIBILITY_DBG
+ );
+
+ // Update the debug overlay surface, if we are running in native compositor mode.
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ let compositor = self.compositor_config.compositor().unwrap();
+
+ // If there is a current surface, destroy it if we don't need it for this frame, or if
+ // the size has changed.
+ if let Some(current_size) = self.debug_overlay_state.current_size {
+ if !self.debug_overlay_state.is_enabled || current_size != framebuffer_size {
+ compositor.destroy_surface(&mut self.device, NativeSurfaceId::DEBUG_OVERLAY);
+ self.debug_overlay_state.current_size = None;
+ }
+ }
+
+ // Allocate a new surface, if we need it and there isn't one.
+ if self.debug_overlay_state.is_enabled && self.debug_overlay_state.current_size.is_none() {
+ compositor.create_surface(
+ &mut self.device,
+ NativeSurfaceId::DEBUG_OVERLAY,
+ DeviceIntPoint::zero(),
+ framebuffer_size,
+ false,
+ );
+ compositor.create_tile(
+ &mut self.device,
+ NativeTileId::DEBUG_OVERLAY,
+ );
+ self.debug_overlay_state.current_size = Some(framebuffer_size);
+ }
+ }
+ }
+
+ /// Bind a draw target for the debug / profiler overlays, if required.
+ fn bind_debug_overlay(&mut self, device_size: DeviceIntSize) -> Option<DrawTarget> {
+ // Debug overlay setup are only required in native compositing mode
+ if self.debug_overlay_state.is_enabled {
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ let compositor = self.compositor_config.compositor().unwrap();
+ let surface_size = self.debug_overlay_state.current_size.unwrap();
+
+ // Ensure old surface is invalidated before binding
+ compositor.invalidate_tile(
+ &mut self.device,
+ NativeTileId::DEBUG_OVERLAY,
+ DeviceIntRect::from_size(surface_size),
+ );
+ // Bind the native surface
+ let surface_info = compositor.bind(
+ &mut self.device,
+ NativeTileId::DEBUG_OVERLAY,
+ DeviceIntRect::from_size(surface_size),
+ DeviceIntRect::from_size(surface_size),
+ );
+
+ // Bind the native surface to current FBO target
+ let draw_target = DrawTarget::NativeSurface {
+ offset: surface_info.origin,
+ external_fbo_id: surface_info.fbo_id,
+ dimensions: surface_size,
+ };
+ self.device.bind_draw_target(draw_target);
+
+ // When native compositing, clear the debug overlay each frame.
+ self.device.clear_target(
+ Some([0.0, 0.0, 0.0, 0.0]),
+ None, // debug renderer does not use depth
+ None,
+ );
+
+ Some(draw_target)
+ } else {
+ // If we're not using the native compositor, then the default
+ // frame buffer is already bound. Create a DrawTarget for it and
+ // return it.
+ Some(DrawTarget::new_default(device_size, self.device.surface_origin_is_top_left()))
+ }
+ } else {
+ None
+ }
+ }
+
+ /// Unbind the draw target for debug / profiler overlays, if required.
+ fn unbind_debug_overlay(&mut self) {
+ // Debug overlay setup are only required in native compositing mode
+ if self.debug_overlay_state.is_enabled {
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ let compositor = self.compositor_config.compositor().unwrap();
+ // Unbind the draw target and add it to the visual tree to be composited
+ compositor.unbind(&mut self.device);
+
+ compositor.add_surface(
+ &mut self.device,
+ NativeSurfaceId::DEBUG_OVERLAY,
+ CompositorSurfaceTransform::identity(),
+ DeviceIntRect::from_size(
+ self.debug_overlay_state.current_size.unwrap(),
+ ),
+ ImageRendering::Auto,
+ );
+ }
+ }
+ }
+
+ // If device_size is None, don't render to the main frame buffer. This is useful to
+ // update texture cache render tasks but avoid doing a full frame render. If the
+ // render is not going to be presented, then this must be set to None, as performing a
+ // composite without a present will confuse partial present.
+ fn render_impl(
+ &mut self,
+ doc_id: DocumentId,
+ active_doc: &mut RenderedDocument,
+ device_size: Option<DeviceIntSize>,
+ buffer_age: usize,
+ ) -> Result<RenderResults, Vec<RendererError>> {
+ profile_scope!("render");
+ let mut results = RenderResults::default();
+ self.profile.start_time(profiler::RENDERER_TIME);
+
+ self.staging_texture_pool.begin_frame();
+
+ let compositor_kind = active_doc.frame.composite_state.compositor_kind;
+ // CompositorKind is updated
+ if self.current_compositor_kind != compositor_kind {
+ let enable = match (self.current_compositor_kind, compositor_kind) {
+ (CompositorKind::Native { .. }, CompositorKind::Draw { .. }) => {
+ if self.debug_overlay_state.current_size.is_some() {
+ self.compositor_config
+ .compositor()
+ .unwrap()
+ .destroy_surface(&mut self.device, NativeSurfaceId::DEBUG_OVERLAY);
+ self.debug_overlay_state.current_size = None;
+ }
+ false
+ }
+ (CompositorKind::Draw { .. }, CompositorKind::Native { .. }) => {
+ true
+ }
+ (current_compositor_kind, active_doc_compositor_kind) => {
+ warn!("Compositor mismatch, assuming this is Wrench running. Current {:?}, active {:?}",
+ current_compositor_kind, active_doc_compositor_kind);
+ false
+ }
+ };
+
+ if let Some(config) = self.compositor_config.compositor() {
+ config.enable_native_compositor(&mut self.device, enable);
+ }
+ self.current_compositor_kind = compositor_kind;
+ }
+
+ // The texture resolver scope should be outside of any rendering, including
+ // debug rendering. This ensures that when we return render targets to the
+ // pool via glInvalidateFramebuffer, we don't do any debug rendering after
+ // that point. Otherwise, the bind / invalidate / bind logic trips up the
+ // render pass logic in tiled / mobile GPUs, resulting in an extra copy /
+ // resolve step when the debug overlay is enabled.
+ self.texture_resolver.begin_frame();
+
+ if let Some(device_size) = device_size {
+ self.update_gpu_profile(device_size);
+ }
+
+ let cpu_frame_id = {
+ let _gm = self.gpu_profiler.start_marker("begin frame");
+ let frame_id = self.device.begin_frame();
+ self.gpu_profiler.begin_frame(frame_id);
+
+ self.device.disable_scissor();
+ self.device.disable_depth();
+ self.set_blend(false, FramebufferKind::Main);
+ //self.update_shaders();
+
+ self.update_texture_cache();
+ self.update_native_surfaces();
+
+ frame_id
+ };
+
+ if let Some(device_size) = device_size {
+ // Inform the client that we are starting a composition transaction if native
+ // compositing is enabled. This needs to be done early in the frame, so that
+ // we can create debug overlays after drawing the main surfaces.
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ let compositor = self.compositor_config.compositor().unwrap();
+ compositor.begin_frame(&mut self.device);
+ }
+
+ // Update the state of the debug overlay surface, ensuring that
+ // the compositor mode has a suitable surface to draw to, if required.
+ self.update_debug_overlay(device_size, !active_doc.frame.debug_items.is_empty());
+ }
+
+ let frame = &mut active_doc.frame;
+ let profile = &mut active_doc.profile;
+ assert!(self.current_compositor_kind == frame.composite_state.compositor_kind);
+
+ if self.shared_texture_cache_cleared {
+ assert!(self.documents_seen.contains(&doc_id),
+ "Cleared texture cache without sending new document frame.");
+ }
+
+ match self.prepare_gpu_cache(&frame.deferred_resolves) {
+ Ok(..) => {
+ assert!(frame.gpu_cache_frame_id <= self.gpu_cache_frame_id,
+ "Received frame depends on a later GPU cache epoch ({:?}) than one we received last via `UpdateGpuCache` ({:?})",
+ frame.gpu_cache_frame_id, self.gpu_cache_frame_id);
+
+ {
+ profile_scope!("gl.flush");
+ self.device.gl().flush(); // early start on gpu cache updates
+ }
+
+ self.draw_frame(
+ frame,
+ device_size,
+ buffer_age,
+ &mut results,
+ );
+
+ // TODO(nical): do this automatically by selecting counters in the wr profiler
+ // Profile marker for the number of invalidated picture cache
+ if thread_is_being_profiled() {
+ let duration = Duration::new(0,0);
+ if let Some(n) = self.profile.get(profiler::RENDERED_PICTURE_TILES) {
+ let message = (n as usize).to_string();
+ add_text_marker("NumPictureCacheInvalidated", &message, duration);
+ }
+ }
+
+ if device_size.is_some() {
+ self.draw_frame_debug_items(&frame.debug_items);
+ }
+
+ self.profile.merge(profile);
+ }
+ Err(e) => {
+ self.renderer_errors.push(e);
+ }
+ }
+
+ self.unlock_external_images(&frame.deferred_resolves);
+
+ let _gm = self.gpu_profiler.start_marker("end frame");
+ self.gpu_profiler.end_frame();
+
+ let debug_overlay = device_size.and_then(|device_size| {
+ // Bind a surface to draw the debug / profiler information to.
+ self.bind_debug_overlay(device_size).map(|draw_target| {
+ self.draw_render_target_debug(&draw_target);
+ self.draw_texture_cache_debug(&draw_target);
+ self.draw_gpu_cache_debug(device_size);
+ self.draw_zoom_debug(device_size);
+ self.draw_epoch_debug();
+ self.draw_window_visibility_debug();
+ draw_target
+ })
+ });
+
+ let t = self.profile.end_time(profiler::RENDERER_TIME);
+ self.profile.end_time_if_started(profiler::TOTAL_FRAME_CPU_TIME);
+ Telemetry::record_renderer_time(Duration::from_micros((t * 1000.00) as u64));
+ if self.profile.get(profiler::SHADER_BUILD_TIME).is_none() {
+ Telemetry::record_renderer_time_no_sc(Duration::from_micros((t * 1000.00) as u64));
+ }
+
+ let current_time = precise_time_ns();
+ if device_size.is_some() {
+ let time = profiler::ns_to_ms(current_time - self.last_time);
+ self.profile.set(profiler::FRAME_TIME, time);
+ }
+
+ if self.max_recorded_profiles > 0 {
+ while self.cpu_profiles.len() >= self.max_recorded_profiles {
+ self.cpu_profiles.pop_front();
+ }
+ let cpu_profile = CpuProfile::new(
+ cpu_frame_id,
+ (self.profile.get_or(profiler::FRAME_BUILDING_TIME, 0.0) * 1000000.0) as u64,
+ (self.profile.get_or(profiler::RENDERER_TIME, 0.0) * 1000000.0) as u64,
+ self.profile.get_or(profiler::DRAW_CALLS, 0.0) as usize,
+ );
+ self.cpu_profiles.push_back(cpu_profile);
+ }
+
+ if thread_is_being_profiled() {
+ let duration = Duration::new(0,0);
+ let message = (self.profile.get_or(profiler::DRAW_CALLS, 0.0) as usize).to_string();
+ add_text_marker("NumDrawCalls", &message, duration);
+ }
+
+ let report = self.texture_resolver.report_memory();
+ self.profile.set(profiler::RENDER_TARGET_MEM, profiler::bytes_to_mb(report.render_target_textures));
+ self.profile.set(profiler::PICTURE_TILES_MEM, profiler::bytes_to_mb(report.picture_tile_textures));
+ self.profile.set(profiler::ATLAS_TEXTURES_MEM, profiler::bytes_to_mb(report.atlas_textures));
+ self.profile.set(profiler::STANDALONE_TEXTURES_MEM, profiler::bytes_to_mb(report.standalone_textures));
+
+ self.profile.set(profiler::DEPTH_TARGETS_MEM, profiler::bytes_to_mb(self.device.depth_targets_memory()));
+
+ self.profile.set(profiler::TEXTURES_CREATED, self.device.textures_created);
+ self.profile.set(profiler::TEXTURES_DELETED, self.device.textures_deleted);
+
+ results.stats.texture_upload_mb = self.profile.get_or(profiler::TEXTURE_UPLOADS_MEM, 0.0);
+ self.frame_counter += 1;
+ results.stats.resource_upload_time = self.resource_upload_time;
+ self.resource_upload_time = 0.0;
+ results.stats.gpu_cache_upload_time = self.gpu_cache_upload_time;
+ self.gpu_cache_upload_time = 0.0;
+
+ if let Some(stats) = active_doc.frame_stats.take() {
+ // Copy the full frame stats to RendererStats
+ results.stats.merge(&stats);
+
+ self.profiler.update_frame_stats(stats);
+ }
+
+ // Turn the render reasons bitflags into something we can see in the profiler.
+ // For now this is just a binary yes/no for each bit, which means that when looking
+ // at "Render reasons" in the profiler HUD the average view indicates the proportion
+ // of frames that had the bit set over a half second window whereas max shows whether
+ // the bit as been set at least once during that time window.
+ // We could implement better ways to visualize this information.
+ let add_markers = thread_is_being_profiled();
+ for i in 0..RenderReasons::NUM_BITS {
+ let counter = profiler::RENDER_REASON_FIRST + i as usize;
+ let mut val = 0.0;
+ let reason_bit = RenderReasons::from_bits_truncate(1 << i);
+ if active_doc.render_reasons.contains(reason_bit) {
+ val = 1.0;
+ if add_markers {
+ let event_str = format!("Render reason {:?}", reason_bit);
+ add_event_marker(&event_str);
+ }
+ }
+ self.profile.set(counter, val);
+ }
+ active_doc.render_reasons = RenderReasons::empty();
+
+
+ self.texture_resolver.update_profile(&mut self.profile);
+
+ // Note: this clears the values in self.profile.
+ self.profiler.set_counters(&mut self.profile);
+
+ // Note: profile counters must be set before this or they will count for next frame.
+ self.profiler.update();
+
+ if self.debug_flags.intersects(DebugFlags::PROFILER_DBG | DebugFlags::PROFILER_CAPTURE) {
+ if let Some(device_size) = device_size {
+ //TODO: take device/pixel ratio into equation?
+ if let Some(debug_renderer) = self.debug.get_mut(&mut self.device) {
+ self.profiler.draw_profile(
+ self.frame_counter,
+ debug_renderer,
+ device_size,
+ );
+ }
+ }
+ }
+
+ if self.debug_flags.contains(DebugFlags::ECHO_DRIVER_MESSAGES) {
+ self.device.echo_driver_messages();
+ }
+
+ if let Some(debug_renderer) = self.debug.try_get_mut() {
+ let small_screen = self.debug_flags.contains(DebugFlags::SMALL_SCREEN);
+ let scale = if small_screen { 1.6 } else { 1.0 };
+ // TODO(gw): Tidy this up so that compositor config integrates better
+ // with the (non-compositor) surface y-flip options.
+ let surface_origin_is_top_left = match self.current_compositor_kind {
+ CompositorKind::Native { .. } => true,
+ CompositorKind::Draw { .. } => self.device.surface_origin_is_top_left(),
+ };
+ // If there is a debug overlay, render it. Otherwise, just clear
+ // the debug renderer.
+ debug_renderer.render(
+ &mut self.device,
+ debug_overlay.and(device_size),
+ scale,
+ surface_origin_is_top_left,
+ );
+ }
+
+ self.staging_texture_pool.end_frame(&mut self.device);
+ self.texture_upload_pbo_pool.end_frame(&mut self.device);
+ self.device.end_frame();
+
+ if debug_overlay.is_some() {
+ self.last_time = current_time;
+
+ // Unbind the target for the debug overlay. No debug or profiler drawing
+ // can occur afer this point.
+ self.unbind_debug_overlay();
+ }
+
+ if device_size.is_some() {
+ // Inform the client that we are finished this composition transaction if native
+ // compositing is enabled. This must be called after any debug / profiling compositor
+ // surfaces have been drawn and added to the visual tree.
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ profile_scope!("compositor.end_frame");
+ let compositor = self.compositor_config.compositor().unwrap();
+ compositor.end_frame(&mut self.device);
+ }
+ }
+
+ self.documents_seen.clear();
+ self.shared_texture_cache_cleared = false;
+
+ self.check_gl_errors();
+
+ if self.renderer_errors.is_empty() {
+ Ok(results)
+ } else {
+ Err(mem::replace(&mut self.renderer_errors, Vec::new()))
+ }
+ }
+
+ fn update_gpu_profile(&mut self, device_size: DeviceIntSize) {
+ let _gm = self.gpu_profiler.start_marker("build samples");
+ // Block CPU waiting for last frame's GPU profiles to arrive.
+ // In general this shouldn't block unless heavily GPU limited.
+ let (gpu_frame_id, timers, samplers) = self.gpu_profiler.build_samples();
+
+ if self.max_recorded_profiles > 0 {
+ while self.gpu_profiles.len() >= self.max_recorded_profiles {
+ self.gpu_profiles.pop_front();
+ }
+
+ self.gpu_profiles.push_back(GpuProfile::new(gpu_frame_id, &timers));
+ }
+
+ self.profiler.set_gpu_time_queries(timers);
+
+ if !samplers.is_empty() {
+ let screen_fraction = 1.0 / device_size.to_f32().area();
+
+ fn accumulate_sampler_value(description: &str, samplers: &[GpuSampler]) -> f32 {
+ let mut accum = 0.0;
+ for sampler in samplers {
+ if sampler.tag.label != description {
+ continue;
+ }
+
+ accum += sampler.count as f32;
+ }
+
+ accum
+ }
+
+ let alpha_targets = accumulate_sampler_value(&"Alpha targets", &samplers) * screen_fraction;
+ let transparent_pass = accumulate_sampler_value(&"Transparent pass", &samplers) * screen_fraction;
+ let opaque_pass = accumulate_sampler_value(&"Opaque pass", &samplers) * screen_fraction;
+ self.profile.set(profiler::ALPHA_TARGETS_SAMPLERS, alpha_targets);
+ self.profile.set(profiler::TRANSPARENT_PASS_SAMPLERS, transparent_pass);
+ self.profile.set(profiler::OPAQUE_PASS_SAMPLERS, opaque_pass);
+ self.profile.set(profiler::TOTAL_SAMPLERS, alpha_targets + transparent_pass + opaque_pass);
+ }
+ }
+
+ fn update_texture_cache(&mut self) {
+ profile_scope!("update_texture_cache");
+
+ let _gm = self.gpu_profiler.start_marker("texture cache update");
+ let mut pending_texture_updates = mem::replace(&mut self.pending_texture_updates, vec![]);
+ self.pending_texture_cache_updates = false;
+
+ self.profile.start_time(profiler::TEXTURE_CACHE_UPDATE_TIME);
+
+ let mut create_cache_texture_time = 0;
+ let mut delete_cache_texture_time = 0;
+
+ for update_list in pending_texture_updates.drain(..) {
+ // Handle copies from one texture to another.
+ for ((src_tex, dst_tex), copies) in &update_list.copies {
+
+ let dest_texture = &self.texture_resolver.texture_cache_map[&dst_tex].texture;
+ let dst_texture_size = dest_texture.get_dimensions().to_f32();
+
+ let mut copy_instances = Vec::new();
+ for copy in copies {
+ copy_instances.push(CopyInstance {
+ src_rect: copy.src_rect.to_f32(),
+ dst_rect: copy.dst_rect.to_f32(),
+ dst_texture_size,
+ });
+ }
+
+ let draw_target = DrawTarget::from_texture(dest_texture, false);
+ self.device.bind_draw_target(draw_target);
+
+ self.shaders
+ .borrow_mut()
+ .ps_copy
+ .bind(
+ &mut self.device,
+ &Transform3D::identity(),
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &copy_instances,
+ VertexArrayKind::Copy,
+ &BatchTextures::composite_rgb(
+ TextureSource::TextureCache(*src_tex, Swizzle::default())
+ ),
+ &mut RendererStats::default(),
+ );
+ }
+
+ // Find any textures that will need to be deleted in this group of allocations.
+ let mut pending_deletes = Vec::new();
+ for allocation in &update_list.allocations {
+ let old = self.texture_resolver.texture_cache_map.remove(&allocation.id);
+ match allocation.kind {
+ TextureCacheAllocationKind::Alloc(_) => {
+ assert!(old.is_none(), "Renderer and backend disagree!");
+ }
+ TextureCacheAllocationKind::Reset(_) |
+ TextureCacheAllocationKind::Free => {
+ assert!(old.is_some(), "Renderer and backend disagree!");
+ }
+ }
+ if let Some(old) = old {
+
+ // Regenerate the cache allocation info so we can search through deletes for reuse.
+ let size = old.texture.get_dimensions();
+ let info = TextureCacheAllocInfo {
+ width: size.width,
+ height: size.height,
+ format: old.texture.get_format(),
+ filter: old.texture.get_filter(),
+ target: old.texture.get_target(),
+ is_shared_cache: old.texture.flags().contains(TextureFlags::IS_SHARED_TEXTURE_CACHE),
+ has_depth: old.texture.supports_depth(),
+ category: old.category,
+ };
+ pending_deletes.push((old.texture, info));
+ }
+ }
+ // Look for any alloc or reset that has matching alloc info and save it from being deleted.
+ let mut reused_textures = VecDeque::with_capacity(pending_deletes.len());
+ for allocation in &update_list.allocations {
+ match allocation.kind {
+ TextureCacheAllocationKind::Alloc(ref info) |
+ TextureCacheAllocationKind::Reset(ref info) => {
+ reused_textures.push_back(
+ pending_deletes.iter()
+ .position(|(_, old_info)| *old_info == *info)
+ .map(|index| pending_deletes.swap_remove(index).0)
+ );
+ }
+ TextureCacheAllocationKind::Free => {}
+ }
+ }
+
+ // Now that we've saved as many deletions for reuse as we can, actually delete whatever is left.
+ if !pending_deletes.is_empty() {
+ let delete_texture_start = precise_time_ns();
+ for (texture, _) in pending_deletes {
+ add_event_marker("TextureCacheFree");
+ self.device.delete_texture(texture);
+ }
+ delete_cache_texture_time += precise_time_ns() - delete_texture_start;
+ }
+
+ for allocation in update_list.allocations {
+ match allocation.kind {
+ TextureCacheAllocationKind::Alloc(_) => add_event_marker("TextureCacheAlloc"),
+ TextureCacheAllocationKind::Reset(_) => add_event_marker("TextureCacheReset"),
+ TextureCacheAllocationKind::Free => {}
+ };
+ match allocation.kind {
+ TextureCacheAllocationKind::Alloc(ref info) |
+ TextureCacheAllocationKind::Reset(ref info) => {
+ let create_cache_texture_start = precise_time_ns();
+ // Create a new native texture, as requested by the texture cache.
+ // If we managed to reuse a deleted texture, then prefer that instead.
+ //
+ // Ensure no PBO is bound when creating the texture storage,
+ // or GL will attempt to read data from there.
+ let mut texture = reused_textures.pop_front().unwrap_or(None).unwrap_or_else(|| {
+ self.device.create_texture(
+ info.target,
+ info.format,
+ info.width,
+ info.height,
+ info.filter,
+ // This needs to be a render target because some render
+ // tasks get rendered into the texture cache.
+ Some(RenderTargetInfo { has_depth: info.has_depth }),
+ )
+ });
+
+ if info.is_shared_cache {
+ texture.flags_mut()
+ .insert(TextureFlags::IS_SHARED_TEXTURE_CACHE);
+
+ // On Mali-Gxx devices we use batched texture uploads as it performs much better.
+ // However, due to another driver bug we must ensure the textures are fully cleared,
+ // otherwise we get visual artefacts when blitting to the texture cache.
+ if self.device.use_batched_texture_uploads() &&
+ !self.device.get_capabilities().supports_render_target_partial_update
+ {
+ self.clear_texture(&texture, [0.0; 4]);
+ }
+
+ // Textures in the cache generally don't need to be cleared,
+ // but we do so if the debug display is active to make it
+ // easier to identify unallocated regions.
+ if self.debug_flags.contains(DebugFlags::TEXTURE_CACHE_DBG) {
+ self.clear_texture(&texture, TEXTURE_CACHE_DBG_CLEAR_COLOR);
+ }
+ }
+
+ create_cache_texture_time += precise_time_ns() - create_cache_texture_start;
+
+ self.texture_resolver.texture_cache_map.insert(allocation.id, CacheTexture {
+ texture,
+ category: info.category,
+ });
+ }
+ TextureCacheAllocationKind::Free => {}
+ };
+ }
+
+ upload_to_texture_cache(self, update_list.updates);
+
+ self.check_gl_errors();
+ }
+
+ if create_cache_texture_time > 0 {
+ self.profile.set(
+ profiler::CREATE_CACHE_TEXTURE_TIME,
+ profiler::ns_to_ms(create_cache_texture_time)
+ );
+ }
+ if delete_cache_texture_time > 0 {
+ self.profile.set(
+ profiler::DELETE_CACHE_TEXTURE_TIME,
+ profiler::ns_to_ms(delete_cache_texture_time)
+ )
+ }
+
+ let t = self.profile.end_time(profiler::TEXTURE_CACHE_UPDATE_TIME);
+ self.resource_upload_time += t;
+ Telemetry::record_texture_cache_update_time(Duration::from_micros((t * 1000.00) as u64));
+
+ drain_filter(
+ &mut self.notifications,
+ |n| { n.when() == Checkpoint::FrameTexturesUpdated },
+ |n| { n.notify(); },
+ );
+ }
+
+ fn check_gl_errors(&mut self) {
+ let err = self.device.gl().get_error();
+ if err == gl::OUT_OF_MEMORY {
+ self.renderer_errors.push(RendererError::OutOfMemory);
+ }
+
+ // Probably should check for other errors?
+ }
+
+ fn bind_textures(&mut self, textures: &BatchTextures) {
+ for i in 0 .. 3 {
+ self.texture_resolver.bind(
+ &textures.input.colors[i],
+ TextureSampler::color(i),
+ &mut self.device,
+ );
+ }
+
+ self.texture_resolver.bind(
+ &textures.clip_mask,
+ TextureSampler::ClipMask,
+ &mut self.device,
+ );
+
+ // TODO: this probably isn't the best place for this.
+ if let Some(ref texture) = self.dither_matrix_texture {
+ self.device.bind_texture(TextureSampler::Dither, texture, Swizzle::default());
+ }
+ }
+
+ fn draw_instanced_batch<T: Clone>(
+ &mut self,
+ data: &[T],
+ vertex_array_kind: VertexArrayKind,
+ textures: &BatchTextures,
+ stats: &mut RendererStats,
+ ) {
+ self.bind_textures(textures);
+
+ // If we end up with an empty draw call here, that means we have
+ // probably introduced unnecessary batch breaks during frame
+ // building - so we should be catching this earlier and removing
+ // the batch.
+ debug_assert!(!data.is_empty());
+
+ let vao = &self.vaos[vertex_array_kind];
+ self.device.bind_vao(vao);
+
+ let chunk_size = if self.debug_flags.contains(DebugFlags::DISABLE_BATCHING) {
+ 1
+ } else if vertex_array_kind == VertexArrayKind::Primitive {
+ self.max_primitive_instance_count
+ } else {
+ data.len()
+ };
+
+ for chunk in data.chunks(chunk_size) {
+ if self.enable_instancing {
+ self.device
+ .update_vao_instances(vao, chunk, ONE_TIME_USAGE_HINT, None);
+ self.device
+ .draw_indexed_triangles_instanced_u16(6, chunk.len() as i32);
+ } else {
+ self.device
+ .update_vao_instances(vao, chunk, ONE_TIME_USAGE_HINT, NonZeroUsize::new(4));
+ self.device
+ .draw_indexed_triangles(6 * chunk.len() as i32);
+ }
+ self.profile.inc(profiler::DRAW_CALLS);
+ stats.total_draw_calls += 1;
+ }
+
+ self.profile.add(profiler::VERTICES, 6 * data.len());
+ }
+
+ fn handle_readback_composite(
+ &mut self,
+ draw_target: DrawTarget,
+ uses_scissor: bool,
+ backdrop: &RenderTask,
+ readback: &RenderTask,
+ ) {
+ // Extract the rectangle in the backdrop surface's device space of where
+ // we need to read from.
+ let readback_origin = match readback.kind {
+ RenderTaskKind::Readback(ReadbackTask { readback_origin: Some(o), .. }) => o,
+ RenderTaskKind::Readback(ReadbackTask { readback_origin: None, .. }) => {
+ // If this is a dummy readback, just early out. We know that the
+ // clear of the target will ensure the task rect is already zero alpha,
+ // so it won't affect the rendering output.
+ return;
+ }
+ _ => unreachable!(),
+ };
+
+ if uses_scissor {
+ self.device.disable_scissor();
+ }
+
+ let texture_source = TextureSource::TextureCache(
+ readback.get_target_texture(),
+ Swizzle::default(),
+ );
+ let (cache_texture, _) = self.texture_resolver
+ .resolve(&texture_source).expect("bug: no source texture");
+
+ // Before submitting the composite batch, do the
+ // framebuffer readbacks that are needed for each
+ // composite operation in this batch.
+ let readback_rect = readback.get_target_rect();
+ let backdrop_rect = backdrop.get_target_rect();
+ let (backdrop_screen_origin, _) = match backdrop.kind {
+ RenderTaskKind::Picture(ref task_info) => (task_info.content_origin, task_info.device_pixel_scale),
+ _ => panic!("bug: composite on non-picture?"),
+ };
+
+ // Bind the FBO to blit the backdrop to.
+ // Called per-instance in case the FBO changes. The device will skip
+ // the GL call if the requested target is already bound.
+ let cache_draw_target = DrawTarget::from_texture(
+ cache_texture,
+ false,
+ );
+
+ // Get the rect that we ideally want, in space of the parent surface
+ let wanted_rect = DeviceRect::from_origin_and_size(
+ readback_origin,
+ readback_rect.size().to_f32(),
+ );
+
+ // Get the rect that is available on the parent surface. It may be smaller
+ // than desired because this is a picture cache tile covering only part of
+ // the wanted rect and/or because the parent surface was clipped.
+ let avail_rect = DeviceRect::from_origin_and_size(
+ backdrop_screen_origin,
+ backdrop_rect.size().to_f32(),
+ );
+
+ if let Some(int_rect) = wanted_rect.intersection(&avail_rect) {
+ // If there is a valid intersection, work out the correct origins and
+ // sizes of the copy rects, and do the blit.
+ let copy_size = int_rect.size().to_i32();
+
+ let src_origin = backdrop_rect.min.to_f32() +
+ int_rect.min.to_vector() -
+ backdrop_screen_origin.to_vector();
+
+ let src = DeviceIntRect::from_origin_and_size(
+ src_origin.to_i32(),
+ copy_size,
+ );
+
+ let dest_origin = readback_rect.min.to_f32() +
+ int_rect.min.to_vector() -
+ readback_origin.to_vector();
+
+ let dest = DeviceIntRect::from_origin_and_size(
+ dest_origin.to_i32(),
+ copy_size,
+ );
+
+ // Should always be drawing to picture cache tiles or off-screen surface!
+ debug_assert!(!draw_target.is_default());
+ let device_to_framebuffer = Scale::new(1i32);
+
+ self.device.blit_render_target(
+ draw_target.into(),
+ src * device_to_framebuffer,
+ cache_draw_target,
+ dest * device_to_framebuffer,
+ TextureFilter::Linear,
+ );
+ }
+
+ // Restore draw target to current pass render target, and reset
+ // the read target.
+ self.device.bind_draw_target(draw_target);
+ self.device.reset_read_target();
+
+ if uses_scissor {
+ self.device.enable_scissor();
+ }
+ }
+
+ fn handle_resolves(
+ &mut self,
+ resolve_ops: &[ResolveOp],
+ render_tasks: &RenderTaskGraph,
+ draw_target: DrawTarget,
+ ) {
+ if resolve_ops.is_empty() {
+ return;
+ }
+
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_BLIT);
+
+ for resolve_op in resolve_ops {
+ self.handle_resolve(
+ resolve_op,
+ render_tasks,
+ draw_target,
+ );
+ }
+
+ self.device.reset_read_target();
+ }
+
+ fn handle_prims(
+ &mut self,
+ prim_instances: &[PrimitiveInstanceData],
+ mask_instances_fast: &[MaskInstance],
+ mask_instances_slow: &[MaskInstance],
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ if prim_instances.is_empty() {
+ return;
+ }
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_INDIRECT_PRIM);
+
+ self.device.disable_depth_write();
+ self.set_blend(false, FramebufferKind::Other);
+
+ self.shaders.borrow_mut().ps_quad_textured.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ prim_instances,
+ VertexArrayKind::Primitive,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_INDIRECT_MASK);
+
+ self.set_blend(true, FramebufferKind::Other);
+ self.set_blend_mode_multiply(FramebufferKind::Other);
+
+ if !mask_instances_fast.is_empty() {
+ self.shaders.borrow_mut().ps_mask_fast.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ mask_instances_fast,
+ VertexArrayKind::Mask,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ if !mask_instances_slow.is_empty() {
+ self.shaders.borrow_mut().ps_mask.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ mask_instances_slow,
+ VertexArrayKind::Mask,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+ }
+ }
+
+ fn handle_blits(
+ &mut self,
+ blits: &[BlitJob],
+ render_tasks: &RenderTaskGraph,
+ draw_target: DrawTarget,
+ ) {
+ if blits.is_empty() {
+ return;
+ }
+
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_BLIT);
+
+ // TODO(gw): For now, we don't bother batching these by source texture.
+ // If if ever shows up as an issue, we can easily batch them.
+ for blit in blits {
+ let (source, source_rect) = {
+ // A blit from the child render task into this target.
+ // TODO(gw): Support R8 format here once we start
+ // creating mips for alpha masks.
+ let task = &render_tasks[blit.source];
+ let source_rect = task.get_target_rect();
+ let source_texture = task.get_texture_source();
+
+ (source_texture, source_rect)
+ };
+
+ debug_assert_eq!(source_rect.size(), blit.target_rect.size());
+ let (texture, swizzle) = self.texture_resolver
+ .resolve(&source)
+ .expect("BUG: invalid source texture");
+
+ if swizzle != Swizzle::default() {
+ error!("Swizzle {:?} can't be handled by a blit", swizzle);
+ }
+
+ let read_target = DrawTarget::from_texture(
+ texture,
+ false,
+ );
+
+ self.device.blit_render_target(
+ read_target.into(),
+ read_target.to_framebuffer_rect(source_rect),
+ draw_target,
+ draw_target.to_framebuffer_rect(blit.target_rect),
+ TextureFilter::Linear,
+ );
+ }
+ }
+
+ fn handle_scaling(
+ &mut self,
+ scalings: &FastHashMap<TextureSource, Vec<ScalingInstance>>,
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ if scalings.is_empty() {
+ return
+ }
+
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SCALE);
+
+ for (source, instances) in scalings {
+ let buffer_kind = source.image_buffer_kind();
+
+ // When the source texture is an external texture, the UV rect is not known
+ // when the external surface descriptor is created, because external textures
+ // are not resolved until the lock() callback is invoked at the start of the
+ // frame render. We must therefore override the source rects now.
+ let uv_override_instances;
+ let instances = match source {
+ TextureSource::External(..) => {
+ uv_override_instances = instances.iter().map(|instance| {
+ let texel_rect: TexelRect = self.texture_resolver.get_uv_rect(
+ &source,
+ instance.source_rect.cast().into()
+ ).into();
+ ScalingInstance {
+ target_rect: instance.target_rect,
+ source_rect: DeviceRect::new(texel_rect.uv0, texel_rect.uv1),
+ }
+ }).collect::<Vec<_>>();
+ &uv_override_instances
+ }
+ _ => &instances
+ };
+
+ self.shaders
+ .borrow_mut()
+ .get_scale_shader(buffer_kind)
+ .bind(
+ &mut self.device,
+ &projection,
+ Some(self.texture_resolver.get_texture_size(source).to_f32()),
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ instances,
+ VertexArrayKind::Scale,
+ &BatchTextures::composite_rgb(*source),
+ stats,
+ );
+ }
+ }
+
+ fn handle_svg_filters(
+ &mut self,
+ textures: &BatchTextures,
+ svg_filters: &[SvgFilterInstance],
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ if svg_filters.is_empty() {
+ return;
+ }
+
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SVG_FILTER);
+
+ self.shaders.borrow_mut().cs_svg_filter.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &svg_filters,
+ VertexArrayKind::SvgFilter,
+ textures,
+ stats,
+ );
+ }
+
+ fn handle_resolve(
+ &mut self,
+ resolve_op: &ResolveOp,
+ render_tasks: &RenderTaskGraph,
+ draw_target: DrawTarget,
+ ) {
+ for src_task_id in &resolve_op.src_task_ids {
+ let src_task = &render_tasks[*src_task_id];
+ let src_info = match src_task.kind {
+ RenderTaskKind::Picture(ref info) => info,
+ _ => panic!("bug: not a picture"),
+ };
+ let src_task_rect = src_task.get_target_rect().to_f32();
+
+ let dest_task = &render_tasks[resolve_op.dest_task_id];
+ let dest_info = match dest_task.kind {
+ RenderTaskKind::Picture(ref info) => info,
+ _ => panic!("bug: not a picture"),
+ };
+ let dest_task_rect = dest_task.get_target_rect().to_f32();
+
+ // Get the rect that we ideally want, in space of the parent surface
+ let wanted_rect = DeviceRect::from_origin_and_size(
+ dest_info.content_origin,
+ dest_task_rect.size().to_f32(),
+ ).cast_unit() * dest_info.device_pixel_scale.inverse();
+
+ // Get the rect that is available on the parent surface. It may be smaller
+ // than desired because this is a picture cache tile covering only part of
+ // the wanted rect and/or because the parent surface was clipped.
+ let avail_rect = DeviceRect::from_origin_and_size(
+ src_info.content_origin,
+ src_task_rect.size().to_f32(),
+ ).cast_unit() * src_info.device_pixel_scale.inverse();
+
+ if let Some(device_int_rect) = wanted_rect.intersection(&avail_rect) {
+ let src_int_rect = (device_int_rect * src_info.device_pixel_scale).cast_unit();
+ let dest_int_rect = (device_int_rect * dest_info.device_pixel_scale).cast_unit();
+
+ // If there is a valid intersection, work out the correct origins and
+ // sizes of the copy rects, and do the blit.
+
+ let src_origin = src_task_rect.min.to_f32() +
+ src_int_rect.min.to_vector() -
+ src_info.content_origin.to_vector();
+
+ let src = DeviceIntRect::from_origin_and_size(
+ src_origin.to_i32(),
+ src_int_rect.size().round().to_i32(),
+ );
+
+ let dest_origin = dest_task_rect.min.to_f32() +
+ dest_int_rect.min.to_vector() -
+ dest_info.content_origin.to_vector();
+
+ let dest = DeviceIntRect::from_origin_and_size(
+ dest_origin.to_i32(),
+ dest_int_rect.size().round().to_i32(),
+ );
+
+ let texture_source = TextureSource::TextureCache(
+ src_task.get_target_texture(),
+ Swizzle::default(),
+ );
+ let (cache_texture, _) = self.texture_resolver
+ .resolve(&texture_source).expect("bug: no source texture");
+
+ let read_target = ReadTarget::from_texture(cache_texture);
+
+ // Should always be drawing to picture cache tiles or off-screen surface!
+ debug_assert!(!draw_target.is_default());
+ let device_to_framebuffer = Scale::new(1i32);
+
+ self.device.blit_render_target(
+ read_target,
+ src * device_to_framebuffer,
+ draw_target,
+ dest * device_to_framebuffer,
+ TextureFilter::Linear,
+ );
+ }
+ }
+ }
+
+ fn draw_picture_cache_target(
+ &mut self,
+ target: &PictureCacheTarget,
+ draw_target: DrawTarget,
+ projection: &default::Transform3D<f32>,
+ render_tasks: &RenderTaskGraph,
+ stats: &mut RendererStats,
+ ) {
+ profile_scope!("draw_picture_cache_target");
+
+ self.profile.inc(profiler::RENDERED_PICTURE_TILES);
+ let _gm = self.gpu_profiler.start_marker("picture cache target");
+ let framebuffer_kind = FramebufferKind::Other;
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SETUP_TARGET);
+ self.device.bind_draw_target(draw_target);
+
+ if self.device.get_capabilities().supports_qcom_tiled_rendering {
+ self.device.gl().start_tiling_qcom(
+ target.dirty_rect.min.x.max(0) as _,
+ target.dirty_rect.min.y.max(0) as _,
+ target.dirty_rect.width() as _,
+ target.dirty_rect.height() as _,
+ 0,
+ );
+ }
+
+ self.device.enable_depth_write();
+ self.set_blend(false, framebuffer_kind);
+
+ let clear_color = target.clear_color.map(|c| c.to_array());
+ let scissor_rect = if self.device.get_capabilities().supports_render_target_partial_update
+ && (target.dirty_rect != target.valid_rect
+ || self.device.get_capabilities().prefers_clear_scissor)
+ {
+ Some(target.dirty_rect)
+ } else {
+ None
+ };
+ match scissor_rect {
+ // If updating only a dirty rect within a picture cache target, the
+ // clear must also be scissored to that dirty region.
+ Some(r) if self.clear_caches_with_quads => {
+ self.device.enable_depth(DepthFunction::Always);
+ // Save the draw call count so that our reftests don't get confused...
+ let old_draw_call_count = stats.total_draw_calls;
+ if clear_color.is_none() {
+ self.device.disable_color_write();
+ }
+ let instance = ClearInstance {
+ rect: [
+ r.min.x as f32, r.min.y as f32,
+ r.max.x as f32, r.max.y as f32,
+ ],
+ color: clear_color.unwrap_or([0.0; 4]),
+ };
+ self.shaders.borrow_mut().ps_clear.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.draw_instanced_batch(
+ &[instance],
+ VertexArrayKind::Clear,
+ &BatchTextures::empty(),
+ stats,
+ );
+ if clear_color.is_none() {
+ self.device.enable_color_write();
+ }
+ stats.total_draw_calls = old_draw_call_count;
+ self.device.disable_depth();
+ }
+ other => {
+ let scissor_rect = other.map(|rect| {
+ draw_target.build_scissor_rect(Some(rect))
+ });
+ self.device.clear_target(clear_color, Some(1.0), scissor_rect);
+ }
+ };
+ self.device.disable_depth_write();
+ }
+
+ match target.kind {
+ PictureCacheTargetKind::Draw { ref alpha_batch_container } => {
+ self.draw_alpha_batch_container(
+ alpha_batch_container,
+ draw_target,
+ framebuffer_kind,
+ projection,
+ render_tasks,
+ stats,
+ );
+ }
+ PictureCacheTargetKind::Blit { task_id, sub_rect_offset } => {
+ let src_task = &render_tasks[task_id];
+ let (texture, _swizzle) = self.texture_resolver
+ .resolve(&src_task.get_texture_source())
+ .expect("BUG: invalid source texture");
+
+ let src_task_rect = src_task.get_target_rect();
+
+ let p0 = src_task_rect.min + sub_rect_offset;
+ let p1 = p0 + target.dirty_rect.size();
+ let src_rect = DeviceIntRect::new(p0, p1);
+
+ // TODO(gw): In future, it'd be tidier to have the draw target offset
+ // for DC surfaces handled by `blit_render_target`. However,
+ // for now they are only ever written to here.
+ let target_rect = target
+ .dirty_rect
+ .translate(draw_target.offset().to_vector())
+ .cast_unit();
+
+ self.device.blit_render_target(
+ ReadTarget::from_texture(texture),
+ src_rect.cast_unit(),
+ draw_target,
+ target_rect,
+ TextureFilter::Nearest,
+ );
+ }
+ }
+
+ self.device.invalidate_depth_target();
+ if self.device.get_capabilities().supports_qcom_tiled_rendering {
+ self.device.gl().end_tiling_qcom(gl::COLOR_BUFFER_BIT0_QCOM);
+ }
+ }
+
+ /// Draw an alpha batch container into a given draw target. This is used
+ /// by both color and picture cache target kinds.
+ fn draw_alpha_batch_container(
+ &mut self,
+ alpha_batch_container: &AlphaBatchContainer,
+ draw_target: DrawTarget,
+ framebuffer_kind: FramebufferKind,
+ projection: &default::Transform3D<f32>,
+ render_tasks: &RenderTaskGraph,
+ stats: &mut RendererStats,
+ ) {
+ let uses_scissor = alpha_batch_container.task_scissor_rect.is_some();
+
+ if uses_scissor {
+ self.device.enable_scissor();
+ let scissor_rect = draw_target.build_scissor_rect(
+ alpha_batch_container.task_scissor_rect,
+ );
+ self.device.set_scissor_rect(scissor_rect)
+ }
+
+ if !alpha_batch_container.opaque_batches.is_empty()
+ && !self.debug_flags.contains(DebugFlags::DISABLE_OPAQUE_PASS) {
+ let _gl = self.gpu_profiler.start_marker("opaque batches");
+ let opaque_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_OPAQUE);
+ self.set_blend(false, framebuffer_kind);
+ //Note: depth equality is needed for split planes
+ self.device.enable_depth(DepthFunction::LessEqual);
+ self.device.enable_depth_write();
+
+ // Draw opaque batches front-to-back for maximum
+ // z-buffer efficiency!
+ for batch in alpha_batch_container
+ .opaque_batches
+ .iter()
+ .rev()
+ {
+ if should_skip_batch(&batch.key.kind, self.debug_flags) {
+ continue;
+ }
+
+ self.shaders.borrow_mut()
+ .get(&batch.key, batch.features, self.debug_flags, &self.device)
+ .bind(
+ &mut self.device, projection, None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ let _timer = self.gpu_profiler.start_timer(batch.key.kind.sampler_tag());
+ self.draw_instanced_batch(
+ &batch.instances,
+ VertexArrayKind::Primitive,
+ &batch.key.textures,
+ stats
+ );
+ }
+
+ self.device.disable_depth_write();
+ self.gpu_profiler.finish_sampler(opaque_sampler);
+ } else {
+ self.device.disable_depth();
+ }
+
+ if !alpha_batch_container.alpha_batches.is_empty()
+ && !self.debug_flags.contains(DebugFlags::DISABLE_ALPHA_PASS) {
+ let _gl = self.gpu_profiler.start_marker("alpha batches");
+ let transparent_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_TRANSPARENT);
+ self.set_blend(true, framebuffer_kind);
+
+ let mut prev_blend_mode = BlendMode::None;
+ let shaders_rc = self.shaders.clone();
+
+ for batch in &alpha_batch_container.alpha_batches {
+ if should_skip_batch(&batch.key.kind, self.debug_flags) {
+ continue;
+ }
+
+ let mut shaders = shaders_rc.borrow_mut();
+ let shader = shaders.get(
+ &batch.key,
+ batch.features | BatchFeatures::ALPHA_PASS,
+ self.debug_flags,
+ &self.device,
+ );
+
+ if batch.key.blend_mode != prev_blend_mode {
+ match batch.key.blend_mode {
+ _ if self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) &&
+ framebuffer_kind == FramebufferKind::Main => {
+ self.device.set_blend_mode_show_overdraw();
+ }
+ BlendMode::None => {
+ unreachable!("bug: opaque blend in alpha pass");
+ }
+ BlendMode::Alpha => {
+ self.device.set_blend_mode_alpha();
+ }
+ BlendMode::PremultipliedAlpha => {
+ self.device.set_blend_mode_premultiplied_alpha();
+ }
+ BlendMode::PremultipliedDestOut => {
+ self.device.set_blend_mode_premultiplied_dest_out();
+ }
+ BlendMode::SubpixelDualSource => {
+ self.device.set_blend_mode_subpixel_dual_source();
+ }
+ BlendMode::SubpixelWithBgColor => {
+ // Using the three pass "component alpha with font smoothing
+ // background color" rendering technique:
+ //
+ // /webrender/doc/text-rendering.md
+ //
+ self.device.set_blend_mode_subpixel_with_bg_color_pass0();
+ // need to make sure the shader is bound
+ shader.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.device.switch_mode(ShaderColorMode::SubpixelWithBgColorPass0 as _);
+ }
+ BlendMode::Advanced(mode) => {
+ if self.enable_advanced_blend_barriers {
+ self.device.gl().blend_barrier_khr();
+ }
+ self.device.set_blend_mode_advanced(mode);
+ }
+ BlendMode::MultiplyDualSource => {
+ self.device.set_blend_mode_multiply_dual_source();
+ }
+ BlendMode::Screen => {
+ self.device.set_blend_mode_screen();
+ }
+ BlendMode::Exclusion => {
+ self.device.set_blend_mode_exclusion();
+ }
+ BlendMode::PlusLighter => {
+ self.device.set_blend_mode_plus_lighter();
+ }
+ }
+ prev_blend_mode = batch.key.blend_mode;
+ }
+
+ // Handle special case readback for composites.
+ if let BatchKind::Brush(BrushBatchKind::MixBlend { task_id, backdrop_id }) = batch.key.kind {
+ // composites can't be grouped together because
+ // they may overlap and affect each other.
+ debug_assert_eq!(batch.instances.len(), 1);
+ self.handle_readback_composite(
+ draw_target,
+ uses_scissor,
+ &render_tasks[task_id],
+ &render_tasks[backdrop_id],
+ );
+ }
+
+ let _timer = self.gpu_profiler.start_timer(batch.key.kind.sampler_tag());
+ shader.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &batch.instances,
+ VertexArrayKind::Primitive,
+ &batch.key.textures,
+ stats
+ );
+
+ if batch.key.blend_mode == BlendMode::SubpixelWithBgColor {
+ self.set_blend_mode_subpixel_with_bg_color_pass1(framebuffer_kind);
+ // re-binding the shader after the blend mode change
+ shader.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.device.switch_mode(ShaderColorMode::SubpixelWithBgColorPass1 as _);
+
+ // When drawing the 2nd and 3rd passes, we know that the VAO, textures etc
+ // are all set up from the previous draw_instanced_batch call,
+ // so just issue a draw call here to avoid re-uploading the
+ // instances and re-binding textures etc.
+ self.device
+ .draw_indexed_triangles_instanced_u16(6, batch.instances.len() as i32);
+
+ self.set_blend_mode_subpixel_with_bg_color_pass2(framebuffer_kind);
+ // re-binding the shader after the blend mode change
+ shader.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.device.switch_mode(ShaderColorMode::SubpixelWithBgColorPass2 as _);
+
+ self.device
+ .draw_indexed_triangles_instanced_u16(6, batch.instances.len() as i32);
+ }
+
+ if batch.key.blend_mode == BlendMode::SubpixelWithBgColor {
+ prev_blend_mode = BlendMode::None;
+ }
+ }
+
+ self.set_blend(false, framebuffer_kind);
+ self.gpu_profiler.finish_sampler(transparent_sampler);
+ }
+
+ self.device.disable_depth();
+ if uses_scissor {
+ self.device.disable_scissor();
+ }
+ }
+
+ /// Rasterize any external compositor surfaces that require updating
+ fn update_external_native_surfaces(
+ &mut self,
+ external_surfaces: &[ResolvedExternalSurface],
+ results: &mut RenderResults,
+ ) {
+ if external_surfaces.is_empty() {
+ return;
+ }
+
+ let opaque_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_OPAQUE);
+
+ self.device.disable_depth();
+ self.set_blend(false, FramebufferKind::Main);
+
+ for surface in external_surfaces {
+ // See if this surface needs to be updated
+ let (native_surface_id, surface_size) = match surface.update_params {
+ Some(params) => params,
+ None => continue,
+ };
+
+ // When updating an external surface, the entire surface rect is used
+ // for all of the draw, dirty, valid and clip rect parameters.
+ let surface_rect = surface_size.into();
+
+ // Bind the native compositor surface to update
+ let surface_info = self.compositor_config
+ .compositor()
+ .unwrap()
+ .bind(
+ &mut self.device,
+ NativeTileId {
+ surface_id: native_surface_id,
+ x: 0,
+ y: 0,
+ },
+ surface_rect,
+ surface_rect,
+ );
+
+ // Bind the native surface to current FBO target
+ let draw_target = DrawTarget::NativeSurface {
+ offset: surface_info.origin,
+ external_fbo_id: surface_info.fbo_id,
+ dimensions: surface_size,
+ };
+ self.device.bind_draw_target(draw_target);
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ surface_size.width as f32,
+ 0.0,
+ surface_size.height as f32,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ let ( textures, instance ) = match surface.color_data {
+ ResolvedExternalSurfaceColorData::Yuv{
+ ref planes, color_space, format, channel_bit_depth, .. } => {
+
+ // Bind an appropriate YUV shader for the texture format kind
+ self.shaders
+ .borrow_mut()
+ .get_composite_shader(
+ CompositeSurfaceFormat::Yuv,
+ surface.image_buffer_kind,
+ CompositeFeatures::empty(),
+ ).bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ let textures = BatchTextures::composite_yuv(
+ planes[0].texture,
+ planes[1].texture,
+ planes[2].texture,
+ );
+
+ // When the texture is an external texture, the UV rect is not known when
+ // the external surface descriptor is created, because external textures
+ // are not resolved until the lock() callback is invoked at the start of
+ // the frame render. To handle this, query the texture resolver for the
+ // UV rect if it's an external texture, otherwise use the default UV rect.
+ let uv_rects = [
+ self.texture_resolver.get_uv_rect(&textures.input.colors[0], planes[0].uv_rect),
+ self.texture_resolver.get_uv_rect(&textures.input.colors[1], planes[1].uv_rect),
+ self.texture_resolver.get_uv_rect(&textures.input.colors[2], planes[2].uv_rect),
+ ];
+
+ let instance = CompositeInstance::new_yuv(
+ surface_rect.cast_unit().to_f32(),
+ surface_rect.to_f32(),
+ // z-id is not relevant when updating a native compositor surface.
+ // TODO(gw): Support compositor surfaces without z-buffer, for memory / perf win here.
+ color_space,
+ format,
+ channel_bit_depth,
+ uv_rects,
+ CompositorTransform::identity(),
+ );
+
+ ( textures, instance )
+ },
+ ResolvedExternalSurfaceColorData::Rgb{ ref plane, .. } => {
+ self.shaders
+ .borrow_mut()
+ .get_composite_shader(
+ CompositeSurfaceFormat::Rgba,
+ surface.image_buffer_kind,
+ CompositeFeatures::empty(),
+ ).bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ let textures = BatchTextures::composite_rgb(plane.texture);
+ let uv_rect = self.texture_resolver.get_uv_rect(&textures.input.colors[0], plane.uv_rect);
+ let instance = CompositeInstance::new_rgb(
+ surface_rect.cast_unit().to_f32(),
+ surface_rect.to_f32(),
+ PremultipliedColorF::WHITE,
+ uv_rect,
+ CompositorTransform::identity(),
+ );
+
+ ( textures, instance )
+ },
+ };
+
+ self.draw_instanced_batch(
+ &[instance],
+ VertexArrayKind::Composite,
+ &textures,
+ &mut results.stats,
+ );
+
+ self.compositor_config
+ .compositor()
+ .unwrap()
+ .unbind(&mut self.device);
+ }
+
+ self.gpu_profiler.finish_sampler(opaque_sampler);
+ }
+
+ /// Draw a list of tiles to the framebuffer
+ fn draw_tile_list<'a, I: Iterator<Item = &'a occlusion::Item>>(
+ &mut self,
+ tiles_iter: I,
+ composite_state: &CompositeState,
+ external_surfaces: &[ResolvedExternalSurface],
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ let mut current_shader_params = (
+ CompositeSurfaceFormat::Rgba,
+ ImageBufferKind::Texture2D,
+ CompositeFeatures::empty(),
+ None,
+ );
+ let mut current_textures = BatchTextures::empty();
+ let mut instances = Vec::new();
+
+ self.shaders
+ .borrow_mut()
+ .get_composite_shader(
+ current_shader_params.0,
+ current_shader_params.1,
+ current_shader_params.2,
+ ).bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ for item in tiles_iter {
+ let tile = &composite_state.tiles[item.key];
+
+ let clip_rect = item.rectangle;
+ let tile_rect = tile.local_rect;
+ let transform = composite_state.get_device_transform(tile.transform_index).into();
+
+ // Work out the draw params based on the tile surface
+ let (instance, textures, shader_params) = match tile.surface {
+ CompositeTileSurface::Color { color } => {
+ let dummy = TextureSource::Dummy;
+ let image_buffer_kind = dummy.image_buffer_kind();
+ let instance = CompositeInstance::new(
+ tile_rect,
+ clip_rect,
+ color.premultiplied(),
+ transform,
+ );
+ let features = instance.get_rgb_features();
+ (
+ instance,
+ BatchTextures::composite_rgb(dummy),
+ (CompositeSurfaceFormat::Rgba, image_buffer_kind, features, None),
+ )
+ }
+ CompositeTileSurface::Texture { surface: ResolvedSurfaceTexture::TextureCache { texture } } => {
+ let instance = CompositeInstance::new(
+ tile_rect,
+ clip_rect,
+ PremultipliedColorF::WHITE,
+ transform,
+ );
+ let features = instance.get_rgb_features();
+ (
+ instance,
+ BatchTextures::composite_rgb(texture),
+ (
+ CompositeSurfaceFormat::Rgba,
+ ImageBufferKind::Texture2D,
+ features,
+ None,
+ ),
+ )
+ }
+ CompositeTileSurface::ExternalSurface { external_surface_index } => {
+ let surface = &external_surfaces[external_surface_index.0];
+
+ match surface.color_data {
+ ResolvedExternalSurfaceColorData::Yuv{ ref planes, color_space, format, channel_bit_depth, .. } => {
+ let textures = BatchTextures::composite_yuv(
+ planes[0].texture,
+ planes[1].texture,
+ planes[2].texture,
+ );
+
+ // When the texture is an external texture, the UV rect is not known when
+ // the external surface descriptor is created, because external textures
+ // are not resolved until the lock() callback is invoked at the start of
+ // the frame render. To handle this, query the texture resolver for the
+ // UV rect if it's an external texture, otherwise use the default UV rect.
+ let uv_rects = [
+ self.texture_resolver.get_uv_rect(&textures.input.colors[0], planes[0].uv_rect),
+ self.texture_resolver.get_uv_rect(&textures.input.colors[1], planes[1].uv_rect),
+ self.texture_resolver.get_uv_rect(&textures.input.colors[2], planes[2].uv_rect),
+ ];
+
+ (
+ CompositeInstance::new_yuv(
+ tile_rect,
+ clip_rect,
+ color_space,
+ format,
+ channel_bit_depth,
+ uv_rects,
+ transform,
+ ),
+ textures,
+ (
+ CompositeSurfaceFormat::Yuv,
+ surface.image_buffer_kind,
+ CompositeFeatures::empty(),
+ None
+ ),
+ )
+ },
+ ResolvedExternalSurfaceColorData::Rgb { ref plane, .. } => {
+ let uv_rect = self.texture_resolver.get_uv_rect(&plane.texture, plane.uv_rect);
+ let instance = CompositeInstance::new_rgb(
+ tile_rect,
+ clip_rect,
+ PremultipliedColorF::WHITE,
+ uv_rect,
+ transform,
+ );
+ let features = instance.get_rgb_features();
+ (
+ instance,
+ BatchTextures::composite_rgb(plane.texture),
+ (
+ CompositeSurfaceFormat::Rgba,
+ surface.image_buffer_kind,
+ features,
+ Some(self.texture_resolver.get_texture_size(&plane.texture).to_f32()),
+ ),
+ )
+ },
+ }
+ }
+ CompositeTileSurface::Clear => {
+ let dummy = TextureSource::Dummy;
+ let image_buffer_kind = dummy.image_buffer_kind();
+ let instance = CompositeInstance::new(
+ tile_rect,
+ clip_rect,
+ PremultipliedColorF::BLACK,
+ transform,
+ );
+ let features = instance.get_rgb_features();
+ (
+ instance,
+ BatchTextures::composite_rgb(dummy),
+ (CompositeSurfaceFormat::Rgba, image_buffer_kind, features, None),
+ )
+ }
+ CompositeTileSurface::Texture { surface: ResolvedSurfaceTexture::Native { .. } } => {
+ unreachable!("bug: found native surface in simple composite path");
+ }
+ };
+
+ // Flush batch if shader params or textures changed
+ let flush_batch = !current_textures.is_compatible_with(&textures) ||
+ shader_params != current_shader_params;
+
+ if flush_batch {
+ if !instances.is_empty() {
+ self.draw_instanced_batch(
+ &instances,
+ VertexArrayKind::Composite,
+ &current_textures,
+ stats,
+ );
+ instances.clear();
+ }
+ }
+
+ if shader_params != current_shader_params {
+ self.shaders
+ .borrow_mut()
+ .get_composite_shader(shader_params.0, shader_params.1, shader_params.2)
+ .bind(
+ &mut self.device,
+ projection,
+ shader_params.3,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ current_shader_params = shader_params;
+ }
+
+ current_textures = textures;
+
+ // Add instance to current batch
+ instances.push(instance);
+ }
+
+ // Flush the last batch
+ if !instances.is_empty() {
+ self.draw_instanced_batch(
+ &instances,
+ VertexArrayKind::Composite,
+ &current_textures,
+ stats,
+ );
+ }
+ }
+
+ /// Composite picture cache tiles into the framebuffer. This is currently
+ /// the only way that picture cache tiles get drawn. In future, the tiles
+ /// will often be handed to the OS compositor, and this method will be
+ /// rarely used.
+ fn composite_simple(
+ &mut self,
+ composite_state: &CompositeState,
+ draw_target: DrawTarget,
+ projection: &default::Transform3D<f32>,
+ results: &mut RenderResults,
+ partial_present_mode: Option<PartialPresentMode>,
+ ) {
+ let _gm = self.gpu_profiler.start_marker("framebuffer");
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_COMPOSITE);
+
+ self.device.bind_draw_target(draw_target);
+ self.device.disable_depth_write();
+ self.device.disable_depth();
+
+ // If using KHR_partial_update, call eglSetDamageRegion.
+ // This must be called exactly once per frame, and prior to any rendering to the main
+ // framebuffer. Additionally, on Mali-G77 we encountered rendering issues when calling
+ // this earlier in the frame, during offscreen render passes. So call it now, immediately
+ // before rendering to the main framebuffer. See bug 1685276 for details.
+ if let Some(partial_present) = self.compositor_config.partial_present() {
+ if let Some(PartialPresentMode::Single { dirty_rect }) = partial_present_mode {
+ partial_present.set_buffer_damage_region(&[dirty_rect.to_i32()]);
+ }
+ }
+
+ let cap = composite_state.tiles.len();
+
+ let mut occlusion = occlusion::FrontToBackBuilder::with_capacity(cap, cap);
+ let mut clear_tiles = Vec::new();
+
+ for (idx, tile) in composite_state.tiles.iter().enumerate() {
+ // Clear tiles overwrite whatever is under them, so they are treated as opaque.
+ let is_opaque = tile.kind != TileKind::Alpha;
+
+ let device_tile_box = composite_state.get_device_rect(
+ &tile.local_rect,
+ tile.transform_index
+ );
+
+ // Determine a clip rect to apply to this tile, depending on what
+ // the partial present mode is.
+ let partial_clip_rect = match partial_present_mode {
+ Some(PartialPresentMode::Single { dirty_rect }) => dirty_rect,
+ None => device_tile_box,
+ };
+
+ // Simple compositor needs the valid rect in device space to match clip rect
+ let device_valid_rect = composite_state
+ .get_device_rect(&tile.local_valid_rect, tile.transform_index);
+
+ let rect = device_tile_box
+ .intersection_unchecked(&tile.device_clip_rect)
+ .intersection_unchecked(&partial_clip_rect)
+ .intersection_unchecked(&device_valid_rect);
+
+ if rect.is_empty() {
+ continue;
+ }
+
+ if tile.kind == TileKind::Clear {
+ // Clear tiles are specific to how we render the window buttons on
+ // Windows 8. They clobber what's under them so they can be treated as opaque,
+ // but require a different blend state so they will be rendered after the opaque
+ // tiles and before transparent ones.
+ clear_tiles.push(occlusion::Item { rectangle: rect, key: idx });
+ continue;
+ }
+
+ occlusion.add(&rect, is_opaque, idx);
+ }
+
+ // Clear the framebuffer
+ let clear_color = Some(self.clear_color.to_array());
+
+ match partial_present_mode {
+ Some(PartialPresentMode::Single { dirty_rect }) => {
+ // There is no need to clear if the dirty rect is occluded. Additionally,
+ // on Mali-G77 we have observed artefacts when calling glClear (even with
+ // the empty scissor rect set) after calling eglSetDamageRegion with an
+ // empty damage region. So avoid clearing in that case. See bug 1709548.
+ if !dirty_rect.is_empty() && occlusion.test(&dirty_rect) {
+ // We have a single dirty rect, so clear only that
+ self.device.clear_target(clear_color,
+ None,
+ Some(draw_target.to_framebuffer_rect(dirty_rect.to_i32())));
+ }
+ }
+ None => {
+ // Partial present is disabled, so clear the entire framebuffer
+ self.device.clear_target(clear_color,
+ None,
+ None);
+ }
+ }
+
+ // We are only interested in tiles backed with actual cached pixels so we don't
+ // count clear tiles here.
+ let num_tiles = composite_state.tiles
+ .iter()
+ .filter(|tile| tile.kind != TileKind::Clear).count();
+ self.profile.set(profiler::PICTURE_TILES, num_tiles);
+
+ if !occlusion.opaque_items().is_empty() {
+ let opaque_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_OPAQUE);
+ self.set_blend(false, FramebufferKind::Main);
+ self.draw_tile_list(
+ occlusion.opaque_items().iter(),
+ &composite_state,
+ &composite_state.external_surfaces,
+ projection,
+ &mut results.stats,
+ );
+ self.gpu_profiler.finish_sampler(opaque_sampler);
+ }
+
+ if !clear_tiles.is_empty() {
+ let transparent_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_TRANSPARENT);
+ self.set_blend(true, FramebufferKind::Main);
+ self.device.set_blend_mode_premultiplied_dest_out();
+ self.draw_tile_list(
+ clear_tiles.iter(),
+ &composite_state,
+ &composite_state.external_surfaces,
+ projection,
+ &mut results.stats,
+ );
+ self.gpu_profiler.finish_sampler(transparent_sampler);
+ }
+
+ // Draw alpha tiles
+ if !occlusion.alpha_items().is_empty() {
+ let transparent_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_TRANSPARENT);
+ self.set_blend(true, FramebufferKind::Main);
+ self.set_blend_mode_premultiplied_alpha(FramebufferKind::Main);
+ self.draw_tile_list(
+ occlusion.alpha_items().iter().rev(),
+ &composite_state,
+ &composite_state.external_surfaces,
+ projection,
+ &mut results.stats,
+ );
+ self.gpu_profiler.finish_sampler(transparent_sampler);
+ }
+ }
+
+ fn draw_color_target(
+ &mut self,
+ draw_target: DrawTarget,
+ target: &ColorRenderTarget,
+ clear_depth: Option<f32>,
+ render_tasks: &RenderTaskGraph,
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ profile_scope!("draw_color_target");
+
+ self.profile.inc(profiler::COLOR_PASSES);
+ let _gm = self.gpu_profiler.start_marker("color target");
+
+ // sanity check for the depth buffer
+ if let DrawTarget::Texture { with_depth, .. } = draw_target {
+ assert!(with_depth >= target.needs_depth());
+ }
+
+ let framebuffer_kind = if draw_target.is_default() {
+ FramebufferKind::Main
+ } else {
+ FramebufferKind::Other
+ };
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SETUP_TARGET);
+ self.device.bind_draw_target(draw_target);
+
+ if self.device.get_capabilities().supports_qcom_tiled_rendering {
+ let preserve_mask = match target.clear_color {
+ Some(_) => 0,
+ None => gl::COLOR_BUFFER_BIT0_QCOM,
+ };
+ self.device.gl().start_tiling_qcom(
+ target.used_rect.min.x.max(0) as _,
+ target.used_rect.min.y.max(0) as _,
+ target.used_rect.width() as _,
+ target.used_rect.height() as _,
+ preserve_mask,
+ );
+ }
+
+ self.device.disable_depth();
+ self.set_blend(false, framebuffer_kind);
+
+ if clear_depth.is_some() {
+ self.device.enable_depth_write();
+ }
+
+ let clear_color = target
+ .clear_color
+ .map(|color| color.to_array());
+
+ let clear_rect = match draw_target {
+ DrawTarget::NativeSurface { .. } => {
+ unreachable!("bug: native compositor surface in child target");
+ }
+ DrawTarget::Default { rect, total_size, .. } if rect.min == FramebufferIntPoint::zero() && rect.size() == total_size => {
+ // whole screen is covered, no need for scissor
+ None
+ }
+ DrawTarget::Default { rect, .. } => {
+ Some(rect)
+ }
+ DrawTarget::Texture { .. } if self.enable_clear_scissor => {
+ // TODO(gw): Applying a scissor rect and minimal clear here
+ // is a very large performance win on the Intel and nVidia
+ // GPUs that I have tested with. It's possible it may be a
+ // performance penalty on other GPU types - we should test this
+ // and consider different code paths.
+ //
+ // Note: The above measurements were taken when render
+ // target slices were minimum 2048x2048. Now that we size
+ // them adaptively, this may be less of a win (except perhaps
+ // on a mostly-unused last slice of a large texture array).
+ Some(draw_target.to_framebuffer_rect(target.used_rect))
+ }
+ DrawTarget::Texture { .. } | DrawTarget::External { .. } => {
+ None
+ }
+ };
+
+ self.device.clear_target(
+ clear_color,
+ clear_depth,
+ clear_rect,
+ );
+
+ if clear_depth.is_some() {
+ self.device.disable_depth_write();
+ }
+ }
+
+ // Handle any resolves from parent pictures to this target
+ self.handle_resolves(
+ &target.resolve_ops,
+ render_tasks,
+ draw_target,
+ );
+
+ // Handle any blits from the texture cache to this target.
+ self.handle_blits(
+ &target.blits,
+ render_tasks,
+ draw_target,
+ );
+
+ // Draw any blurs for this target.
+ // Blurs are rendered as a standard 2-pass
+ // separable implementation.
+ // TODO(gw): In the future, consider having
+ // fast path blur shaders for common
+ // blur radii with fixed weights.
+ if !target.vertical_blurs.is_empty() || !target.horizontal_blurs.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_BLUR);
+
+ self.set_blend(false, framebuffer_kind);
+ self.shaders.borrow_mut().cs_blur_rgba8
+ .bind(&mut self.device, projection, None, &mut self.renderer_errors, &mut self.profile);
+
+ if !target.vertical_blurs.is_empty() {
+ self.draw_blurs(
+ &target.vertical_blurs,
+ stats,
+ );
+ }
+
+ if !target.horizontal_blurs.is_empty() {
+ self.draw_blurs(
+ &target.horizontal_blurs,
+ stats,
+ );
+ }
+ }
+
+ self.handle_scaling(
+ &target.scalings,
+ projection,
+ stats,
+ );
+
+ for (ref textures, ref filters) in &target.svg_filters {
+ self.handle_svg_filters(
+ textures,
+ filters,
+ projection,
+ stats,
+ );
+ }
+
+ for alpha_batch_container in &target.alpha_batch_containers {
+ self.draw_alpha_batch_container(
+ alpha_batch_container,
+ draw_target,
+ framebuffer_kind,
+ projection,
+ render_tasks,
+ stats,
+ );
+ }
+
+ self.handle_prims(
+ &target.prim_instances,
+ &target.mask_instances_fast,
+ &target.mask_instances_slow,
+ projection,
+ stats,
+ );
+
+ if clear_depth.is_some() {
+ self.device.invalidate_depth_target();
+ }
+ if self.device.get_capabilities().supports_qcom_tiled_rendering {
+ self.device.gl().end_tiling_qcom(gl::COLOR_BUFFER_BIT0_QCOM);
+ }
+ }
+
+ fn draw_blurs(
+ &mut self,
+ blurs: &FastHashMap<TextureSource, Vec<BlurInstance>>,
+ stats: &mut RendererStats,
+ ) {
+ for (texture, blurs) in blurs {
+ let textures = BatchTextures::composite_rgb(
+ *texture,
+ );
+
+ self.draw_instanced_batch(
+ blurs,
+ VertexArrayKind::Blur,
+ &textures,
+ stats,
+ );
+ }
+ }
+
+ /// Draw all the instances in a clip batcher list to the current target.
+ fn draw_clip_batch_list(
+ &mut self,
+ list: &ClipBatchList,
+ draw_target: &DrawTarget,
+ projection: &default::Transform3D<f32>,
+ stats: &mut RendererStats,
+ ) {
+ if self.debug_flags.contains(DebugFlags::DISABLE_CLIP_MASKS) {
+ return;
+ }
+
+ // draw rounded cornered rectangles
+ if !list.slow_rectangles.is_empty() {
+ let _gm2 = self.gpu_profiler.start_marker("slow clip rectangles");
+ self.shaders.borrow_mut().cs_clip_rectangle_slow.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.draw_instanced_batch(
+ &list.slow_rectangles,
+ VertexArrayKind::ClipRect,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+ if !list.fast_rectangles.is_empty() {
+ let _gm2 = self.gpu_profiler.start_marker("fast clip rectangles");
+ self.shaders.borrow_mut().cs_clip_rectangle_fast.bind(
+ &mut self.device,
+ projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.draw_instanced_batch(
+ &list.fast_rectangles,
+ VertexArrayKind::ClipRect,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ // draw box-shadow clips
+ for (mask_texture_id, items) in list.box_shadows.iter() {
+ let _gm2 = self.gpu_profiler.start_marker("box-shadows");
+ let textures = BatchTextures::composite_rgb(*mask_texture_id);
+ self.shaders.borrow_mut().cs_clip_box_shadow
+ .bind(&mut self.device, projection, None, &mut self.renderer_errors, &mut self.profile);
+ self.draw_instanced_batch(
+ items,
+ VertexArrayKind::ClipBoxShadow,
+ &textures,
+ stats,
+ );
+ }
+
+ // draw image masks
+ let mut using_scissor = false;
+ for ((mask_texture_id, clip_rect), items) in list.images.iter() {
+ let _gm2 = self.gpu_profiler.start_marker("clip images");
+ // Some image masks may require scissoring to ensure they don't draw
+ // outside their task's target bounds. Axis-aligned primitives will
+ // be clamped inside the shader and should not require scissoring.
+ // TODO: We currently assume scissor state is off by default for
+ // alpha targets here, but in the future we may want to track the
+ // current scissor state so that this can be properly saved and
+ // restored here.
+ if let Some(clip_rect) = clip_rect {
+ if !using_scissor {
+ self.device.enable_scissor();
+ using_scissor = true;
+ }
+ let scissor_rect = draw_target.build_scissor_rect(Some(*clip_rect));
+ self.device.set_scissor_rect(scissor_rect);
+ } else if using_scissor {
+ self.device.disable_scissor();
+ using_scissor = false;
+ }
+ let textures = BatchTextures::composite_rgb(*mask_texture_id);
+ self.shaders.borrow_mut().cs_clip_image
+ .bind(&mut self.device, projection, None, &mut self.renderer_errors, &mut self.profile);
+ self.draw_instanced_batch(
+ items,
+ VertexArrayKind::ClipImage,
+ &textures,
+ stats,
+ );
+ }
+ if using_scissor {
+ self.device.disable_scissor();
+ }
+ }
+
+ fn draw_alpha_target(
+ &mut self,
+ draw_target: DrawTarget,
+ target: &AlphaRenderTarget,
+ projection: &default::Transform3D<f32>,
+ render_tasks: &RenderTaskGraph,
+ stats: &mut RendererStats,
+ ) {
+ profile_scope!("draw_alpha_target");
+
+ self.profile.inc(profiler::ALPHA_PASSES);
+ let _gm = self.gpu_profiler.start_marker("alpha target");
+ let alpha_sampler = self.gpu_profiler.start_sampler(GPU_SAMPLER_TAG_ALPHA);
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SETUP_TARGET);
+ self.device.bind_draw_target(draw_target);
+ self.device.disable_depth();
+ self.device.disable_depth_write();
+ self.set_blend(false, FramebufferKind::Other);
+
+ let zero_color = [0.0, 0.0, 0.0, 0.0];
+ let one_color = [1.0, 1.0, 1.0, 1.0];
+
+ // On some Adreno 4xx devices we have seen render tasks to alpha targets have no
+ // effect unless the target is fully cleared prior to rendering. See bug 1714227.
+ if self.device.get_capabilities().requires_alpha_target_full_clear {
+ self.device.clear_target(
+ Some(zero_color),
+ None,
+ None,
+ );
+ }
+
+ // On some Mali-T devices we have observed crashes in subsequent draw calls
+ // immediately after clearing the alpha render target regions with glClear().
+ // Using the shader to clear the regions avoids the crash. See bug 1638593.
+ if self.clear_alpha_targets_with_quads
+ && !(target.zero_clears.is_empty() && target.one_clears.is_empty())
+ {
+ let zeroes = target.zero_clears
+ .iter()
+ .map(|task_id| {
+ let rect = render_tasks[*task_id].get_target_rect().to_f32();
+ ClearInstance {
+ rect: [
+ rect.min.x, rect.min.y,
+ rect.max.x, rect.max.y,
+ ],
+ color: zero_color,
+ }
+ });
+
+ let ones = target.one_clears
+ .iter()
+ .map(|task_id| {
+ let rect = render_tasks[*task_id].get_target_rect().to_f32();
+ ClearInstance {
+ rect: [
+ rect.min.x, rect.min.y,
+ rect.max.x, rect.max.y,
+ ],
+ color: one_color,
+ }
+ });
+
+ let instances = zeroes.chain(ones).collect::<Vec<_>>();
+ self.shaders.borrow_mut().ps_clear.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.draw_instanced_batch(
+ &instances,
+ VertexArrayKind::Clear,
+ &BatchTextures::empty(),
+ stats,
+ );
+ } else {
+ // TODO(gw): Applying a scissor rect and minimal clear here
+ // is a very large performance win on the Intel and nVidia
+ // GPUs that I have tested with. It's possible it may be a
+ // performance penalty on other GPU types - we should test this
+ // and consider different code paths.
+ for &task_id in &target.zero_clears {
+ let rect = render_tasks[task_id].get_target_rect();
+ self.device.clear_target(
+ Some(zero_color),
+ None,
+ Some(draw_target.to_framebuffer_rect(rect)),
+ );
+ }
+
+ for &task_id in &target.one_clears {
+ let rect = render_tasks[task_id].get_target_rect();
+ self.device.clear_target(
+ Some(one_color),
+ None,
+ Some(draw_target.to_framebuffer_rect(rect)),
+ );
+ }
+ }
+ }
+
+ // Draw any blurs for this target.
+ // Blurs are rendered as a standard 2-pass
+ // separable implementation.
+ // TODO(gw): In the future, consider having
+ // fast path blur shaders for common
+ // blur radii with fixed weights.
+ if !target.vertical_blurs.is_empty() || !target.horizontal_blurs.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_BLUR);
+
+ self.shaders.borrow_mut().cs_blur_a8
+ .bind(&mut self.device, projection, None, &mut self.renderer_errors, &mut self.profile);
+
+ if !target.vertical_blurs.is_empty() {
+ self.draw_blurs(
+ &target.vertical_blurs,
+ stats,
+ );
+ }
+
+ if !target.horizontal_blurs.is_empty() {
+ self.draw_blurs(
+ &target.horizontal_blurs,
+ stats,
+ );
+ }
+ }
+
+ self.handle_scaling(
+ &target.scalings,
+ projection,
+ stats,
+ );
+
+ // Draw the clip items into the tiled alpha mask.
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_CLIP);
+
+ // TODO(gw): Consider grouping multiple clip masks per shader
+ // invocation here to reduce memory bandwith further?
+
+ // Draw the primary clip mask - since this is the first mask
+ // for the task, we can disable blending, knowing that it will
+ // overwrite every pixel in the mask area.
+ self.set_blend(false, FramebufferKind::Other);
+ self.draw_clip_batch_list(
+ &target.clip_batcher.primary_clips,
+ &draw_target,
+ projection,
+ stats,
+ );
+
+ // switch to multiplicative blending for secondary masks, using
+ // multiplicative blending to accumulate clips into the mask.
+ self.set_blend(true, FramebufferKind::Other);
+ self.set_blend_mode_multiply(FramebufferKind::Other);
+ self.draw_clip_batch_list(
+ &target.clip_batcher.secondary_clips,
+ &draw_target,
+ projection,
+ stats,
+ );
+ }
+
+ self.gpu_profiler.finish_sampler(alpha_sampler);
+ }
+
+ fn draw_texture_cache_target(
+ &mut self,
+ texture: &CacheTextureId,
+ target: &TextureCacheRenderTarget,
+ render_tasks: &RenderTaskGraph,
+ stats: &mut RendererStats,
+ ) {
+ profile_scope!("draw_texture_cache_target");
+
+ self.device.disable_depth();
+ self.device.disable_depth_write();
+
+ self.set_blend(false, FramebufferKind::Other);
+
+ let texture = &self.texture_resolver.texture_cache_map[texture].texture;
+ let target_size = texture.get_dimensions();
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ target_size.width as f32,
+ 0.0,
+ target_size.height as f32,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ let draw_target = DrawTarget::from_texture(
+ texture,
+ false,
+ );
+ self.device.bind_draw_target(draw_target);
+
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CLEAR);
+
+ self.device.disable_depth();
+ self.device.disable_depth_write();
+ self.set_blend(false, FramebufferKind::Other);
+
+ let color = [0.0, 0.0, 0.0, 0.0];
+ if self.clear_caches_with_quads && !target.clears.is_empty() {
+ let instances = target.clears
+ .iter()
+ .map(|r| ClearInstance {
+ rect: [
+ r.min.x as f32, r.min.y as f32,
+ r.max.x as f32, r.max.y as f32,
+ ],
+ color,
+ })
+ .collect::<Vec<_>>();
+ self.shaders.borrow_mut().ps_clear.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+ self.draw_instanced_batch(
+ &instances,
+ VertexArrayKind::Clear,
+ &BatchTextures::empty(),
+ stats,
+ );
+ } else {
+ for rect in &target.clears {
+ self.device.clear_target(
+ Some(color),
+ None,
+ Some(draw_target.to_framebuffer_rect(*rect)),
+ );
+ }
+ }
+
+ // Handle any blits to this texture from child tasks.
+ self.handle_blits(
+ &target.blits,
+ render_tasks,
+ draw_target,
+ );
+ }
+
+ // Draw any borders for this target.
+ if !target.border_segments_solid.is_empty() ||
+ !target.border_segments_complex.is_empty()
+ {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_BORDER);
+
+ self.set_blend(true, FramebufferKind::Other);
+ self.set_blend_mode_premultiplied_alpha(FramebufferKind::Other);
+
+ if !target.border_segments_solid.is_empty() {
+ self.shaders.borrow_mut().cs_border_solid.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &target.border_segments_solid,
+ VertexArrayKind::Border,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ if !target.border_segments_complex.is_empty() {
+ self.shaders.borrow_mut().cs_border_segment.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &target.border_segments_complex,
+ VertexArrayKind::Border,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ self.set_blend(false, FramebufferKind::Other);
+ }
+
+ // Draw any line decorations for this target.
+ if !target.line_decorations.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_LINE_DECORATION);
+
+ self.set_blend(true, FramebufferKind::Other);
+ self.set_blend_mode_premultiplied_alpha(FramebufferKind::Other);
+
+ self.shaders.borrow_mut().cs_line_decoration.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &target.line_decorations,
+ VertexArrayKind::LineDecoration,
+ &BatchTextures::empty(),
+ stats,
+ );
+
+ self.set_blend(false, FramebufferKind::Other);
+ }
+
+ // Draw any fast path linear gradients for this target.
+ if !target.fast_linear_gradients.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_FAST_LINEAR_GRADIENT);
+
+ self.set_blend(false, FramebufferKind::Other);
+
+ self.shaders.borrow_mut().cs_fast_linear_gradient.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ self.draw_instanced_batch(
+ &target.fast_linear_gradients,
+ VertexArrayKind::FastLinearGradient,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ // Draw any linear gradients for this target.
+ if !target.linear_gradients.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_LINEAR_GRADIENT);
+
+ self.set_blend(false, FramebufferKind::Other);
+
+ self.shaders.borrow_mut().cs_linear_gradient.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ if let Some(ref texture) = self.dither_matrix_texture {
+ self.device.bind_texture(TextureSampler::Dither, texture, Swizzle::default());
+ }
+
+ self.draw_instanced_batch(
+ &target.linear_gradients,
+ VertexArrayKind::LinearGradient,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ // Draw any radial gradients for this target.
+ if !target.radial_gradients.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_RADIAL_GRADIENT);
+
+ self.set_blend(false, FramebufferKind::Other);
+
+ self.shaders.borrow_mut().cs_radial_gradient.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ if let Some(ref texture) = self.dither_matrix_texture {
+ self.device.bind_texture(TextureSampler::Dither, texture, Swizzle::default());
+ }
+
+ self.draw_instanced_batch(
+ &target.radial_gradients,
+ VertexArrayKind::RadialGradient,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ // Draw any conic gradients for this target.
+ if !target.conic_gradients.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_CACHE_CONIC_GRADIENT);
+
+ self.set_blend(false, FramebufferKind::Other);
+
+ self.shaders.borrow_mut().cs_conic_gradient.bind(
+ &mut self.device,
+ &projection,
+ None,
+ &mut self.renderer_errors,
+ &mut self.profile,
+ );
+
+ if let Some(ref texture) = self.dither_matrix_texture {
+ self.device.bind_texture(TextureSampler::Dither, texture, Swizzle::default());
+ }
+
+ self.draw_instanced_batch(
+ &target.conic_gradients,
+ VertexArrayKind::ConicGradient,
+ &BatchTextures::empty(),
+ stats,
+ );
+ }
+
+ // Draw any blurs for this target.
+ if !target.horizontal_blurs.is_empty() {
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_BLUR);
+
+ {
+ let mut shaders = self.shaders.borrow_mut();
+ match target.target_kind {
+ RenderTargetKind::Alpha => &mut shaders.cs_blur_a8,
+ RenderTargetKind::Color => &mut shaders.cs_blur_rgba8,
+ }.bind(&mut self.device, &projection, None, &mut self.renderer_errors, &mut self.profile);
+ }
+
+ self.draw_blurs(
+ &target.horizontal_blurs,
+ stats,
+ );
+ }
+ }
+
+ fn update_deferred_resolves(&mut self, deferred_resolves: &[DeferredResolve]) -> Option<GpuCacheUpdateList> {
+ // The first thing we do is run through any pending deferred
+ // resolves, and use a callback to get the UV rect for this
+ // custom item. Then we patch the resource_rects structure
+ // here before it's uploaded to the GPU.
+ if deferred_resolves.is_empty() {
+ return None;
+ }
+
+ let handler = self.external_image_handler
+ .as_mut()
+ .expect("Found external image, but no handler set!");
+
+ let mut list = GpuCacheUpdateList {
+ frame_id: FrameId::INVALID,
+ clear: false,
+ height: self.gpu_cache_texture.get_height(),
+ blocks: Vec::new(),
+ updates: Vec::new(),
+ debug_commands: Vec::new(),
+ };
+
+ for (i, deferred_resolve) in deferred_resolves.iter().enumerate() {
+ self.gpu_profiler.place_marker("deferred resolve");
+ let props = &deferred_resolve.image_properties;
+ let ext_image = props
+ .external_image
+ .expect("BUG: Deferred resolves must be external images!");
+ // Provide rendering information for NativeTexture external images.
+ let image = handler.lock(ext_image.id, ext_image.channel_index);
+ let texture_target = match ext_image.image_type {
+ ExternalImageType::TextureHandle(target) => target,
+ ExternalImageType::Buffer => {
+ panic!("not a suitable image type in update_deferred_resolves()");
+ }
+ };
+
+ // In order to produce the handle, the external image handler may call into
+ // the GL context and change some states.
+ self.device.reset_state();
+
+ let texture = match image.source {
+ ExternalImageSource::NativeTexture(texture_id) => {
+ ExternalTexture::new(
+ texture_id,
+ texture_target,
+ image.uv,
+ deferred_resolve.rendering,
+ )
+ }
+ ExternalImageSource::Invalid => {
+ warn!("Invalid ext-image");
+ debug!(
+ "For ext_id:{:?}, channel:{}.",
+ ext_image.id,
+ ext_image.channel_index
+ );
+ // Just use 0 as the gl handle for this failed case.
+ ExternalTexture::new(
+ 0,
+ texture_target,
+ image.uv,
+ deferred_resolve.rendering,
+ )
+ }
+ ExternalImageSource::RawData(_) => {
+ panic!("Raw external data is not expected for deferred resolves!");
+ }
+ };
+
+ self.texture_resolver
+ .external_images
+ .insert(DeferredResolveIndex(i as u32), texture);
+
+ list.updates.push(GpuCacheUpdate::Copy {
+ block_index: list.blocks.len(),
+ block_count: BLOCKS_PER_UV_RECT,
+ address: deferred_resolve.address,
+ });
+ list.blocks.push(image.uv.into());
+ list.blocks.push([0f32; 4].into());
+ }
+
+ Some(list)
+ }
+
+ fn unlock_external_images(
+ &mut self,
+ deferred_resolves: &[DeferredResolve],
+ ) {
+ if !self.texture_resolver.external_images.is_empty() {
+ let handler = self.external_image_handler
+ .as_mut()
+ .expect("Found external image, but no handler set!");
+
+ for (index, _) in self.texture_resolver.external_images.drain() {
+ let props = &deferred_resolves[index.0 as usize].image_properties;
+ let ext_image = props
+ .external_image
+ .expect("BUG: Deferred resolves must be external images!");
+ handler.unlock(ext_image.id, ext_image.channel_index);
+ }
+ }
+ }
+
+ /// Update the dirty rects based on current compositing mode and config
+ // TODO(gw): This can be tidied up significantly once the Draw compositor
+ // is implemented in terms of the compositor trait.
+ fn calculate_dirty_rects(
+ &mut self,
+ buffer_age: usize,
+ composite_state: &CompositeState,
+ draw_target_dimensions: DeviceIntSize,
+ results: &mut RenderResults,
+ ) -> Option<PartialPresentMode> {
+ let mut partial_present_mode = None;
+
+ let (max_partial_present_rects, draw_previous_partial_present_regions) = match self.current_compositor_kind {
+ CompositorKind::Native { .. } => {
+ // Assume that we can return a single dirty rect for native
+ // compositor for now, and that there is no buffer-age functionality.
+ // These params can be exposed by the compositor capabilities struct
+ // as the Draw compositor is ported to use it.
+ (1, false)
+ }
+ CompositorKind::Draw { draw_previous_partial_present_regions, max_partial_present_rects } => {
+ (max_partial_present_rects, draw_previous_partial_present_regions)
+ }
+ };
+
+ if max_partial_present_rects > 0 {
+ let prev_frames_damage_rect = if let Some(..) = self.compositor_config.partial_present() {
+ self.buffer_damage_tracker
+ .get_damage_rect(buffer_age)
+ .or_else(|| Some(DeviceRect::from_size(draw_target_dimensions.to_f32())))
+ } else {
+ None
+ };
+
+ let can_use_partial_present =
+ composite_state.dirty_rects_are_valid &&
+ !self.force_redraw &&
+ !(prev_frames_damage_rect.is_none() && draw_previous_partial_present_regions) &&
+ !self.debug_overlay_state.is_enabled;
+
+ if can_use_partial_present {
+ let mut combined_dirty_rect = DeviceRect::zero();
+ let fb_rect = DeviceRect::from_size(draw_target_dimensions.to_f32());
+
+ // Work out how many dirty rects WR produced, and if that's more than
+ // what the device supports.
+ for tile in &composite_state.tiles {
+ if tile.kind == TileKind::Clear {
+ continue;
+ }
+ let dirty_rect = composite_state.get_device_rect(
+ &tile.local_dirty_rect,
+ tile.transform_index,
+ );
+
+ // In pathological cases where a tile is extremely zoomed, it
+ // may end up with device coords outside the range of an i32,
+ // so clamp it to the frame buffer rect here, before it gets
+ // casted to an i32 rect below.
+ if let Some(dirty_rect) = dirty_rect.intersection(&fb_rect) {
+ combined_dirty_rect = combined_dirty_rect.union(&dirty_rect);
+ }
+ }
+
+ let combined_dirty_rect = combined_dirty_rect.round();
+ let combined_dirty_rect_i32 = combined_dirty_rect.to_i32();
+ // Return this frame's dirty region. If nothing has changed, don't return any dirty
+ // rects at all (the client can use this as a signal to skip present completely).
+ if !combined_dirty_rect.is_empty() {
+ results.dirty_rects.push(combined_dirty_rect_i32);
+ }
+
+ // Track this frame's dirty region, for calculating subsequent frames' damage.
+ if draw_previous_partial_present_regions {
+ self.buffer_damage_tracker.push_dirty_rect(&combined_dirty_rect);
+ }
+
+ // If the implementation requires manually keeping the buffer consistent,
+ // then we must combine this frame's dirty region with that of previous frames
+ // to determine the total_dirty_rect. The is used to determine what region we
+ // render to, and is what we send to the compositor as the buffer damage region
+ // (eg for KHR_partial_update).
+ let total_dirty_rect = if draw_previous_partial_present_regions {
+ combined_dirty_rect.union(&prev_frames_damage_rect.unwrap())
+ } else {
+ combined_dirty_rect
+ };
+
+ partial_present_mode = Some(PartialPresentMode::Single {
+ dirty_rect: total_dirty_rect,
+ });
+ } else {
+ // If we don't have a valid partial present scenario, return a single
+ // dirty rect to the client that covers the entire framebuffer.
+ let fb_rect = DeviceIntRect::from_size(
+ draw_target_dimensions,
+ );
+ results.dirty_rects.push(fb_rect);
+
+ if draw_previous_partial_present_regions {
+ self.buffer_damage_tracker.push_dirty_rect(&fb_rect.to_f32());
+ }
+ }
+
+ self.force_redraw = false;
+ }
+
+ partial_present_mode
+ }
+
+ fn bind_frame_data(&mut self, frame: &mut Frame) {
+ profile_scope!("bind_frame_data");
+
+ let _timer = self.gpu_profiler.start_timer(GPU_TAG_SETUP_DATA);
+
+ self.vertex_data_textures[self.current_vertex_data_textures].update(
+ &mut self.device,
+ &mut self.texture_upload_pbo_pool,
+ frame,
+ );
+ self.current_vertex_data_textures =
+ (self.current_vertex_data_textures + 1) % VERTEX_DATA_TEXTURE_COUNT;
+ }
+
+ fn update_native_surfaces(&mut self) {
+ profile_scope!("update_native_surfaces");
+
+ match self.compositor_config {
+ CompositorConfig::Native { ref mut compositor, .. } => {
+ for op in self.pending_native_surface_updates.drain(..) {
+ match op.details {
+ NativeSurfaceOperationDetails::CreateSurface { id, virtual_offset, tile_size, is_opaque } => {
+ let _inserted = self.allocated_native_surfaces.insert(id);
+ debug_assert!(_inserted, "bug: creating existing surface");
+ compositor.create_surface(
+ &mut self.device,
+ id,
+ virtual_offset,
+ tile_size,
+ is_opaque,
+ );
+ }
+ NativeSurfaceOperationDetails::CreateExternalSurface { id, is_opaque } => {
+ let _inserted = self.allocated_native_surfaces.insert(id);
+ debug_assert!(_inserted, "bug: creating existing surface");
+ compositor.create_external_surface(
+ &mut self.device,
+ id,
+ is_opaque,
+ );
+ }
+ NativeSurfaceOperationDetails::CreateBackdropSurface { id, color } => {
+ let _inserted = self.allocated_native_surfaces.insert(id);
+ debug_assert!(_inserted, "bug: creating existing surface");
+ compositor.create_backdrop_surface(
+ &mut self.device,
+ id,
+ color,
+ );
+ }
+ NativeSurfaceOperationDetails::DestroySurface { id } => {
+ let _existed = self.allocated_native_surfaces.remove(&id);
+ debug_assert!(_existed, "bug: removing unknown surface");
+ compositor.destroy_surface(&mut self.device, id);
+ }
+ NativeSurfaceOperationDetails::CreateTile { id } => {
+ compositor.create_tile(&mut self.device, id);
+ }
+ NativeSurfaceOperationDetails::DestroyTile { id } => {
+ compositor.destroy_tile(&mut self.device, id);
+ }
+ NativeSurfaceOperationDetails::AttachExternalImage { id, external_image } => {
+ compositor.attach_external_image(&mut self.device, id, external_image);
+ }
+ }
+ }
+ }
+ CompositorConfig::Draw { .. } => {
+ // Ensure nothing is added in simple composite mode, since otherwise
+ // memory will leak as this doesn't get drained
+ debug_assert!(self.pending_native_surface_updates.is_empty());
+ }
+ }
+ }
+
+ fn draw_frame(
+ &mut self,
+ frame: &mut Frame,
+ device_size: Option<DeviceIntSize>,
+ buffer_age: usize,
+ results: &mut RenderResults,
+ ) {
+ profile_scope!("draw_frame");
+
+ // These markers seem to crash a lot on Android, see bug 1559834
+ #[cfg(not(target_os = "android"))]
+ let _gm = self.gpu_profiler.start_marker("draw frame");
+
+ if frame.passes.is_empty() {
+ frame.has_been_rendered = true;
+ return;
+ }
+
+ self.device.disable_depth_write();
+ self.set_blend(false, FramebufferKind::Other);
+ self.device.disable_stencil();
+
+ self.bind_frame_data(frame);
+
+ // Upload experimental GPU buffer texture if there is any data present
+ // TODO: Recycle these textures, upload via PBO or best approach for platform
+ let gpu_buffer_texture = if frame.gpu_buffer.is_empty() {
+ None
+ } else {
+ let gpu_buffer_texture = self.device.create_texture(
+ ImageBufferKind::Texture2D,
+ ImageFormat::RGBAF32,
+ frame.gpu_buffer.size.width,
+ frame.gpu_buffer.size.height,
+ TextureFilter::Nearest,
+ None,
+ );
+
+ self.device.bind_texture(
+ TextureSampler::GpuBuffer,
+ &gpu_buffer_texture,
+ Swizzle::default(),
+ );
+
+ self.device.upload_texture_immediate(
+ &gpu_buffer_texture,
+ &frame.gpu_buffer.data,
+ );
+
+ Some(gpu_buffer_texture)
+ };
+
+ // Determine the present mode and dirty rects, if device_size
+ // is Some(..). If it's None, no composite will occur and only
+ // picture cache and texture cache targets will be updated.
+ // TODO(gw): Split Frame so that it's clearer when a composite
+ // is occurring.
+ let present_mode = device_size.and_then(|device_size| {
+ self.calculate_dirty_rects(
+ buffer_age,
+ &frame.composite_state,
+ device_size,
+ results,
+ )
+ });
+
+ // If we have a native OS compositor, then make use of that interface to
+ // specify how to composite each of the picture cache surfaces. First, we
+ // need to find each tile that may be bound and updated later in the frame
+ // and invalidate it so that the native render compositor knows that these
+ // tiles can't be composited early. Next, after all such tiles have been
+ // invalidated, then we queue surfaces for native composition by the render
+ // compositor before we actually update the tiles. This allows the render
+ // compositor to start early composition while the tiles are updating.
+ if let CompositorKind::Native { .. } = self.current_compositor_kind {
+ let compositor = self.compositor_config.compositor().unwrap();
+ // Invalidate any native surface tiles that might be updated by passes.
+ if !frame.has_been_rendered {
+ for tile in &frame.composite_state.tiles {
+ if tile.kind == TileKind::Clear {
+ continue;
+ }
+ if !tile.local_dirty_rect.is_empty() {
+ if let CompositeTileSurface::Texture { surface: ResolvedSurfaceTexture::Native { id, .. } } = tile.surface {
+ let valid_rect = frame.composite_state.get_surface_rect(
+ &tile.local_valid_rect,
+ &tile.local_rect,
+ tile.transform_index,
+ ).to_i32();
+
+ compositor.invalidate_tile(&mut self.device, id, valid_rect);
+ }
+ }
+ }
+ }
+ // Ensure any external surfaces that might be used during early composition
+ // are invalidated first so that the native compositor can properly schedule
+ // composition to happen only when the external surface is updated.
+ // See update_external_native_surfaces for more details.
+ for surface in &frame.composite_state.external_surfaces {
+ if let Some((native_surface_id, size)) = surface.update_params {
+ let surface_rect = size.into();
+ compositor.invalidate_tile(&mut self.device, NativeTileId { surface_id: native_surface_id, x: 0, y: 0 }, surface_rect);
+ }
+ }
+ // Finally queue native surfaces for early composition, if applicable. By now,
+ // we have already invalidated any tiles that such surfaces may depend upon, so
+ // the native render compositor can keep track of when to actually schedule
+ // composition as surfaces are updated.
+ if device_size.is_some() {
+ frame.composite_state.composite_native(
+ self.clear_color,
+ &results.dirty_rects,
+ &mut self.device,
+ &mut **compositor,
+ );
+ }
+ }
+
+ for (_pass_index, pass) in frame.passes.iter_mut().enumerate() {
+ #[cfg(not(target_os = "android"))]
+ let _gm = self.gpu_profiler.start_marker(&format!("pass {}", _pass_index));
+
+ profile_scope!("offscreen target");
+
+ // If this frame has already been drawn, then any texture
+ // cache targets have already been updated and can be
+ // skipped this time.
+ if !frame.has_been_rendered {
+ for (&texture_id, target) in &pass.texture_cache {
+ self.draw_texture_cache_target(
+ &texture_id,
+ target,
+ &frame.render_tasks,
+ &mut results.stats,
+ );
+ }
+
+ if !pass.picture_cache.is_empty() {
+ self.profile.inc(profiler::COLOR_PASSES);
+ }
+
+ // Draw picture caching tiles for this pass.
+ for picture_target in &pass.picture_cache {
+ results.stats.color_target_count += 1;
+
+ let draw_target = match picture_target.surface {
+ ResolvedSurfaceTexture::TextureCache { ref texture } => {
+ let (texture, _) = self.texture_resolver
+ .resolve(texture)
+ .expect("bug");
+
+ DrawTarget::from_texture(
+ texture,
+ true,
+ )
+ }
+ ResolvedSurfaceTexture::Native { id, size } => {
+ let surface_info = match self.current_compositor_kind {
+ CompositorKind::Native { .. } => {
+ let compositor = self.compositor_config.compositor().unwrap();
+ compositor.bind(
+ &mut self.device,
+ id,
+ picture_target.dirty_rect,
+ picture_target.valid_rect,
+ )
+ }
+ CompositorKind::Draw { .. } => {
+ unreachable!();
+ }
+ };
+
+ DrawTarget::NativeSurface {
+ offset: surface_info.origin,
+ external_fbo_id: surface_info.fbo_id,
+ dimensions: size,
+ }
+ }
+ };
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ draw_target.dimensions().width as f32,
+ 0.0,
+ draw_target.dimensions().height as f32,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ self.draw_picture_cache_target(
+ picture_target,
+ draw_target,
+ &projection,
+ &frame.render_tasks,
+ &mut results.stats,
+ );
+
+ // Native OS surfaces must be unbound at the end of drawing to them
+ if let ResolvedSurfaceTexture::Native { .. } = picture_target.surface {
+ match self.current_compositor_kind {
+ CompositorKind::Native { .. } => {
+ let compositor = self.compositor_config.compositor().unwrap();
+ compositor.unbind(&mut self.device);
+ }
+ CompositorKind::Draw { .. } => {
+ unreachable!();
+ }
+ }
+ }
+ }
+ }
+
+ for target in &pass.alpha.targets {
+ results.stats.alpha_target_count += 1;
+
+ let texture_id = target.texture_id();
+
+ let alpha_tex = self.texture_resolver.get_cache_texture_mut(&texture_id);
+
+ let draw_target = DrawTarget::from_texture(
+ alpha_tex,
+ false,
+ );
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ draw_target.dimensions().width as f32,
+ 0.0,
+ draw_target.dimensions().height as f32,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ self.draw_alpha_target(
+ draw_target,
+ target,
+ &projection,
+ &frame.render_tasks,
+ &mut results.stats,
+ );
+ }
+
+ let color_rt_info = RenderTargetInfo { has_depth: pass.color.needs_depth() };
+
+ for target in &pass.color.targets {
+ results.stats.color_target_count += 1;
+
+ let texture_id = target.texture_id();
+
+ let color_tex = self.texture_resolver.get_cache_texture_mut(&texture_id);
+
+ self.device.reuse_render_target::<u8>(
+ color_tex,
+ color_rt_info,
+ );
+
+ let draw_target = DrawTarget::from_texture(
+ color_tex,
+ target.needs_depth(),
+ );
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ draw_target.dimensions().width as f32,
+ 0.0,
+ draw_target.dimensions().height as f32,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ let clear_depth = if target.needs_depth() {
+ Some(1.0)
+ } else {
+ None
+ };
+
+ self.draw_color_target(
+ draw_target,
+ target,
+ clear_depth,
+ &frame.render_tasks,
+ &projection,
+ &mut results.stats,
+ );
+ }
+
+ // Only end the pass here and invalidate previous textures for
+ // off-screen targets. Deferring return of the inputs to the
+ // frame buffer until the implicit end_pass in end_frame allows
+ // debug draw overlays to be added without triggering a copy
+ // resolve stage in mobile / tiled GPUs.
+ self.texture_resolver.end_pass(
+ &mut self.device,
+ &pass.textures_to_invalidate,
+ );
+ {
+ profile_scope!("gl.flush");
+ self.device.gl().flush();
+ }
+ }
+
+ self.composite_frame(
+ frame,
+ device_size,
+ results,
+ present_mode,
+ );
+
+ if let Some(gpu_buffer_texture) = gpu_buffer_texture {
+ self.device.delete_texture(gpu_buffer_texture);
+ }
+
+ frame.has_been_rendered = true;
+ }
+
+ fn composite_frame(
+ &mut self,
+ frame: &mut Frame,
+ device_size: Option<DeviceIntSize>,
+ results: &mut RenderResults,
+ present_mode: Option<PartialPresentMode>,
+ ) {
+ profile_scope!("main target");
+
+ if let Some(device_size) = device_size {
+ results.stats.color_target_count += 1;
+ results.picture_cache_debug = mem::replace(
+ &mut frame.composite_state.picture_cache_debug,
+ PictureCacheDebugInfo::new(),
+ );
+
+ let size = frame.device_rect.size().to_f32();
+ let surface_origin_is_top_left = self.device.surface_origin_is_top_left();
+ let (bottom, top) = if surface_origin_is_top_left {
+ (0.0, size.height)
+ } else {
+ (size.height, 0.0)
+ };
+
+ let projection = Transform3D::ortho(
+ 0.0,
+ size.width,
+ bottom,
+ top,
+ self.device.ortho_near_plane(),
+ self.device.ortho_far_plane(),
+ );
+
+ let fb_scale = Scale::<_, _, FramebufferPixel>::new(1i32);
+ let mut fb_rect = frame.device_rect * fb_scale;
+
+ if !surface_origin_is_top_left {
+ let h = fb_rect.height();
+ fb_rect.min.y = device_size.height - fb_rect.max.y;
+ fb_rect.max.y = fb_rect.min.y + h;
+ }
+
+ let draw_target = DrawTarget::Default {
+ rect: fb_rect,
+ total_size: device_size * fb_scale,
+ surface_origin_is_top_left,
+ };
+
+ // If we have a native OS compositor, then make use of that interface
+ // to specify how to composite each of the picture cache surfaces.
+ match self.current_compositor_kind {
+ CompositorKind::Native { .. } => {
+ // We have already queued surfaces for early native composition by this point.
+ // All that is left is to finally update any external native surfaces that were
+ // invalidated so that composition can complete.
+ self.update_external_native_surfaces(
+ &frame.composite_state.external_surfaces,
+ results,
+ );
+ }
+ CompositorKind::Draw { .. } => {
+ self.composite_simple(
+ &frame.composite_state,
+ draw_target,
+ &projection,
+ results,
+ present_mode,
+ );
+ }
+ }
+ } else {
+ // Rendering a frame without presenting it will confuse the partial
+ // present logic, so force a full present for the next frame.
+ self.force_redraw();
+ }
+ }
+
+ pub fn debug_renderer(&mut self) -> Option<&mut DebugRenderer> {
+ self.debug.get_mut(&mut self.device)
+ }
+
+ pub fn get_debug_flags(&self) -> DebugFlags {
+ self.debug_flags
+ }
+
+ pub fn set_debug_flags(&mut self, flags: DebugFlags) {
+ if let Some(enabled) = flag_changed(self.debug_flags, flags, DebugFlags::GPU_TIME_QUERIES) {
+ if enabled {
+ self.gpu_profiler.enable_timers();
+ } else {
+ self.gpu_profiler.disable_timers();
+ }
+ }
+ if let Some(enabled) = flag_changed(self.debug_flags, flags, DebugFlags::GPU_SAMPLE_QUERIES) {
+ if enabled {
+ self.gpu_profiler.enable_samplers();
+ } else {
+ self.gpu_profiler.disable_samplers();
+ }
+ }
+
+ self.debug_flags = flags;
+ }
+
+ pub fn set_profiler_ui(&mut self, ui_str: &str) {
+ self.profiler.set_ui(ui_str);
+ }
+
+ fn draw_frame_debug_items(&mut self, items: &[DebugItem]) {
+ if items.is_empty() {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ for item in items {
+ match item {
+ DebugItem::Rect { rect, outer_color, inner_color } => {
+ debug_renderer.add_quad(
+ rect.min.x,
+ rect.min.y,
+ rect.max.x,
+ rect.max.y,
+ (*inner_color).into(),
+ (*inner_color).into(),
+ );
+
+ debug_renderer.add_rect(
+ &rect.to_i32(),
+ (*outer_color).into(),
+ );
+ }
+ DebugItem::Text { ref msg, position, color } => {
+ debug_renderer.add_text(
+ position.x,
+ position.y,
+ msg,
+ (*color).into(),
+ None,
+ );
+ }
+ }
+ }
+ }
+
+ fn draw_render_target_debug(&mut self, draw_target: &DrawTarget) {
+ if !self.debug_flags.contains(DebugFlags::RENDER_TARGET_DBG) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let textures = self.texture_resolver
+ .texture_cache_map
+ .values()
+ .filter(|item| item.category == TextureCacheCategory::RenderTarget)
+ .map(|item| &item.texture)
+ .collect::<Vec<&Texture>>();
+
+ Self::do_debug_blit(
+ &mut self.device,
+ debug_renderer,
+ textures,
+ draw_target,
+ 0,
+ &|_| [0.0, 1.0, 0.0, 1.0], // Use green for all RTs.
+ );
+ }
+
+ fn draw_zoom_debug(
+ &mut self,
+ device_size: DeviceIntSize,
+ ) {
+ if !self.debug_flags.contains(DebugFlags::ZOOM_DBG) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let source_size = DeviceIntSize::new(64, 64);
+ let target_size = DeviceIntSize::new(1024, 1024);
+
+ let source_origin = DeviceIntPoint::new(
+ (self.cursor_position.x - source_size.width / 2)
+ .min(device_size.width - source_size.width)
+ .max(0),
+ (self.cursor_position.y - source_size.height / 2)
+ .min(device_size.height - source_size.height)
+ .max(0),
+ );
+
+ let source_rect = DeviceIntRect::from_origin_and_size(
+ source_origin,
+ source_size,
+ );
+
+ let target_rect = DeviceIntRect::from_origin_and_size(
+ DeviceIntPoint::new(
+ device_size.width - target_size.width - 64,
+ device_size.height - target_size.height - 64,
+ ),
+ target_size,
+ );
+
+ let texture_rect = FramebufferIntRect::from_size(
+ source_rect.size().cast_unit(),
+ );
+
+ debug_renderer.add_rect(
+ &target_rect.inflate(1, 1),
+ debug_colors::RED.into(),
+ );
+
+ if self.zoom_debug_texture.is_none() {
+ let texture = self.device.create_texture(
+ ImageBufferKind::Texture2D,
+ ImageFormat::BGRA8,
+ source_rect.width(),
+ source_rect.height(),
+ TextureFilter::Nearest,
+ Some(RenderTargetInfo { has_depth: false }),
+ );
+
+ self.zoom_debug_texture = Some(texture);
+ }
+
+ // Copy frame buffer into the zoom texture
+ let read_target = DrawTarget::new_default(device_size, self.device.surface_origin_is_top_left());
+ self.device.blit_render_target(
+ read_target.into(),
+ read_target.to_framebuffer_rect(source_rect),
+ DrawTarget::from_texture(
+ self.zoom_debug_texture.as_ref().unwrap(),
+ false,
+ ),
+ texture_rect,
+ TextureFilter::Nearest,
+ );
+
+ // Draw the zoom texture back to the framebuffer
+ self.device.blit_render_target(
+ ReadTarget::from_texture(
+ self.zoom_debug_texture.as_ref().unwrap(),
+ ),
+ texture_rect,
+ read_target,
+ read_target.to_framebuffer_rect(target_rect),
+ TextureFilter::Nearest,
+ );
+ }
+
+ fn draw_texture_cache_debug(&mut self, draw_target: &DrawTarget) {
+ if !self.debug_flags.contains(DebugFlags::TEXTURE_CACHE_DBG) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let textures = self.texture_resolver
+ .texture_cache_map
+ .values()
+ .filter(|item| item.category == TextureCacheCategory::Atlas)
+ .map(|item| &item.texture)
+ .collect::<Vec<&Texture>>();
+
+ fn select_color(texture: &Texture) -> [f32; 4] {
+ if texture.flags().contains(TextureFlags::IS_SHARED_TEXTURE_CACHE) {
+ [1.0, 0.5, 0.0, 1.0] // Orange for shared.
+ } else {
+ [1.0, 0.0, 1.0, 1.0] // Fuchsia for standalone.
+ }
+ }
+
+ Self::do_debug_blit(
+ &mut self.device,
+ debug_renderer,
+ textures,
+ draw_target,
+ if self.debug_flags.contains(DebugFlags::RENDER_TARGET_DBG) { 544 } else { 0 },
+ &select_color,
+ );
+ }
+
+ fn do_debug_blit(
+ device: &mut Device,
+ debug_renderer: &mut DebugRenderer,
+ mut textures: Vec<&Texture>,
+ draw_target: &DrawTarget,
+ bottom: i32,
+ select_color: &dyn Fn(&Texture) -> [f32; 4],
+ ) {
+ let mut spacing = 16;
+ let mut size = 512;
+
+ let device_size = draw_target.dimensions();
+ let fb_width = device_size.width;
+ let fb_height = device_size.height;
+ let surface_origin_is_top_left = draw_target.surface_origin_is_top_left();
+
+ let num_textures = textures.len() as i32;
+
+ if num_textures * (size + spacing) > fb_width {
+ let factor = fb_width as f32 / (num_textures * (size + spacing)) as f32;
+ size = (size as f32 * factor) as i32;
+ spacing = (spacing as f32 * factor) as i32;
+ }
+
+ let text_height = 14; // Visually approximated.
+ let text_margin = 1;
+ let tag_height = text_height + text_margin * 2;
+ let tag_y = fb_height - (bottom + spacing + tag_height);
+ let image_y = tag_y - size;
+
+ // Sort the display by size (in bytes), so that left-to-right is
+ // largest-to-smallest.
+ //
+ // Note that the vec here is in increasing order, because the elements
+ // get drawn right-to-left.
+ textures.sort_by_key(|t| t.size_in_bytes());
+
+ let mut i = 0;
+ for texture in textures.iter() {
+ let dimensions = texture.get_dimensions();
+ let src_rect = FramebufferIntRect::from_size(
+ FramebufferIntSize::new(dimensions.width as i32, dimensions.height as i32),
+ );
+
+ let x = fb_width - (spacing + size) * (i as i32 + 1);
+
+ // If we have more targets than fit on one row in screen, just early exit.
+ if x > fb_width {
+ return;
+ }
+
+ // Draw the info tag.
+ let tag_rect = rect(x, tag_y, size, tag_height).to_box2d();
+ let tag_color = select_color(texture);
+ device.clear_target(
+ Some(tag_color),
+ None,
+ Some(draw_target.to_framebuffer_rect(tag_rect)),
+ );
+
+ // Draw the dimensions onto the tag.
+ let dim = texture.get_dimensions();
+ let text_rect = tag_rect.inflate(-text_margin, -text_margin);
+ debug_renderer.add_text(
+ text_rect.min.x as f32,
+ text_rect.max.y as f32, // Top-relative.
+ &format!("{}x{}", dim.width, dim.height),
+ ColorU::new(0, 0, 0, 255),
+ Some(tag_rect.to_f32())
+ );
+
+ // Blit the contents of the texture.
+ let dest_rect = draw_target.to_framebuffer_rect(rect(x, image_y, size, size).to_box2d());
+ let read_target = ReadTarget::from_texture(texture);
+
+ if surface_origin_is_top_left {
+ device.blit_render_target(
+ read_target,
+ src_rect,
+ *draw_target,
+ dest_rect,
+ TextureFilter::Linear,
+ );
+ } else {
+ // Invert y.
+ device.blit_render_target_invert_y(
+ read_target,
+ src_rect,
+ *draw_target,
+ dest_rect,
+ );
+ }
+ i += 1;
+ }
+ }
+
+ fn draw_epoch_debug(&mut self) {
+ if !self.debug_flags.contains(DebugFlags::EPOCHS) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let dy = debug_renderer.line_height();
+ let x0: f32 = 30.0;
+ let y0: f32 = 30.0;
+ let mut y = y0;
+ let mut text_width = 0.0;
+ for ((pipeline, document_id), epoch) in &self.pipeline_info.epochs {
+ y += dy;
+ let w = debug_renderer.add_text(
+ x0, y,
+ &format!("({:?}, {:?}): {:?}", pipeline, document_id, epoch),
+ ColorU::new(255, 255, 0, 255),
+ None,
+ ).size.width;
+ text_width = f32::max(text_width, w);
+ }
+
+ let margin = 10.0;
+ debug_renderer.add_quad(
+ x0 - margin,
+ y0 - margin,
+ x0 + text_width + margin,
+ y + margin,
+ ColorU::new(25, 25, 25, 200),
+ ColorU::new(51, 51, 51, 200),
+ );
+ }
+
+ fn draw_window_visibility_debug(&mut self) {
+ if !self.debug_flags.contains(DebugFlags::WINDOW_VISIBILITY_DBG) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let x: f32 = 30.0;
+ let y: f32 = 40.0;
+
+ if let CompositorConfig::Native { ref mut compositor, .. } = self.compositor_config {
+ let visibility = compositor.get_window_visibility(&mut self.device);
+ let color = if visibility.is_fully_occluded {
+ ColorU::new(255, 0, 0, 255)
+
+ } else {
+ ColorU::new(0, 0, 255, 255)
+ };
+
+ debug_renderer.add_text(
+ x, y,
+ &format!("{:?}", visibility),
+ color,
+ None,
+ );
+ }
+
+
+ }
+
+ fn draw_gpu_cache_debug(&mut self, device_size: DeviceIntSize) {
+ if !self.debug_flags.contains(DebugFlags::GPU_CACHE_DBG) {
+ return;
+ }
+
+ let debug_renderer = match self.debug.get_mut(&mut self.device) {
+ Some(render) => render,
+ None => return,
+ };
+
+ let (x_off, y_off) = (30f32, 30f32);
+ let height = self.gpu_cache_texture.get_height()
+ .min(device_size.height - (y_off as i32) * 2) as usize;
+ debug_renderer.add_quad(
+ x_off,
+ y_off,
+ x_off + MAX_VERTEX_TEXTURE_WIDTH as f32,
+ y_off + height as f32,
+ ColorU::new(80, 80, 80, 80),
+ ColorU::new(80, 80, 80, 80),
+ );
+
+ let upper = self.gpu_cache_debug_chunks.len().min(height);
+ for chunk in self.gpu_cache_debug_chunks[0..upper].iter().flatten() {
+ let color = ColorU::new(250, 0, 0, 200);
+ debug_renderer.add_quad(
+ x_off + chunk.address.u as f32,
+ y_off + chunk.address.v as f32,
+ x_off + chunk.address.u as f32 + chunk.size as f32,
+ y_off + chunk.address.v as f32 + 1.0,
+ color,
+ color,
+ );
+ }
+ }
+
+ /// Pass-through to `Device::read_pixels_into`, used by Gecko's WR bindings.
+ pub fn read_pixels_into(&mut self, rect: FramebufferIntRect, format: ImageFormat, output: &mut [u8]) {
+ self.device.read_pixels_into(rect, format, output);
+ }
+
+ pub fn read_pixels_rgba8(&mut self, rect: FramebufferIntRect) -> Vec<u8> {
+ let mut pixels = vec![0; (rect.area() * 4) as usize];
+ self.device.read_pixels_into(rect, ImageFormat::RGBA8, &mut pixels);
+ pixels
+ }
+
+ // De-initialize the Renderer safely, assuming the GL is still alive and active.
+ pub fn deinit(mut self) {
+ //Note: this is a fake frame, only needed because texture deletion is require to happen inside a frame
+ self.device.begin_frame();
+ // If we are using a native compositor, ensure that any remaining native
+ // surfaces are freed.
+ if let CompositorConfig::Native { mut compositor, .. } = self.compositor_config {
+ for id in self.allocated_native_surfaces.drain() {
+ compositor.destroy_surface(&mut self.device, id);
+ }
+ // Destroy the debug overlay surface, if currently allocated.
+ if self.debug_overlay_state.current_size.is_some() {
+ compositor.destroy_surface(&mut self.device, NativeSurfaceId::DEBUG_OVERLAY);
+ }
+ compositor.deinit(&mut self.device);
+ }
+ self.gpu_cache_texture.deinit(&mut self.device);
+ if let Some(dither_matrix_texture) = self.dither_matrix_texture {
+ self.device.delete_texture(dither_matrix_texture);
+ }
+ if let Some(zoom_debug_texture) = self.zoom_debug_texture {
+ self.device.delete_texture(zoom_debug_texture);
+ }
+ for textures in self.vertex_data_textures.drain(..) {
+ textures.deinit(&mut self.device);
+ }
+ self.texture_upload_pbo_pool.deinit(&mut self.device);
+ self.staging_texture_pool.delete_textures(&mut self.device);
+ self.texture_resolver.deinit(&mut self.device);
+ self.vaos.deinit(&mut self.device);
+ self.debug.deinit(&mut self.device);
+
+ if let Ok(shaders) = Rc::try_unwrap(self.shaders) {
+ shaders.into_inner().deinit(&mut self.device);
+ }
+
+ if let Some(async_screenshots) = self.async_screenshots.take() {
+ async_screenshots.deinit(&mut self.device);
+ }
+
+ if let Some(async_frame_recorder) = self.async_frame_recorder.take() {
+ async_frame_recorder.deinit(&mut self.device);
+ }
+
+ #[cfg(feature = "capture")]
+ self.device.delete_fbo(self.read_fbo);
+ #[cfg(feature = "replay")]
+ for (_, ext) in self.owned_external_images {
+ self.device.delete_external_texture(ext);
+ }
+ self.device.end_frame();
+ }
+
+ fn size_of<T>(&self, ptr: *const T) -> usize {
+ let ops = self.size_of_ops.as_ref().unwrap();
+ unsafe { ops.malloc_size_of(ptr) }
+ }
+
+ /// Collects a memory report.
+ pub fn report_memory(&self, swgl: *mut c_void) -> MemoryReport {
+ let mut report = MemoryReport::default();
+
+ // GPU cache CPU memory.
+ self.gpu_cache_texture.report_memory_to(&mut report, self.size_of_ops.as_ref().unwrap());
+
+ self.staging_texture_pool.report_memory_to(&mut report, self.size_of_ops.as_ref().unwrap());
+
+ // Render task CPU memory.
+ for (_id, doc) in &self.active_documents {
+ report.render_tasks += self.size_of(doc.frame.render_tasks.tasks.as_ptr());
+ report.render_tasks += self.size_of(doc.frame.render_tasks.task_data.as_ptr());
+ }
+
+ // Vertex data GPU memory.
+ for textures in &self.vertex_data_textures {
+ report.vertex_data_textures += textures.size_in_bytes();
+ }
+
+ // Texture cache and render target GPU memory.
+ report += self.texture_resolver.report_memory();
+
+ // Texture upload PBO memory.
+ report += self.texture_upload_pbo_pool.report_memory();
+
+ // Textures held internally within the device layer.
+ report += self.device.report_memory(self.size_of_ops.as_ref().unwrap(), swgl);
+
+ report
+ }
+
+ // Sets the blend mode. Blend is unconditionally set if the "show overdraw" debugging mode is
+ // enabled.
+ fn set_blend(&mut self, mut blend: bool, framebuffer_kind: FramebufferKind) {
+ if framebuffer_kind == FramebufferKind::Main &&
+ self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) {
+ blend = true
+ }
+ self.device.set_blend(blend)
+ }
+
+ fn set_blend_mode_multiply(&mut self, framebuffer_kind: FramebufferKind) {
+ if framebuffer_kind == FramebufferKind::Main &&
+ self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) {
+ self.device.set_blend_mode_show_overdraw();
+ } else {
+ self.device.set_blend_mode_multiply();
+ }
+ }
+
+ fn set_blend_mode_premultiplied_alpha(&mut self, framebuffer_kind: FramebufferKind) {
+ if framebuffer_kind == FramebufferKind::Main &&
+ self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) {
+ self.device.set_blend_mode_show_overdraw();
+ } else {
+ self.device.set_blend_mode_premultiplied_alpha();
+ }
+ }
+
+ fn set_blend_mode_subpixel_with_bg_color_pass1(&mut self, framebuffer_kind: FramebufferKind) {
+ if framebuffer_kind == FramebufferKind::Main &&
+ self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) {
+ self.device.set_blend_mode_show_overdraw();
+ } else {
+ self.device.set_blend_mode_subpixel_with_bg_color_pass1();
+ }
+ }
+
+ fn set_blend_mode_subpixel_with_bg_color_pass2(&mut self, framebuffer_kind: FramebufferKind) {
+ if framebuffer_kind == FramebufferKind::Main &&
+ self.debug_flags.contains(DebugFlags::SHOW_OVERDRAW) {
+ self.device.set_blend_mode_show_overdraw();
+ } else {
+ self.device.set_blend_mode_subpixel_with_bg_color_pass2();
+ }
+ }
+
+ /// Clears the texture with a given color.
+ fn clear_texture(&mut self, texture: &Texture, color: [f32; 4]) {
+ self.device.bind_draw_target(DrawTarget::from_texture(
+ &texture,
+ false,
+ ));
+ self.device.clear_target(Some(color), None, None);
+ }
+}
+
+bitflags! {
+ /// Flags that control how shaders are pre-cached, if at all.
+ #[derive(Default)]
+ pub struct ShaderPrecacheFlags: u32 {
+ /// Needed for const initialization
+ const EMPTY = 0;
+
+ /// Only start async compile
+ const ASYNC_COMPILE = 1 << 2;
+
+ /// Do a full compile/link during startup
+ const FULL_COMPILE = 1 << 3;
+ }
+}
+
+/// The cumulative times spent in each painting phase to generate this frame.
+#[derive(Debug, Default)]
+pub struct FullFrameStats {
+ pub full_display_list: bool,
+ pub gecko_display_list_time: f64,
+ pub wr_display_list_time: f64,
+ pub scene_build_time: f64,
+ pub frame_build_time: f64,
+}
+
+impl FullFrameStats {
+ pub fn merge(&self, other: &FullFrameStats) -> Self {
+ Self {
+ full_display_list: self.full_display_list || other.full_display_list,
+ gecko_display_list_time: self.gecko_display_list_time + other.gecko_display_list_time,
+ wr_display_list_time: self.wr_display_list_time + other.wr_display_list_time,
+ scene_build_time: self.scene_build_time + other.scene_build_time,
+ frame_build_time: self.frame_build_time + other.frame_build_time
+ }
+ }
+
+ pub fn total(&self) -> f64 {
+ self.gecko_display_list_time + self.wr_display_list_time + self.scene_build_time + self.frame_build_time
+ }
+}
+
+/// Some basic statistics about the rendered scene, used in Gecko, as
+/// well as in wrench reftests to ensure that tests are batching and/or
+/// allocating on render targets as we expect them to.
+#[repr(C)]
+#[derive(Debug, Default)]
+pub struct RendererStats {
+ pub total_draw_calls: usize,
+ pub alpha_target_count: usize,
+ pub color_target_count: usize,
+ pub texture_upload_mb: f64,
+ pub resource_upload_time: f64,
+ pub gpu_cache_upload_time: f64,
+ pub gecko_display_list_time: f64,
+ pub wr_display_list_time: f64,
+ pub scene_build_time: f64,
+ pub frame_build_time: f64,
+ pub full_display_list: bool,
+ pub full_paint: bool,
+}
+
+impl RendererStats {
+ pub fn merge(&mut self, stats: &FullFrameStats) {
+ self.gecko_display_list_time = stats.gecko_display_list_time;
+ self.wr_display_list_time = stats.wr_display_list_time;
+ self.scene_build_time = stats.scene_build_time;
+ self.frame_build_time = stats.frame_build_time;
+ self.full_display_list = stats.full_display_list;
+ self.full_paint = true;
+ }
+}
+
+/// Return type from render(), which contains some repr(C) statistics as well as
+/// some non-repr(C) data.
+#[derive(Debug, Default)]
+pub struct RenderResults {
+ /// Statistics about the frame that was rendered.
+ pub stats: RendererStats,
+
+ /// A list of the device dirty rects that were updated
+ /// this frame.
+ /// TODO(gw): This is an initial interface, likely to change in future.
+ /// TODO(gw): The dirty rects here are currently only useful when scrolling
+ /// is not occurring. They are still correct in the case of
+ /// scrolling, but will be very large (until we expose proper
+ /// OS compositor support where the dirty rects apply to a
+ /// specific picture cache slice / OS compositor surface).
+ pub dirty_rects: Vec<DeviceIntRect>,
+
+ /// Information about the state of picture cache tiles. This is only
+ /// allocated and stored if config.testing is true (such as wrench)
+ pub picture_cache_debug: PictureCacheDebugInfo,
+}
+
+#[cfg(any(feature = "capture", feature = "replay"))]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+struct PlainTexture {
+ data: String,
+ size: DeviceIntSize,
+ format: ImageFormat,
+ filter: TextureFilter,
+ has_depth: bool,
+ category: Option<TextureCacheCategory>,
+}
+
+
+#[cfg(any(feature = "capture", feature = "replay"))]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+struct PlainRenderer {
+ device_size: Option<DeviceIntSize>,
+ gpu_cache: PlainTexture,
+ gpu_cache_frame_id: FrameId,
+ textures: FastHashMap<CacheTextureId, PlainTexture>,
+}
+
+#[cfg(any(feature = "capture", feature = "replay"))]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+struct PlainExternalResources {
+ images: Vec<ExternalCaptureImage>
+}
+
+#[cfg(feature = "replay")]
+enum CapturedExternalImageData {
+ NativeTexture(gl::GLuint),
+ Buffer(Arc<Vec<u8>>),
+}
+
+#[cfg(feature = "replay")]
+struct DummyExternalImageHandler {
+ data: FastHashMap<(ExternalImageId, u8), (CapturedExternalImageData, TexelRect)>,
+}
+
+#[cfg(feature = "replay")]
+impl ExternalImageHandler for DummyExternalImageHandler {
+ fn lock(&mut self, key: ExternalImageId, channel_index: u8) -> ExternalImage {
+ let (ref captured_data, ref uv) = self.data[&(key, channel_index)];
+ ExternalImage {
+ uv: *uv,
+ source: match *captured_data {
+ CapturedExternalImageData::NativeTexture(tid) => ExternalImageSource::NativeTexture(tid),
+ CapturedExternalImageData::Buffer(ref arc) => ExternalImageSource::RawData(&*arc),
+ }
+ }
+ }
+ fn unlock(&mut self, _key: ExternalImageId, _channel_index: u8) {}
+}
+
+#[derive(Default)]
+pub struct PipelineInfo {
+ pub epochs: FastHashMap<(PipelineId, DocumentId), Epoch>,
+ pub removed_pipelines: Vec<(PipelineId, DocumentId)>,
+}
+
+impl Renderer {
+ #[cfg(feature = "capture")]
+ fn save_texture(
+ texture: &Texture, category: Option<TextureCacheCategory>, name: &str, root: &PathBuf, device: &mut Device
+ ) -> PlainTexture {
+ use std::fs;
+ use std::io::Write;
+
+ let short_path = format!("textures/{}.raw", name);
+
+ let bytes_per_pixel = texture.get_format().bytes_per_pixel();
+ let read_format = texture.get_format();
+ let rect_size = texture.get_dimensions();
+
+ let mut file = fs::File::create(root.join(&short_path))
+ .expect(&format!("Unable to create {}", short_path));
+ let bytes_per_texture = (rect_size.width * rect_size.height * bytes_per_pixel) as usize;
+ let mut data = vec![0; bytes_per_texture];
+
+ //TODO: instead of reading from an FBO with `read_pixels*`, we could
+ // read from textures directly with `get_tex_image*`.
+
+ let rect = device_size_as_framebuffer_size(rect_size).into();
+
+ device.attach_read_texture(texture);
+ #[cfg(feature = "png")]
+ {
+ let mut png_data;
+ let (data_ref, format) = match texture.get_format() {
+ ImageFormat::RGBAF32 => {
+ png_data = vec![0; (rect_size.width * rect_size.height * 4) as usize];
+ device.read_pixels_into(rect, ImageFormat::RGBA8, &mut png_data);
+ (&png_data, ImageFormat::RGBA8)
+ }
+ fm => (&data, fm),
+ };
+ CaptureConfig::save_png(
+ root.join(format!("textures/{}-{}.png", name, 0)),
+ rect_size, format,
+ None,
+ data_ref,
+ );
+ }
+ device.read_pixels_into(rect, read_format, &mut data);
+ file.write_all(&data)
+ .unwrap();
+
+ PlainTexture {
+ data: short_path,
+ size: rect_size,
+ format: texture.get_format(),
+ filter: texture.get_filter(),
+ has_depth: texture.supports_depth(),
+ category,
+ }
+ }
+
+ #[cfg(feature = "replay")]
+ fn load_texture(
+ target: ImageBufferKind,
+ plain: &PlainTexture,
+ rt_info: Option<RenderTargetInfo>,
+ root: &PathBuf,
+ device: &mut Device
+ ) -> (Texture, Vec<u8>)
+ {
+ use std::fs::File;
+ use std::io::Read;
+
+ let mut texels = Vec::new();
+ File::open(root.join(&plain.data))
+ .expect(&format!("Unable to open texture at {}", plain.data))
+ .read_to_end(&mut texels)
+ .unwrap();
+
+ let texture = device.create_texture(
+ target,
+ plain.format,
+ plain.size.width,
+ plain.size.height,
+ plain.filter,
+ rt_info,
+ );
+ device.upload_texture_immediate(&texture, &texels);
+
+ (texture, texels)
+ }
+
+ #[cfg(feature = "capture")]
+ fn save_capture(
+ &mut self,
+ config: CaptureConfig,
+ deferred_images: Vec<ExternalCaptureImage>,
+ ) {
+ use std::fs;
+ use std::io::Write;
+ use api::ExternalImageData;
+ use crate::render_api::CaptureBits;
+
+ let root = config.resource_root();
+
+ self.device.begin_frame();
+ let _gm = self.gpu_profiler.start_marker("read GPU data");
+ self.device.bind_read_target_impl(self.read_fbo, DeviceIntPoint::zero());
+
+ if config.bits.contains(CaptureBits::EXTERNAL_RESOURCES) && !deferred_images.is_empty() {
+ info!("saving external images");
+ let mut arc_map = FastHashMap::<*const u8, String>::default();
+ let mut tex_map = FastHashMap::<u32, String>::default();
+ let handler = self.external_image_handler
+ .as_mut()
+ .expect("Unable to lock the external image handler!");
+ for def in &deferred_images {
+ info!("\t{}", def.short_path);
+ let ExternalImageData { id, channel_index, image_type } = def.external;
+ // The image rendering parameter is irrelevant because no filtering happens during capturing.
+ let ext_image = handler.lock(id, channel_index);
+ let (data, short_path) = match ext_image.source {
+ ExternalImageSource::RawData(data) => {
+ let arc_id = arc_map.len() + 1;
+ match arc_map.entry(data.as_ptr()) {
+ Entry::Occupied(e) => {
+ (None, e.get().clone())
+ }
+ Entry::Vacant(e) => {
+ let short_path = format!("externals/d{}.raw", arc_id);
+ (Some(data.to_vec()), e.insert(short_path).clone())
+ }
+ }
+ }
+ ExternalImageSource::NativeTexture(gl_id) => {
+ let tex_id = tex_map.len() + 1;
+ match tex_map.entry(gl_id) {
+ Entry::Occupied(e) => {
+ (None, e.get().clone())
+ }
+ Entry::Vacant(e) => {
+ let target = match image_type {
+ ExternalImageType::TextureHandle(target) => target,
+ ExternalImageType::Buffer => unreachable!(),
+ };
+ info!("\t\tnative texture of target {:?}", target);
+ self.device.attach_read_texture_external(gl_id, target);
+ let data = self.device.read_pixels(&def.descriptor);
+ let short_path = format!("externals/t{}.raw", tex_id);
+ (Some(data), e.insert(short_path).clone())
+ }
+ }
+ }
+ ExternalImageSource::Invalid => {
+ info!("\t\tinvalid source!");
+ (None, String::new())
+ }
+ };
+ if let Some(bytes) = data {
+ fs::File::create(root.join(&short_path))
+ .expect(&format!("Unable to create {}", short_path))
+ .write_all(&bytes)
+ .unwrap();
+ #[cfg(feature = "png")]
+ CaptureConfig::save_png(
+ root.join(&short_path).with_extension("png"),
+ def.descriptor.size,
+ def.descriptor.format,
+ def.descriptor.stride,
+ &bytes,
+ );
+ }
+ let plain = PlainExternalImage {
+ data: short_path,
+ external: def.external,
+ uv: ext_image.uv,
+ };
+ config.serialize_for_resource(&plain, &def.short_path);
+ }
+ for def in &deferred_images {
+ handler.unlock(def.external.id, def.external.channel_index);
+ }
+ let plain_external = PlainExternalResources {
+ images: deferred_images,
+ };
+ config.serialize_for_resource(&plain_external, "external_resources");
+ }
+
+ if config.bits.contains(CaptureBits::FRAME) {
+ let path_textures = root.join("textures");
+ if !path_textures.is_dir() {
+ fs::create_dir(&path_textures).unwrap();
+ }
+
+ info!("saving GPU cache");
+ self.update_gpu_cache(); // flush pending updates
+ let mut plain_self = PlainRenderer {
+ device_size: self.device_size,
+ gpu_cache: Self::save_texture(
+ self.gpu_cache_texture.get_texture(),
+ None, "gpu", &root, &mut self.device,
+ ),
+ gpu_cache_frame_id: self.gpu_cache_frame_id,
+ textures: FastHashMap::default(),
+ };
+
+ info!("saving cached textures");
+ for (id, item) in &self.texture_resolver.texture_cache_map {
+ let file_name = format!("cache-{}", plain_self.textures.len() + 1);
+ info!("\t{}", file_name);
+ let plain = Self::save_texture(&item.texture, Some(item.category), &file_name, &root, &mut self.device);
+ plain_self.textures.insert(*id, plain);
+ }
+
+ config.serialize_for_resource(&plain_self, "renderer");
+ }
+
+ self.device.reset_read_target();
+ self.device.end_frame();
+
+ let mut stats_file = fs::File::create(config.root.join("profiler-stats.txt"))
+ .expect(&format!("Unable to create profiler-stats.txt"));
+ if self.debug_flags.intersects(DebugFlags::PROFILER_DBG | DebugFlags::PROFILER_CAPTURE) {
+ self.profiler.dump_stats(&mut stats_file).unwrap();
+ } else {
+ writeln!(stats_file, "Turn on PROFILER_DBG or PROFILER_CAPTURE to get stats here!").unwrap();
+ }
+
+ info!("done.");
+ }
+
+ #[cfg(feature = "replay")]
+ fn load_capture(
+ &mut self,
+ config: CaptureConfig,
+ plain_externals: Vec<PlainExternalImage>,
+ ) {
+ use std::{fs::File, io::Read};
+
+ info!("loading external buffer-backed images");
+ assert!(self.texture_resolver.external_images.is_empty());
+ let mut raw_map = FastHashMap::<String, Arc<Vec<u8>>>::default();
+ let mut image_handler = DummyExternalImageHandler {
+ data: FastHashMap::default(),
+ };
+
+ let root = config.resource_root();
+
+ // Note: this is a `SCENE` level population of the external image handlers
+ // It would put both external buffers and texture into the map.
+ // But latter are going to be overwritten later in this function
+ // if we are in the `FRAME` level.
+ for plain_ext in plain_externals {
+ let data = match raw_map.entry(plain_ext.data) {
+ Entry::Occupied(e) => e.get().clone(),
+ Entry::Vacant(e) => {
+ let mut buffer = Vec::new();
+ File::open(root.join(e.key()))
+ .expect(&format!("Unable to open {}", e.key()))
+ .read_to_end(&mut buffer)
+ .unwrap();
+ e.insert(Arc::new(buffer)).clone()
+ }
+ };
+ let ext = plain_ext.external;
+ let value = (CapturedExternalImageData::Buffer(data), plain_ext.uv);
+ image_handler.data.insert((ext.id, ext.channel_index), value);
+ }
+
+ if let Some(external_resources) = config.deserialize_for_resource::<PlainExternalResources, _>("external_resources") {
+ info!("loading external texture-backed images");
+ let mut native_map = FastHashMap::<String, gl::GLuint>::default();
+ for ExternalCaptureImage { short_path, external, descriptor } in external_resources.images {
+ let target = match external.image_type {
+ ExternalImageType::TextureHandle(target) => target,
+ ExternalImageType::Buffer => continue,
+ };
+ let plain_ext = config.deserialize_for_resource::<PlainExternalImage, _>(&short_path)
+ .expect(&format!("Unable to read {}.ron", short_path));
+ let key = (external.id, external.channel_index);
+
+ let tid = match native_map.entry(plain_ext.data) {
+ Entry::Occupied(e) => e.get().clone(),
+ Entry::Vacant(e) => {
+ let plain_tex = PlainTexture {
+ data: e.key().clone(),
+ size: descriptor.size,
+ format: descriptor.format,
+ filter: TextureFilter::Linear,
+ has_depth: false,
+ category: None,
+ };
+ let t = Self::load_texture(
+ target,
+ &plain_tex,
+ None,
+ &root,
+ &mut self.device
+ );
+ let extex = t.0.into_external();
+ self.owned_external_images.insert(key, extex.clone());
+ e.insert(extex.internal_id()).clone()
+ }
+ };
+
+ let value = (CapturedExternalImageData::NativeTexture(tid), plain_ext.uv);
+ image_handler.data.insert(key, value);
+ }
+ }
+
+ self.device.begin_frame();
+ self.gpu_cache_texture.remove_texture(&mut self.device);
+
+ if let Some(renderer) = config.deserialize_for_resource::<PlainRenderer, _>("renderer") {
+ info!("loading cached textures");
+ self.device_size = renderer.device_size;
+
+ for (_id, item) in self.texture_resolver.texture_cache_map.drain() {
+ self.device.delete_texture(item.texture);
+ }
+ for (id, texture) in renderer.textures {
+ info!("\t{}", texture.data);
+ let target = ImageBufferKind::Texture2D;
+ let t = Self::load_texture(
+ target,
+ &texture,
+ Some(RenderTargetInfo { has_depth: texture.has_depth }),
+ &root,
+ &mut self.device
+ );
+ self.texture_resolver.texture_cache_map.insert(id, CacheTexture {
+ texture: t.0,
+ category: texture.category.unwrap_or(TextureCacheCategory::Standalone),
+ });
+ }
+
+ info!("loading gpu cache");
+ let (t, gpu_cache_data) = Self::load_texture(
+ ImageBufferKind::Texture2D,
+ &renderer.gpu_cache,
+ Some(RenderTargetInfo { has_depth: false }),
+ &root,
+ &mut self.device,
+ );
+ self.gpu_cache_texture.load_from_data(t, gpu_cache_data);
+ self.gpu_cache_frame_id = renderer.gpu_cache_frame_id;
+ } else {
+ info!("loading cached textures");
+ self.device.begin_frame();
+ for (_id, item) in self.texture_resolver.texture_cache_map.drain() {
+ self.device.delete_texture(item.texture);
+ }
+ }
+ self.device.end_frame();
+
+ self.external_image_handler = Some(Box::new(image_handler) as Box<_>);
+ info!("done.");
+ }
+}
+
+#[derive(Clone, Copy, PartialEq)]
+enum FramebufferKind {
+ Main,
+ Other,
+}
+
+fn should_skip_batch(kind: &BatchKind, flags: DebugFlags) -> bool {
+ match kind {
+ BatchKind::TextRun(_) => {
+ flags.contains(DebugFlags::DISABLE_TEXT_PRIMS)
+ }
+ BatchKind::Brush(BrushBatchKind::LinearGradient) => {
+ flags.contains(DebugFlags::DISABLE_GRADIENT_PRIMS)
+ }
+ _ => false,
+ }
+}
+
+impl CompositeState {
+ /// Use the client provided native compositor interface to add all picture
+ /// cache tiles to the OS compositor
+ fn composite_native(
+ &self,
+ clear_color: ColorF,
+ dirty_rects: &[DeviceIntRect],
+ device: &mut Device,
+ compositor: &mut dyn Compositor,
+ ) {
+ // Add each surface to the visual tree. z-order is implicit based on
+ // order added. Offset and clip rect apply to all tiles within this
+ // surface.
+ for surface in &self.descriptor.surfaces {
+ compositor.add_surface(
+ device,
+ surface.surface_id.expect("bug: no native surface allocated"),
+ surface.transform,
+ surface.clip_rect.to_i32(),
+ surface.image_rendering,
+ );
+ }
+ compositor.start_compositing(device, clear_color, dirty_rects, &[]);
+ }
+}
+
+mod tests {
+ #[test]
+ fn test_buffer_damage_tracker() {
+ use super::BufferDamageTracker;
+ use api::units::{DevicePoint, DeviceRect, DeviceSize};
+
+ let mut tracker = BufferDamageTracker::default();
+ assert_eq!(tracker.get_damage_rect(0), None);
+ assert_eq!(tracker.get_damage_rect(1), Some(DeviceRect::zero()));
+ assert_eq!(tracker.get_damage_rect(2), Some(DeviceRect::zero()));
+ assert_eq!(tracker.get_damage_rect(3), Some(DeviceRect::zero()));
+ assert_eq!(tracker.get_damage_rect(4), None);
+
+ let damage1 = DeviceRect::from_origin_and_size(DevicePoint::new(10.0, 10.0), DeviceSize::new(10.0, 10.0));
+ let damage2 = DeviceRect::from_origin_and_size(DevicePoint::new(20.0, 20.0), DeviceSize::new(10.0, 10.0));
+ let combined = damage1.union(&damage2);
+
+ tracker.push_dirty_rect(&damage1);
+ assert_eq!(tracker.get_damage_rect(0), None);
+ assert_eq!(tracker.get_damage_rect(1), Some(DeviceRect::zero()));
+ assert_eq!(tracker.get_damage_rect(2), Some(damage1));
+ assert_eq!(tracker.get_damage_rect(3), Some(damage1));
+ assert_eq!(tracker.get_damage_rect(4), None);
+
+ tracker.push_dirty_rect(&damage2);
+ assert_eq!(tracker.get_damage_rect(0), None);
+ assert_eq!(tracker.get_damage_rect(1), Some(DeviceRect::zero()));
+ assert_eq!(tracker.get_damage_rect(2), Some(damage2));
+ assert_eq!(tracker.get_damage_rect(3), Some(combined));
+ assert_eq!(tracker.get_damage_rect(4), None);
+ }
+}
diff --git a/gfx/wr/webrender/src/renderer/shade.rs b/gfx/wr/webrender/src/renderer/shade.rs
new file mode 100644
index 0000000000..72b6578a4f
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/shade.rs
@@ -0,0 +1,1496 @@
+/* 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/. */
+
+use api::{ImageBufferKind, units::DeviceSize};
+use crate::batch::{BatchKey, BatchKind, BrushBatchKind, BatchFeatures};
+use crate::composite::{CompositeFeatures, CompositeSurfaceFormat};
+use crate::device::{Device, Program, ShaderError};
+use euclid::default::Transform3D;
+use glyph_rasterizer::GlyphFormat;
+use crate::renderer::{
+ desc,
+ BlendMode, DebugFlags, RendererError, WebRenderOptions,
+ TextureSampler, VertexArrayKind, ShaderPrecacheFlags,
+};
+use crate::profiler::{self, TransactionProfile, ns_to_ms};
+
+use gleam::gl::GlType;
+use time::precise_time_ns;
+
+use std::cell::RefCell;
+use std::rc::Rc;
+
+use webrender_build::shader::{ShaderFeatures, ShaderFeatureFlags, get_shader_features};
+
+/// Which extension version to use for texture external support.
+#[derive(Clone, Copy, Debug, PartialEq)]
+enum TextureExternalVersion {
+ // GL_OES_EGL_image_external_essl3 (Compatible with ESSL 3.0 and
+ // later shaders, but not supported on all GLES 3 devices.)
+ ESSL3,
+ // GL_OES_EGL_image_external (Compatible with ESSL 1.0 shaders)
+ ESSL1,
+}
+
+fn get_feature_string(kind: ImageBufferKind, texture_external_version: TextureExternalVersion) -> &'static str {
+ match (kind, texture_external_version) {
+ (ImageBufferKind::Texture2D, _) => "TEXTURE_2D",
+ (ImageBufferKind::TextureRect, _) => "TEXTURE_RECT",
+ (ImageBufferKind::TextureExternal, TextureExternalVersion::ESSL3) => "TEXTURE_EXTERNAL",
+ (ImageBufferKind::TextureExternal, TextureExternalVersion::ESSL1) => "TEXTURE_EXTERNAL_ESSL1",
+ }
+}
+
+fn has_platform_support(kind: ImageBufferKind, gl_type: &GlType) -> bool {
+ match (kind, gl_type) {
+ (ImageBufferKind::Texture2D, _) => true,
+ (ImageBufferKind::TextureRect, &GlType::Gles) => false,
+ (ImageBufferKind::TextureRect, &GlType::Gl) => true,
+ (ImageBufferKind::TextureExternal, &GlType::Gles) => true,
+ (ImageBufferKind::TextureExternal, &GlType::Gl) => false,
+ }
+}
+
+pub const IMAGE_BUFFER_KINDS: [ImageBufferKind; 3] = [
+ ImageBufferKind::Texture2D,
+ ImageBufferKind::TextureRect,
+ ImageBufferKind::TextureExternal,
+];
+
+const ADVANCED_BLEND_FEATURE: &str = "ADVANCED_BLEND";
+const ALPHA_FEATURE: &str = "ALPHA_PASS";
+const DEBUG_OVERDRAW_FEATURE: &str = "DEBUG_OVERDRAW";
+const DITHERING_FEATURE: &str = "DITHERING";
+const DUAL_SOURCE_FEATURE: &str = "DUAL_SOURCE_BLENDING";
+const FAST_PATH_FEATURE: &str = "FAST_PATH";
+
+pub(crate) enum ShaderKind {
+ Primitive,
+ Cache(VertexArrayKind),
+ ClipCache(VertexArrayKind),
+ Brush,
+ Text,
+ #[allow(dead_code)]
+ VectorStencil,
+ #[allow(dead_code)]
+ VectorCover,
+ #[allow(dead_code)]
+ Resolve,
+ Composite,
+ Clear,
+ Copy,
+}
+
+pub struct LazilyCompiledShader {
+ program: Option<Program>,
+ name: &'static str,
+ kind: ShaderKind,
+ cached_projection: Transform3D<f32>,
+ features: Vec<&'static str>,
+}
+
+impl LazilyCompiledShader {
+ pub(crate) fn new(
+ kind: ShaderKind,
+ name: &'static str,
+ unsorted_features: &[&'static str],
+ device: &mut Device,
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ profile: &mut TransactionProfile,
+ ) -> Result<Self, ShaderError> {
+
+ let mut features = unsorted_features.to_vec();
+ features.sort();
+
+ // Ensure this shader config is in the available shader list so that we get
+ // alerted if the list gets out-of-date when shaders or features are added.
+ let config = features.join(",");
+ assert!(
+ shader_list.get(name).map_or(false, |f| f.contains(&config)),
+ "shader \"{}\" with features \"{}\" not in available shader list",
+ name,
+ config,
+ );
+
+ let mut shader = LazilyCompiledShader {
+ program: None,
+ name,
+ kind,
+ //Note: this isn't really the default state, but there is no chance
+ // an actual projection passed here would accidentally match.
+ cached_projection: Transform3D::identity(),
+ features,
+ };
+
+ if precache_flags.intersects(ShaderPrecacheFlags::ASYNC_COMPILE | ShaderPrecacheFlags::FULL_COMPILE) {
+ let t0 = precise_time_ns();
+ shader.get_internal(device, precache_flags, profile)?;
+ let t1 = precise_time_ns();
+ debug!("[C: {:.1} ms ] Precache {} {:?}",
+ (t1 - t0) as f64 / 1000000.0,
+ name,
+ unsorted_features
+ );
+ }
+
+ Ok(shader)
+ }
+
+ pub fn bind(
+ &mut self,
+ device: &mut Device,
+ projection: &Transform3D<f32>,
+ texture_size: Option<DeviceSize>,
+ renderer_errors: &mut Vec<RendererError>,
+ profile: &mut TransactionProfile,
+ ) {
+ let update_projection = self.cached_projection != *projection;
+ let program = match self.get_internal(device, ShaderPrecacheFlags::FULL_COMPILE, profile) {
+ Ok(program) => program,
+ Err(e) => {
+ renderer_errors.push(RendererError::from(e));
+ return;
+ }
+ };
+ device.bind_program(program);
+ if let Some(texture_size) = texture_size {
+ device.set_shader_texture_size(program, texture_size);
+ }
+ if update_projection {
+ device.set_uniforms(program, projection);
+ // thanks NLL for this (`program` technically borrows `self`)
+ self.cached_projection = *projection;
+ }
+ }
+
+ fn get_internal(
+ &mut self,
+ device: &mut Device,
+ precache_flags: ShaderPrecacheFlags,
+ profile: &mut TransactionProfile,
+ ) -> Result<&mut Program, ShaderError> {
+ if self.program.is_none() {
+ let start_time = precise_time_ns();
+ let program = match self.kind {
+ ShaderKind::Primitive | ShaderKind::Brush | ShaderKind::Text | ShaderKind::Resolve | ShaderKind::Clear | ShaderKind::Copy => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::Cache(..) => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::VectorStencil => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::VectorCover => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::Composite => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::ClipCache(..) => {
+ create_clip_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ };
+ self.program = Some(program?);
+
+ let end_time = precise_time_ns();
+ profile.add(profiler::SHADER_BUILD_TIME, ns_to_ms(end_time - start_time));
+ }
+
+ let program = self.program.as_mut().unwrap();
+
+ if precache_flags.contains(ShaderPrecacheFlags::FULL_COMPILE) && !program.is_initialized() {
+ let start_time = precise_time_ns();
+
+ let vertex_format = match self.kind {
+ ShaderKind::Primitive |
+ ShaderKind::Brush |
+ ShaderKind::Text => VertexArrayKind::Primitive,
+ ShaderKind::Cache(format) => format,
+ ShaderKind::VectorStencil => VertexArrayKind::VectorStencil,
+ ShaderKind::VectorCover => VertexArrayKind::VectorCover,
+ ShaderKind::ClipCache(format) => format,
+ ShaderKind::Resolve => VertexArrayKind::Resolve,
+ ShaderKind::Composite => VertexArrayKind::Composite,
+ ShaderKind::Clear => VertexArrayKind::Clear,
+ ShaderKind::Copy => VertexArrayKind::Copy,
+ };
+
+ let vertex_descriptor = match vertex_format {
+ VertexArrayKind::Primitive => &desc::PRIM_INSTANCES,
+ VertexArrayKind::LineDecoration => &desc::LINE,
+ VertexArrayKind::FastLinearGradient => &desc::FAST_LINEAR_GRADIENT,
+ VertexArrayKind::LinearGradient => &desc::LINEAR_GRADIENT,
+ VertexArrayKind::RadialGradient => &desc::RADIAL_GRADIENT,
+ VertexArrayKind::ConicGradient => &desc::CONIC_GRADIENT,
+ VertexArrayKind::Blur => &desc::BLUR,
+ VertexArrayKind::ClipImage => &desc::CLIP_IMAGE,
+ VertexArrayKind::ClipRect => &desc::CLIP_RECT,
+ VertexArrayKind::ClipBoxShadow => &desc::CLIP_BOX_SHADOW,
+ VertexArrayKind::VectorStencil => &desc::VECTOR_STENCIL,
+ VertexArrayKind::VectorCover => &desc::VECTOR_COVER,
+ VertexArrayKind::Border => &desc::BORDER,
+ VertexArrayKind::Scale => &desc::SCALE,
+ VertexArrayKind::Resolve => &desc::RESOLVE,
+ VertexArrayKind::SvgFilter => &desc::SVG_FILTER,
+ VertexArrayKind::Composite => &desc::COMPOSITE,
+ VertexArrayKind::Clear => &desc::CLEAR,
+ VertexArrayKind::Copy => &desc::COPY,
+ VertexArrayKind::Mask => &desc::MASK,
+ };
+
+ device.link_program(program, vertex_descriptor)?;
+ device.bind_program(program);
+ match self.kind {
+ ShaderKind::ClipCache(..) => {
+ device.bind_shader_samplers(
+ &program,
+ &[
+ ("sColor0", TextureSampler::Color0),
+ ("sTransformPalette", TextureSampler::TransformPalette),
+ ("sRenderTasks", TextureSampler::RenderTasks),
+ ("sGpuCache", TextureSampler::GpuCache),
+ ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF),
+ ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI),
+ ("sGpuBuffer", TextureSampler::GpuBuffer),
+ ],
+ );
+ }
+ _ => {
+ device.bind_shader_samplers(
+ &program,
+ &[
+ ("sColor0", TextureSampler::Color0),
+ ("sColor1", TextureSampler::Color1),
+ ("sColor2", TextureSampler::Color2),
+ ("sDither", TextureSampler::Dither),
+ ("sTransformPalette", TextureSampler::TransformPalette),
+ ("sRenderTasks", TextureSampler::RenderTasks),
+ ("sGpuCache", TextureSampler::GpuCache),
+ ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF),
+ ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI),
+ ("sClipMask", TextureSampler::ClipMask),
+ ("sGpuBuffer", TextureSampler::GpuBuffer),
+ ],
+ );
+ }
+ }
+
+ let end_time = precise_time_ns();
+ profile.add(profiler::SHADER_BUILD_TIME, ns_to_ms(end_time - start_time));
+ }
+
+ Ok(program)
+ }
+
+ fn deinit(self, device: &mut Device) {
+ if let Some(program) = self.program {
+ device.delete_program(program);
+ }
+ }
+}
+
+// A brush shader supports two modes:
+// opaque:
+// Used for completely opaque primitives,
+// or inside segments of partially
+// opaque primitives. Assumes no need
+// for clip masks, AA etc.
+// alpha:
+// Used for brush primitives in the alpha
+// pass. Assumes that AA should be applied
+// along the primitive edge, and also that
+// clip mask is present.
+struct BrushShader {
+ opaque: LazilyCompiledShader,
+ alpha: LazilyCompiledShader,
+ advanced_blend: Option<LazilyCompiledShader>,
+ dual_source: Option<LazilyCompiledShader>,
+ debug_overdraw: LazilyCompiledShader,
+}
+
+impl BrushShader {
+ fn new(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ use_advanced_blend: bool,
+ use_dual_source: bool,
+ profile: &mut TransactionProfile,
+ ) -> Result<Self, ShaderError> {
+ let opaque_features = features.to_vec();
+ let opaque = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &opaque_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let mut alpha_features = opaque_features.to_vec();
+ alpha_features.push(ALPHA_FEATURE);
+
+ let alpha = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &alpha_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let advanced_blend = if use_advanced_blend {
+ let mut advanced_blend_features = alpha_features.to_vec();
+ advanced_blend_features.push(ADVANCED_BLEND_FEATURE);
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &advanced_blend_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ Some(shader)
+ } else {
+ None
+ };
+
+ let dual_source = if use_dual_source {
+ let mut dual_source_features = alpha_features.to_vec();
+ dual_source_features.push(DUAL_SOURCE_FEATURE);
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &dual_source_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ Some(shader)
+ } else {
+ None
+ };
+
+ let mut debug_overdraw_features = features.to_vec();
+ debug_overdraw_features.push(DEBUG_OVERDRAW_FEATURE);
+
+ let debug_overdraw = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &debug_overdraw_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ Ok(BrushShader {
+ opaque,
+ alpha,
+ advanced_blend,
+ dual_source,
+ debug_overdraw,
+ })
+ }
+
+ fn get(&mut self, blend_mode: BlendMode, features: BatchFeatures, debug_flags: DebugFlags)
+ -> &mut LazilyCompiledShader {
+ match blend_mode {
+ _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw,
+ BlendMode::None => &mut self.opaque,
+ BlendMode::Alpha |
+ BlendMode::PremultipliedAlpha |
+ BlendMode::PremultipliedDestOut |
+ BlendMode::SubpixelWithBgColor |
+ BlendMode::Screen |
+ BlendMode::PlusLighter |
+ BlendMode::Exclusion => {
+ if features.contains(BatchFeatures::ALPHA_PASS) {
+ &mut self.alpha
+ } else {
+ &mut self.opaque
+ }
+ }
+ BlendMode::Advanced(_) => {
+ self.advanced_blend
+ .as_mut()
+ .expect("bug: no advanced blend shader loaded")
+ }
+ BlendMode::SubpixelDualSource |
+ BlendMode::MultiplyDualSource => {
+ self.dual_source
+ .as_mut()
+ .expect("bug: no dual source shader loaded")
+ }
+ }
+ }
+
+ fn deinit(self, device: &mut Device) {
+ self.opaque.deinit(device);
+ self.alpha.deinit(device);
+ if let Some(advanced_blend) = self.advanced_blend {
+ advanced_blend.deinit(device);
+ }
+ if let Some(dual_source) = self.dual_source {
+ dual_source.deinit(device);
+ }
+ self.debug_overdraw.deinit(device);
+ }
+}
+
+pub struct TextShader {
+ simple: LazilyCompiledShader,
+ glyph_transform: LazilyCompiledShader,
+ debug_overdraw: LazilyCompiledShader,
+}
+
+impl TextShader {
+ fn new(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ profile: &mut TransactionProfile,
+ ) -> Result<Self, ShaderError> {
+ let mut simple_features = features.to_vec();
+ simple_features.push("ALPHA_PASS");
+ simple_features.push("TEXTURE_2D");
+
+ let simple = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &simple_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let mut glyph_transform_features = features.to_vec();
+ glyph_transform_features.push("GLYPH_TRANSFORM");
+ glyph_transform_features.push("ALPHA_PASS");
+ glyph_transform_features.push("TEXTURE_2D");
+
+ let glyph_transform = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &glyph_transform_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let mut debug_overdraw_features = features.to_vec();
+ debug_overdraw_features.push("DEBUG_OVERDRAW");
+ debug_overdraw_features.push("TEXTURE_2D");
+
+ let debug_overdraw = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &debug_overdraw_features,
+ device,
+ precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ Ok(TextShader { simple, glyph_transform, debug_overdraw })
+ }
+
+ pub fn get(
+ &mut self,
+ glyph_format: GlyphFormat,
+ debug_flags: DebugFlags,
+ ) -> &mut LazilyCompiledShader {
+ match glyph_format {
+ _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw,
+ GlyphFormat::Alpha |
+ GlyphFormat::Subpixel |
+ GlyphFormat::Bitmap |
+ GlyphFormat::ColorBitmap => &mut self.simple,
+ GlyphFormat::TransformedAlpha |
+ GlyphFormat::TransformedSubpixel => &mut self.glyph_transform,
+ }
+ }
+
+ fn deinit(self, device: &mut Device) {
+ self.simple.deinit(device);
+ self.glyph_transform.deinit(device);
+ self.debug_overdraw.deinit(device);
+ }
+}
+
+fn create_prim_shader(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+) -> Result<Program, ShaderError> {
+ debug!("PrimShader {}", name);
+
+ device.create_program(name, features)
+}
+
+fn create_clip_shader(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+) -> Result<Program, ShaderError> {
+ debug!("ClipShader {}", name);
+
+ device.create_program(name, features)
+}
+
+// NB: If you add a new shader here, make sure to deinitialize it
+// in `Shaders::deinit()` below.
+pub struct Shaders {
+ // These are "cache shaders". These shaders are used to
+ // draw intermediate results to cache targets. The results
+ // of these shaders are then used by the primitive shaders.
+ pub cs_blur_a8: LazilyCompiledShader,
+ pub cs_blur_rgba8: LazilyCompiledShader,
+ pub cs_border_segment: LazilyCompiledShader,
+ pub cs_border_solid: LazilyCompiledShader,
+ pub cs_scale: Vec<Option<LazilyCompiledShader>>,
+ pub cs_line_decoration: LazilyCompiledShader,
+ pub cs_fast_linear_gradient: LazilyCompiledShader,
+ pub cs_linear_gradient: LazilyCompiledShader,
+ pub cs_radial_gradient: LazilyCompiledShader,
+ pub cs_conic_gradient: LazilyCompiledShader,
+ pub cs_svg_filter: LazilyCompiledShader,
+
+ // Brush shaders
+ brush_solid: BrushShader,
+ brush_image: Vec<Option<BrushShader>>,
+ brush_fast_image: Vec<Option<BrushShader>>,
+ brush_blend: BrushShader,
+ brush_mix_blend: BrushShader,
+ brush_yuv_image: Vec<Option<BrushShader>>,
+ brush_linear_gradient: BrushShader,
+ brush_opacity: BrushShader,
+ brush_opacity_aa: BrushShader,
+
+ /// These are "cache clip shaders". These shaders are used to
+ /// draw clip instances into the cached clip mask. The results
+ /// of these shaders are also used by the primitive shaders.
+ pub cs_clip_rectangle_slow: LazilyCompiledShader,
+ pub cs_clip_rectangle_fast: LazilyCompiledShader,
+ pub cs_clip_box_shadow: LazilyCompiledShader,
+ pub cs_clip_image: LazilyCompiledShader,
+
+ // The are "primitive shaders". These shaders draw and blend
+ // final results on screen. They are aware of tile boundaries.
+ // Most draw directly to the framebuffer, but some use inputs
+ // from the cache shaders to draw. Specifically, the box
+ // shadow primitive shader stretches the box shadow cache
+ // output, and the cache_image shader blits the results of
+ // a cache shader (e.g. blur) to the screen.
+ pub ps_text_run: TextShader,
+ pub ps_text_run_dual_source: Option<TextShader>,
+
+ ps_split_composite: LazilyCompiledShader,
+ pub ps_quad_textured: LazilyCompiledShader,
+ pub ps_mask: LazilyCompiledShader,
+ pub ps_mask_fast: LazilyCompiledShader,
+ pub ps_clear: LazilyCompiledShader,
+ pub ps_copy: LazilyCompiledShader,
+
+ pub composite: CompositorShaders,
+}
+
+impl Shaders {
+ pub fn new(
+ device: &mut Device,
+ gl_type: GlType,
+ options: &WebRenderOptions,
+ ) -> Result<Self, ShaderError> {
+ // We have to pass a profile around a bunch but we aren't recording the initialization
+ // so use a dummy one.
+ let profile = &mut TransactionProfile::new();
+
+ let use_dual_source_blending =
+ device.get_capabilities().supports_dual_source_blending &&
+ options.allow_dual_source_blending;
+ let use_advanced_blend_equation =
+ device.get_capabilities().supports_advanced_blend_equation &&
+ options.allow_advanced_blend_equation;
+
+ let texture_external_version = if device.get_capabilities().supports_image_external_essl3 {
+ TextureExternalVersion::ESSL3
+ } else {
+ TextureExternalVersion::ESSL1
+ };
+ let mut shader_flags = get_shader_feature_flags(gl_type, texture_external_version);
+ shader_flags.set(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION, use_advanced_blend_equation);
+ shader_flags.set(ShaderFeatureFlags::DUAL_SOURCE_BLENDING, use_dual_source_blending);
+ shader_flags.set(ShaderFeatureFlags::DITHERING, options.enable_dithering);
+ let shader_list = get_shader_features(shader_flags);
+
+ let brush_solid = BrushShader::new(
+ "brush_solid",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let brush_blend = BrushShader::new(
+ "brush_blend",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let brush_mix_blend = BrushShader::new(
+ "brush_mix_blend",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let brush_linear_gradient = BrushShader::new(
+ "brush_linear_gradient",
+ device,
+ if options.enable_dithering {
+ &[DITHERING_FEATURE]
+ } else {
+ &[]
+ },
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let brush_opacity_aa = BrushShader::new(
+ "brush_opacity",
+ device,
+ &["ANTIALIASING"],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let brush_opacity = BrushShader::new(
+ "brush_opacity",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+
+ let cs_blur_a8 = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Blur),
+ "cs_blur",
+ &["ALPHA_TARGET"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_blur_rgba8 = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Blur),
+ "cs_blur",
+ &["COLOR_TARGET"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_svg_filter = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::SvgFilter),
+ "cs_svg_filter",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_mask = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Mask),
+ "ps_quad_mask",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_mask_fast = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Mask),
+ "ps_quad_mask",
+ &[FAST_PATH_FEATURE],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_clip_rectangle_slow = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipRect),
+ "cs_clip_rectangle",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_clip_rectangle_fast = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipRect),
+ "cs_clip_rectangle",
+ &[FAST_PATH_FEATURE],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_clip_box_shadow = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipBoxShadow),
+ "cs_clip_box_shadow",
+ &["TEXTURE_2D"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_clip_image = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipImage),
+ "cs_clip_image",
+ &["TEXTURE_2D"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let mut cs_scale = Vec::new();
+ let scale_shader_num = IMAGE_BUFFER_KINDS.len();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. scale_shader_num {
+ cs_scale.push(None);
+ }
+ for image_buffer_kind in &IMAGE_BUFFER_KINDS {
+ if has_platform_support(*image_buffer_kind, &gl_type) {
+ let feature_string = get_feature_string(
+ *image_buffer_kind,
+ texture_external_version,
+ );
+
+ let mut features = Vec::new();
+ if feature_string != "" {
+ features.push(feature_string);
+ }
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Scale),
+ "cs_scale",
+ &features,
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let index = Self::get_compositing_shader_index(
+ *image_buffer_kind,
+ );
+ cs_scale[index] = Some(shader);
+ }
+ }
+
+ // TODO(gw): The split composite + text shader are special cases - the only
+ // shaders used during normal scene rendering that aren't a brush
+ // shader. Perhaps we can unify these in future?
+
+ let ps_text_run = TextShader::new("ps_text_run",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_text_run_dual_source = if use_dual_source_blending {
+ let dual_source_features = vec![DUAL_SOURCE_FEATURE];
+ Some(TextShader::new("ps_text_run",
+ device,
+ &dual_source_features,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?)
+ } else {
+ None
+ };
+
+ let ps_quad_textured = LazilyCompiledShader::new(
+ ShaderKind::Primitive,
+ "ps_quad_textured",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_split_composite = LazilyCompiledShader::new(
+ ShaderKind::Primitive,
+ "ps_split_composite",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_clear = LazilyCompiledShader::new(
+ ShaderKind::Clear,
+ "ps_clear",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let ps_copy = LazilyCompiledShader::new(
+ ShaderKind::Copy,
+ "ps_copy",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ // All image configuration.
+ let mut image_features = Vec::new();
+ let mut brush_image = Vec::new();
+ let mut brush_fast_image = Vec::new();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. IMAGE_BUFFER_KINDS.len() {
+ brush_image.push(None);
+ brush_fast_image.push(None);
+ }
+ for buffer_kind in 0 .. IMAGE_BUFFER_KINDS.len() {
+ if !has_platform_support(IMAGE_BUFFER_KINDS[buffer_kind], &gl_type)
+ // Brush shaders are not ESSL1 compatible
+ || (IMAGE_BUFFER_KINDS[buffer_kind] == ImageBufferKind::TextureExternal
+ && texture_external_version == TextureExternalVersion::ESSL1)
+ {
+ continue;
+ }
+
+ let feature_string = get_feature_string(
+ IMAGE_BUFFER_KINDS[buffer_kind],
+ texture_external_version,
+ );
+ if feature_string != "" {
+ image_features.push(feature_string);
+ }
+
+ brush_fast_image[buffer_kind] = Some(BrushShader::new(
+ "brush_image",
+ device,
+ &image_features,
+ options.precache_flags,
+ &shader_list,
+ use_advanced_blend_equation,
+ use_dual_source_blending,
+ profile,
+ )?);
+
+ image_features.push("REPETITION");
+ image_features.push("ANTIALIASING");
+
+ brush_image[buffer_kind] = Some(BrushShader::new(
+ "brush_image",
+ device,
+ &image_features,
+ options.precache_flags,
+ &shader_list,
+ use_advanced_blend_equation,
+ use_dual_source_blending,
+ profile,
+ )?);
+
+ image_features.clear();
+ }
+
+ // All yuv_image configuration.
+ let mut yuv_features = Vec::new();
+ let mut rgba_features = Vec::new();
+ let mut fast_path_features = Vec::new();
+ let yuv_shader_num = IMAGE_BUFFER_KINDS.len();
+ let mut brush_yuv_image = Vec::new();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. yuv_shader_num {
+ brush_yuv_image.push(None);
+ }
+ for image_buffer_kind in &IMAGE_BUFFER_KINDS {
+ if has_platform_support(*image_buffer_kind, &gl_type) {
+ yuv_features.push("YUV");
+ fast_path_features.push("FAST_PATH");
+
+ let index = Self::get_compositing_shader_index(
+ *image_buffer_kind,
+ );
+
+ let feature_string = get_feature_string(
+ *image_buffer_kind,
+ texture_external_version,
+ );
+ if feature_string != "" {
+ yuv_features.push(feature_string);
+ rgba_features.push(feature_string);
+ fast_path_features.push(feature_string);
+ }
+
+ // YUV shaders are not compatible with ESSL1
+ if *image_buffer_kind != ImageBufferKind::TextureExternal ||
+ texture_external_version == TextureExternalVersion::ESSL3 {
+ let brush_shader = BrushShader::new(
+ "brush_yuv_image",
+ device,
+ &yuv_features,
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ profile,
+ )?;
+ brush_yuv_image[index] = Some(brush_shader);
+ }
+
+ yuv_features.clear();
+ rgba_features.clear();
+ fast_path_features.clear();
+ }
+ }
+
+ let cs_line_decoration = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::LineDecoration),
+ "cs_line_decoration",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_fast_linear_gradient = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::FastLinearGradient),
+ "cs_fast_linear_gradient",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_linear_gradient = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::LinearGradient),
+ "cs_linear_gradient",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_radial_gradient = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::RadialGradient),
+ "cs_radial_gradient",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_conic_gradient = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::ConicGradient),
+ "cs_conic_gradient",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_border_segment = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Border),
+ "cs_border_segment",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let cs_border_solid = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Border),
+ "cs_border_solid",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ profile,
+ )?;
+
+ let composite = CompositorShaders::new(device, options.precache_flags, gl_type)?;
+
+ Ok(Shaders {
+ cs_blur_a8,
+ cs_blur_rgba8,
+ cs_border_segment,
+ cs_line_decoration,
+ cs_fast_linear_gradient,
+ cs_linear_gradient,
+ cs_radial_gradient,
+ cs_conic_gradient,
+ cs_border_solid,
+ cs_scale,
+ cs_svg_filter,
+ brush_solid,
+ brush_image,
+ brush_fast_image,
+ brush_blend,
+ brush_mix_blend,
+ brush_yuv_image,
+ brush_linear_gradient,
+ brush_opacity,
+ brush_opacity_aa,
+ cs_clip_rectangle_slow,
+ cs_clip_rectangle_fast,
+ cs_clip_box_shadow,
+ cs_clip_image,
+ ps_text_run,
+ ps_text_run_dual_source,
+ ps_quad_textured,
+ ps_mask,
+ ps_mask_fast,
+ ps_split_composite,
+ ps_clear,
+ ps_copy,
+ composite,
+ })
+ }
+
+ fn get_compositing_shader_index(buffer_kind: ImageBufferKind) -> usize {
+ buffer_kind as usize
+ }
+
+ pub fn get_composite_shader(
+ &mut self,
+ format: CompositeSurfaceFormat,
+ buffer_kind: ImageBufferKind,
+ features: CompositeFeatures,
+ ) -> &mut LazilyCompiledShader {
+ self.composite.get(format, buffer_kind, features)
+ }
+
+ pub fn get_scale_shader(
+ &mut self,
+ buffer_kind: ImageBufferKind,
+ ) -> &mut LazilyCompiledShader {
+ let shader_index = Self::get_compositing_shader_index(buffer_kind);
+ self.cs_scale[shader_index]
+ .as_mut()
+ .expect("bug: unsupported scale shader requested")
+ }
+
+ pub fn get(&
+ mut self,
+ key: &BatchKey,
+ mut features: BatchFeatures,
+ debug_flags: DebugFlags,
+ device: &Device,
+ ) -> &mut LazilyCompiledShader {
+ match key.kind {
+ BatchKind::Primitive => {
+ &mut self.ps_quad_textured
+ }
+ BatchKind::SplitComposite => {
+ &mut self.ps_split_composite
+ }
+ BatchKind::Brush(brush_kind) => {
+ // SWGL uses a native anti-aliasing implementation that bypasses the shader.
+ // Don't consider it in that case when deciding whether or not to use
+ // an alpha-pass shader.
+ if device.get_capabilities().uses_native_antialiasing {
+ features.remove(BatchFeatures::ANTIALIASING);
+ }
+ let brush_shader = match brush_kind {
+ BrushBatchKind::Solid => {
+ &mut self.brush_solid
+ }
+ BrushBatchKind::Image(image_buffer_kind) => {
+ if features.contains(BatchFeatures::ANTIALIASING) ||
+ features.contains(BatchFeatures::REPETITION) {
+
+ self.brush_image[image_buffer_kind as usize]
+ .as_mut()
+ .expect("Unsupported image shader kind")
+ } else {
+ self.brush_fast_image[image_buffer_kind as usize]
+ .as_mut()
+ .expect("Unsupported image shader kind")
+ }
+ }
+ BrushBatchKind::Blend => {
+ &mut self.brush_blend
+ }
+ BrushBatchKind::MixBlend { .. } => {
+ &mut self.brush_mix_blend
+ }
+ BrushBatchKind::LinearGradient => {
+ // SWGL uses a native clip mask implementation that bypasses the shader.
+ // Don't consider it in that case when deciding whether or not to use
+ // an alpha-pass shader.
+ if device.get_capabilities().uses_native_clip_mask {
+ features.remove(BatchFeatures::CLIP_MASK);
+ }
+ // Gradient brushes can optimistically use the opaque shader even
+ // with a blend mode if they don't require any features.
+ if !features.intersects(
+ BatchFeatures::ANTIALIASING
+ | BatchFeatures::REPETITION
+ | BatchFeatures::CLIP_MASK,
+ ) {
+ features.remove(BatchFeatures::ALPHA_PASS);
+ }
+ match brush_kind {
+ BrushBatchKind::LinearGradient => &mut self.brush_linear_gradient,
+ _ => panic!(),
+ }
+ }
+ BrushBatchKind::YuvImage(image_buffer_kind, ..) => {
+ let shader_index =
+ Self::get_compositing_shader_index(image_buffer_kind);
+ self.brush_yuv_image[shader_index]
+ .as_mut()
+ .expect("Unsupported YUV shader kind")
+ }
+ BrushBatchKind::Opacity => {
+ if features.contains(BatchFeatures::ANTIALIASING) {
+ &mut self.brush_opacity_aa
+ } else {
+ &mut self.brush_opacity
+ }
+ }
+ };
+ brush_shader.get(key.blend_mode, features, debug_flags)
+ }
+ BatchKind::TextRun(glyph_format) => {
+ let text_shader = match key.blend_mode {
+ BlendMode::SubpixelDualSource => self.ps_text_run_dual_source.as_mut().unwrap(),
+ _ => &mut self.ps_text_run,
+ };
+ text_shader.get(glyph_format, debug_flags)
+ }
+ }
+ }
+
+ pub fn deinit(mut self, device: &mut Device) {
+ for shader in self.cs_scale {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ self.cs_blur_a8.deinit(device);
+ self.cs_blur_rgba8.deinit(device);
+ self.cs_svg_filter.deinit(device);
+ self.brush_solid.deinit(device);
+ self.brush_blend.deinit(device);
+ self.brush_mix_blend.deinit(device);
+ self.brush_linear_gradient.deinit(device);
+ self.brush_opacity.deinit(device);
+ self.brush_opacity_aa.deinit(device);
+ self.cs_clip_rectangle_slow.deinit(device);
+ self.cs_clip_rectangle_fast.deinit(device);
+ self.cs_clip_box_shadow.deinit(device);
+ self.cs_clip_image.deinit(device);
+ self.ps_text_run.deinit(device);
+ if let Some(shader) = self.ps_text_run_dual_source {
+ shader.deinit(device);
+ }
+ for shader in self.brush_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.brush_fast_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.brush_yuv_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ self.cs_border_solid.deinit(device);
+ self.cs_fast_linear_gradient.deinit(device);
+ self.cs_linear_gradient.deinit(device);
+ self.cs_radial_gradient.deinit(device);
+ self.cs_conic_gradient.deinit(device);
+ self.cs_line_decoration.deinit(device);
+ self.cs_border_segment.deinit(device);
+ self.ps_split_composite.deinit(device);
+ self.ps_quad_textured.deinit(device);
+ self.ps_mask.deinit(device);
+ self.ps_mask_fast.deinit(device);
+ self.ps_clear.deinit(device);
+ self.ps_copy.deinit(device);
+ self.composite.deinit(device);
+ }
+}
+
+pub type SharedShaders = Rc<RefCell<Shaders>>;
+
+pub struct CompositorShaders {
+ // Composite shaders. These are very simple shaders used to composite
+ // picture cache tiles into the framebuffer on platforms that do not have an
+ // OS Compositor (or we cannot use it). Such an OS Compositor (such as
+ // DirectComposite or CoreAnimation) handles the composition of the picture
+ // cache tiles at a lower level (e.g. in DWM for Windows); in that case we
+ // directly hand the picture cache surfaces over to the OS Compositor, and
+ // our own Composite shaders below never run.
+ // To composite external (RGB) surfaces we need various permutations of
+ // shaders with WR_FEATURE flags on or off based on the type of image
+ // buffer we're sourcing from (see IMAGE_BUFFER_KINDS).
+ rgba: Vec<Option<LazilyCompiledShader>>,
+ // A faster set of rgba composite shaders that do not support UV clamping
+ // or color modulation.
+ rgba_fast_path: Vec<Option<LazilyCompiledShader>>,
+ // The same set of composite shaders but with WR_FEATURE_YUV added.
+ yuv: Vec<Option<LazilyCompiledShader>>,
+}
+
+impl CompositorShaders {
+ pub fn new(
+ device: &mut Device,
+ precache_flags: ShaderPrecacheFlags,
+ gl_type: GlType,
+ ) -> Result<Self, ShaderError> {
+ // We have to pass a profile around a bunch but we aren't recording the initialization
+ // so use a dummy one.
+ let mut profile = TransactionProfile::new();
+
+ let mut yuv_features = Vec::new();
+ let mut rgba_features = Vec::new();
+ let mut fast_path_features = Vec::new();
+ let mut rgba = Vec::new();
+ let mut rgba_fast_path = Vec::new();
+ let mut yuv = Vec::new();
+
+ let texture_external_version = if device.get_capabilities().supports_image_external_essl3 {
+ TextureExternalVersion::ESSL3
+ } else {
+ TextureExternalVersion::ESSL1
+ };
+
+ let feature_flags = get_shader_feature_flags(gl_type, texture_external_version);
+ let shader_list = get_shader_features(feature_flags);
+
+ for _ in 0..IMAGE_BUFFER_KINDS.len() {
+ yuv.push(None);
+ rgba.push(None);
+ rgba_fast_path.push(None);
+ }
+
+ for image_buffer_kind in &IMAGE_BUFFER_KINDS {
+ if !has_platform_support(*image_buffer_kind, &gl_type) {
+ continue;
+ }
+
+ yuv_features.push("YUV");
+ fast_path_features.push("FAST_PATH");
+
+ let index = Self::get_shader_index(*image_buffer_kind);
+
+ let feature_string = get_feature_string(
+ *image_buffer_kind,
+ texture_external_version,
+ );
+ if feature_string != "" {
+ yuv_features.push(feature_string);
+ rgba_features.push(feature_string);
+ fast_path_features.push(feature_string);
+ }
+
+ // YUV shaders are not compatible with ESSL1
+ if *image_buffer_kind != ImageBufferKind::TextureExternal ||
+ texture_external_version == TextureExternalVersion::ESSL3 {
+
+ yuv[index] = Some(LazilyCompiledShader::new(
+ ShaderKind::Composite,
+ "composite",
+ &yuv_features,
+ device,
+ precache_flags,
+ &shader_list,
+ &mut profile,
+ )?);
+ }
+
+ rgba[index] = Some(LazilyCompiledShader::new(
+ ShaderKind::Composite,
+ "composite",
+ &rgba_features,
+ device,
+ precache_flags,
+ &shader_list,
+ &mut profile,
+ )?);
+
+ rgba_fast_path[index] = Some(LazilyCompiledShader::new(
+ ShaderKind::Composite,
+ "composite",
+ &fast_path_features,
+ device,
+ precache_flags,
+ &shader_list,
+ &mut profile,
+ )?);
+
+ yuv_features.clear();
+ rgba_features.clear();
+ fast_path_features.clear();
+ }
+
+ Ok(CompositorShaders {
+ rgba,
+ rgba_fast_path,
+ yuv,
+ })
+ }
+
+ pub fn get(
+ &mut self,
+ format: CompositeSurfaceFormat,
+ buffer_kind: ImageBufferKind,
+ features: CompositeFeatures,
+ ) -> &mut LazilyCompiledShader {
+ match format {
+ CompositeSurfaceFormat::Rgba => {
+ if features.contains(CompositeFeatures::NO_UV_CLAMP)
+ && features.contains(CompositeFeatures::NO_COLOR_MODULATION)
+ {
+ let shader_index = Self::get_shader_index(buffer_kind);
+ self.rgba_fast_path[shader_index]
+ .as_mut()
+ .expect("bug: unsupported rgba fast path shader requested")
+ } else {
+ let shader_index = Self::get_shader_index(buffer_kind);
+ self.rgba[shader_index]
+ .as_mut()
+ .expect("bug: unsupported rgba shader requested")
+ }
+ }
+ CompositeSurfaceFormat::Yuv => {
+ let shader_index = Self::get_shader_index(buffer_kind);
+ self.yuv[shader_index]
+ .as_mut()
+ .expect("bug: unsupported yuv shader requested")
+ }
+ }
+ }
+
+ fn get_shader_index(buffer_kind: ImageBufferKind) -> usize {
+ buffer_kind as usize
+ }
+
+ pub fn deinit(&mut self, device: &mut Device) {
+ for shader in self.rgba.drain(..) {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.rgba_fast_path.drain(..) {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.yuv.drain(..) {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ }
+}
+
+fn get_shader_feature_flags(gl_type: GlType, texture_external_version: TextureExternalVersion) -> ShaderFeatureFlags {
+ match gl_type {
+ GlType::Gl => ShaderFeatureFlags::GL,
+ GlType::Gles => {
+ let texture_external_flag = match texture_external_version {
+ TextureExternalVersion::ESSL3 => ShaderFeatureFlags::TEXTURE_EXTERNAL,
+ TextureExternalVersion::ESSL1 => ShaderFeatureFlags::TEXTURE_EXTERNAL_ESSL1,
+ };
+ ShaderFeatureFlags::GLES | texture_external_flag
+ }
+ }
+}
diff --git a/gfx/wr/webrender/src/renderer/upload.rs b/gfx/wr/webrender/src/renderer/upload.rs
new file mode 100644
index 0000000000..0ba053cd76
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/upload.rs
@@ -0,0 +1,847 @@
+/* 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/. */
+
+//! This module contains the convoluted logic that goes into uploading content into
+//! the texture cache's textures.
+//!
+//! We need to support various combinations of code paths depending on the quirks of
+//! each hardware/driver configuration:
+//! - direct upload,
+//! - staged upload via a pixel buffer object,
+//! - staged upload via a direct upload to a staging texture where PBO's aren't supported,
+//! - copy from the staging to destination textures, either via blits or batched draw calls.
+//!
+//! Conceptually a lot of this logic should probably be in the device module, but some code
+//! here relies on submitting draw calls via the renderer.
+
+
+use std::mem;
+use std::collections::VecDeque;
+use std::sync::Arc;
+use std::time::Duration;
+use euclid::{Transform3D, point2};
+use time::precise_time_ns;
+use malloc_size_of::MallocSizeOfOps;
+use api::units::*;
+use api::{ExternalImageSource, ImageBufferKind, ImageFormat};
+use crate::renderer::{
+ Renderer, VertexArrayKind, RendererStats, TextureSampler, TEXTURE_CACHE_DBG_CLEAR_COLOR
+};
+use crate::internal_types::{
+ FastHashMap, TextureUpdateSource, Swizzle, TextureCacheUpdate,
+ CacheTextureId, RenderTargetInfo,
+};
+use crate::device::{
+ Device, UploadMethod, Texture, DrawTarget, UploadStagingBuffer, TextureFlags, TextureUploader,
+ TextureFilter,
+};
+use crate::gpu_types::CopyInstance;
+use crate::batch::BatchTextures;
+use crate::texture_pack::{GuillotineAllocator, FreeRectSlice};
+use crate::profiler;
+use crate::render_api::MemoryReport;
+
+pub const BATCH_UPLOAD_TEXTURE_SIZE: DeviceIntSize = DeviceIntSize::new(512, 512);
+
+/// Upload a number of items to texture cache textures.
+///
+/// This is the main entry point of the texture cache upload code.
+/// See also the module documentation for more information.
+pub fn upload_to_texture_cache(
+ renderer: &mut Renderer,
+ update_list: FastHashMap<CacheTextureId, Vec<TextureCacheUpdate>>,
+) {
+
+ let mut stats = UploadStats {
+ num_draw_calls: 0,
+ upload_time: 0,
+ cpu_buffer_alloc_time: 0,
+ texture_alloc_time: 0,
+ cpu_copy_time: 0,
+ gpu_copy_commands_time: 0,
+ bytes_uploaded: 0,
+ items_uploaded: 0,
+ };
+
+ let upload_total_start = precise_time_ns();
+
+ let mut batch_upload_textures = Vec::new();
+
+ // A list of copies that must be performed from the temporary textures to the texture cache.
+ let mut batch_upload_copies = Vec::new();
+
+ // For each texture format, this stores a list of staging buffers
+ // and a texture allocator for packing the buffers.
+ let mut batch_upload_buffers = FastHashMap::default();
+
+ // For best performance we use a single TextureUploader for all uploads.
+ // This allows us to fill PBOs more efficiently and therefore allocate fewer PBOs.
+ let mut uploader = renderer.device.upload_texture(
+ &mut renderer.texture_upload_pbo_pool,
+ );
+
+ let num_updates = update_list.len();
+
+ for (texture_id, updates) in update_list {
+ let texture = &renderer.texture_resolver.texture_cache_map[&texture_id].texture;
+ for update in updates {
+ let TextureCacheUpdate { rect, stride, offset, format_override, source } = update;
+ let mut arc_data = None;
+ let dummy_data;
+ let data = match source {
+ TextureUpdateSource::Bytes { ref data } => {
+ arc_data = Some(data.clone());
+ &data[offset as usize ..]
+ }
+ TextureUpdateSource::External { id, channel_index } => {
+ let handler = renderer.external_image_handler
+ .as_mut()
+ .expect("Found external image, but no handler set!");
+ // The filter is only relevant for NativeTexture external images.
+ match handler.lock(id, channel_index).source {
+ ExternalImageSource::RawData(data) => {
+ &data[offset as usize ..]
+ }
+ ExternalImageSource::Invalid => {
+ // Create a local buffer to fill the pbo.
+ let bpp = texture.get_format().bytes_per_pixel();
+ let width = stride.unwrap_or(rect.width() * bpp);
+ let total_size = width * rect.height();
+ // WR haven't support RGBAF32 format in texture_cache, so
+ // we use u8 type here.
+ dummy_data = vec![0xFFu8; total_size as usize];
+ &dummy_data
+ }
+ ExternalImageSource::NativeTexture(eid) => {
+ panic!("Unexpected external texture {:?} for the texture cache update of {:?}", eid, id);
+ }
+ }
+ }
+ TextureUpdateSource::DebugClear => {
+ let draw_target = DrawTarget::from_texture(
+ texture,
+ false,
+ );
+ renderer.device.bind_draw_target(draw_target);
+ renderer.device.clear_target(
+ Some(TEXTURE_CACHE_DBG_CLEAR_COLOR),
+ None,
+ Some(draw_target.to_framebuffer_rect(update.rect.to_i32()))
+ );
+
+ continue;
+ }
+ };
+
+ stats.items_uploaded += 1;
+
+ let use_batch_upload = renderer.device.use_batched_texture_uploads() &&
+ texture.flags().contains(TextureFlags::IS_SHARED_TEXTURE_CACHE) &&
+ rect.width() <= BATCH_UPLOAD_TEXTURE_SIZE.width &&
+ rect.height() <= BATCH_UPLOAD_TEXTURE_SIZE.height &&
+ rect.area() < renderer.device.batched_upload_threshold();
+
+ if use_batch_upload
+ && arc_data.is_some()
+ && matches!(renderer.device.upload_method(), &UploadMethod::Immediate)
+ && rect.area() > BATCH_UPLOAD_TEXTURE_SIZE.area() / 2 {
+ skip_staging_buffer(
+ &mut renderer.device,
+ &mut renderer.staging_texture_pool,
+ rect,
+ stride,
+ arc_data.unwrap(),
+ texture_id,
+ texture,
+ &mut batch_upload_buffers,
+ &mut batch_upload_textures,
+ &mut batch_upload_copies,
+ &mut stats,
+ );
+ } else if use_batch_upload {
+ copy_into_staging_buffer(
+ &mut renderer.device,
+ &mut uploader,
+ &mut renderer.staging_texture_pool,
+ rect,
+ stride,
+ data,
+ texture_id,
+ texture,
+ &mut batch_upload_buffers,
+ &mut batch_upload_textures,
+ &mut batch_upload_copies,
+ &mut stats,
+ );
+ } else {
+ let upload_start_time = precise_time_ns();
+
+ stats.bytes_uploaded += uploader.upload(
+ &mut renderer.device,
+ texture,
+ rect,
+ stride,
+ format_override,
+ data.as_ptr(),
+ data.len()
+ );
+
+ stats.upload_time += precise_time_ns() - upload_start_time;
+ }
+
+ if let TextureUpdateSource::External { id, channel_index } = source {
+ let handler = renderer.external_image_handler
+ .as_mut()
+ .expect("Found external image, but no handler set!");
+ handler.unlock(id, channel_index);
+ }
+ }
+ }
+
+ let upload_start_time = precise_time_ns();
+ // Upload batched texture updates to their temporary textures.
+ for batch_buffer in batch_upload_buffers.into_iter().map(|(_, (_, buffers))| buffers).flatten() {
+ let texture = &batch_upload_textures[batch_buffer.texture_index];
+ match batch_buffer.staging_buffer {
+ StagingBufferKind::Pbo(pbo) => {
+ stats.bytes_uploaded += uploader.upload_staged(
+ &mut renderer.device,
+ texture,
+ DeviceIntRect::from_size(texture.get_dimensions()),
+ None,
+ pbo,
+ );
+ }
+ StagingBufferKind::CpuBuffer { bytes, .. } => {
+ let bpp = texture.get_format().bytes_per_pixel();
+ stats.bytes_uploaded += uploader.upload(
+ &mut renderer.device,
+ texture,
+ batch_buffer.upload_rect,
+ Some(BATCH_UPLOAD_TEXTURE_SIZE.width * bpp),
+ None,
+ bytes.as_ptr(),
+ bytes.len()
+ );
+ renderer.staging_texture_pool.return_temporary_buffer(bytes);
+ }
+ StagingBufferKind::Image { bytes, stride } => {
+ stats.bytes_uploaded += uploader.upload(
+ &mut renderer.device,
+ texture,
+ batch_buffer.upload_rect,
+ stride,
+ None,
+ bytes.as_ptr(),
+ bytes.len()
+ );
+ }
+ }
+ }
+ stats.upload_time += precise_time_ns() - upload_start_time;
+
+
+ // Flush all uploads, batched or otherwise.
+ let flush_start_time = precise_time_ns();
+ uploader.flush(&mut renderer.device);
+ stats.upload_time += precise_time_ns() - flush_start_time;
+
+ if !batch_upload_copies.is_empty() {
+ // Copy updates that were batch uploaded to their correct destination in the texture cache.
+ // Sort them by destination and source to minimize framebuffer binding changes.
+ batch_upload_copies.sort_unstable_by_key(|b| (b.dest_texture_id.0, b.src_texture_index));
+
+ let gpu_copy_start = precise_time_ns();
+
+ if renderer.device.use_draw_calls_for_texture_copy() {
+ // Some drivers have a very high CPU overhead when submitting hundreds of small blit
+ // commands (low end intel drivers on Windows for example can take take 100+ ms submitting a
+ // few hundred blits). In this case we do the copy with batched draw calls.
+ copy_from_staging_to_cache_using_draw_calls(
+ renderer,
+ &mut stats,
+ &batch_upload_textures,
+ batch_upload_copies,
+ );
+ } else {
+ copy_from_staging_to_cache(
+ renderer,
+ &batch_upload_textures,
+ batch_upload_copies,
+ );
+ }
+
+ stats.gpu_copy_commands_time += precise_time_ns() - gpu_copy_start;
+ }
+
+ for texture in batch_upload_textures.drain(..) {
+ renderer.staging_texture_pool.return_texture(texture);
+ }
+
+ // Update the profile counters. We use add instead of set because
+ // this function can be called several times per frame.
+ // We don't update the counters when their value is zero, so that
+ // the profiler can treat them as events and we can get notified
+ // when they happen.
+
+ let upload_total = precise_time_ns() - upload_total_start;
+ renderer.profile.add(
+ profiler::TOTAL_UPLOAD_TIME,
+ profiler::ns_to_ms(upload_total)
+ );
+
+ if num_updates > 0 {
+ renderer.profile.add(profiler::TEXTURE_UPLOADS, num_updates);
+ }
+
+ if stats.bytes_uploaded > 0 {
+ renderer.profile.add(
+ profiler::TEXTURE_UPLOADS_MEM,
+ profiler::bytes_to_mb(stats.bytes_uploaded)
+ );
+ }
+
+ if stats.cpu_copy_time > 0 {
+ renderer.profile.add(
+ profiler::UPLOAD_CPU_COPY_TIME,
+ profiler::ns_to_ms(stats.cpu_copy_time)
+ );
+ }
+ if stats.upload_time > 0 {
+ renderer.profile.add(
+ profiler::UPLOAD_TIME,
+ profiler::ns_to_ms(stats.upload_time)
+ );
+ }
+ if stats.texture_alloc_time > 0 {
+ renderer.profile.add(
+ profiler::STAGING_TEXTURE_ALLOCATION_TIME,
+ profiler::ns_to_ms(stats.texture_alloc_time)
+ );
+ }
+ if stats.cpu_buffer_alloc_time > 0 {
+ renderer.profile.add(
+ profiler::CPU_TEXTURE_ALLOCATION_TIME,
+ profiler::ns_to_ms(stats.cpu_buffer_alloc_time)
+ );
+ }
+ if stats.num_draw_calls > 0{
+ renderer.profile.add(
+ profiler::UPLOAD_NUM_COPY_BATCHES,
+ stats.num_draw_calls
+ );
+ }
+
+ if stats.gpu_copy_commands_time > 0 {
+ renderer.profile.add(
+ profiler::UPLOAD_GPU_COPY_TIME,
+ profiler::ns_to_ms(stats.gpu_copy_commands_time)
+ );
+ }
+
+ let add_markers = profiler::thread_is_being_profiled();
+ if add_markers && stats.bytes_uploaded > 0 {
+ let details = format!("{} bytes uploaded, {} items", stats.bytes_uploaded, stats.items_uploaded);
+ profiler::add_text_marker(&"Texture uploads", &details, Duration::from_nanos(upload_total));
+ }
+}
+
+/// Copy an item into a batched upload staging buffer.
+fn copy_into_staging_buffer<'a>(
+ device: &mut Device,
+ uploader: &mut TextureUploader< 'a>,
+ staging_texture_pool: &mut UploadTexturePool,
+ update_rect: DeviceIntRect,
+ update_stride: Option<i32>,
+ data: &[u8],
+ dest_texture_id: CacheTextureId,
+ texture: &Texture,
+ batch_upload_buffers: &mut FastHashMap<ImageFormat, (GuillotineAllocator, Vec<BatchUploadBuffer<'a>>)>,
+ batch_upload_textures: &mut Vec<Texture>,
+ batch_upload_copies: &mut Vec<BatchUploadCopy>,
+ stats: &mut UploadStats
+) {
+ let (allocator, buffers) = batch_upload_buffers.entry(texture.get_format())
+ .or_insert_with(|| (GuillotineAllocator::new(None), Vec::new()));
+
+ // Allocate a region within the staging buffer for this update. If there is
+ // no room in an existing buffer then allocate another texture and buffer.
+ let (slice, origin) = match allocator.allocate(&update_rect.size()) {
+ Some((slice, origin)) => (slice, origin),
+ None => {
+ let new_slice = FreeRectSlice(buffers.len() as u32);
+ allocator.extend(new_slice, BATCH_UPLOAD_TEXTURE_SIZE, update_rect.size());
+
+ let texture_alloc_time_start = precise_time_ns();
+ let staging_texture = staging_texture_pool.get_texture(device, texture.get_format());
+ stats.texture_alloc_time = precise_time_ns() - texture_alloc_time_start;
+
+ let texture_index = batch_upload_textures.len();
+ batch_upload_textures.push(staging_texture);
+
+ let cpu_buffer_alloc_start_time = precise_time_ns();
+ let staging_buffer = match device.upload_method() {
+ UploadMethod::Immediate => StagingBufferKind::CpuBuffer {
+ bytes: staging_texture_pool.get_temporary_buffer(),
+ },
+ UploadMethod::PixelBuffer(_) => {
+ let pbo = uploader.stage(
+ device,
+ texture.get_format(),
+ BATCH_UPLOAD_TEXTURE_SIZE,
+ ).unwrap();
+
+ StagingBufferKind::Pbo(pbo)
+ }
+ };
+ stats.cpu_buffer_alloc_time += precise_time_ns() - cpu_buffer_alloc_start_time;
+
+ buffers.push(BatchUploadBuffer {
+ staging_buffer,
+ texture_index,
+ upload_rect: DeviceIntRect::zero()
+ });
+
+ (new_slice, DeviceIntPoint::zero())
+ }
+ };
+ let buffer = &mut buffers[slice.0 as usize];
+ let allocated_rect = DeviceIntRect::from_origin_and_size(origin, update_rect.size());
+ buffer.upload_rect = buffer.upload_rect.union(&allocated_rect);
+
+ batch_upload_copies.push(BatchUploadCopy {
+ src_texture_index: buffer.texture_index,
+ src_offset: allocated_rect.min,
+ dest_texture_id,
+ dest_offset: update_rect.min,
+ size: update_rect.size(),
+ });
+
+ unsafe {
+ let memcpy_start_time = precise_time_ns();
+ let bpp = texture.get_format().bytes_per_pixel() as usize;
+ let width_bytes = update_rect.width() as usize * bpp;
+ let src_stride = update_stride.map_or(width_bytes, |stride| {
+ assert!(stride >= 0);
+ stride as usize
+ });
+ let src_size = (update_rect.height() as usize - 1) * src_stride + width_bytes;
+ assert!(src_size <= data.len());
+
+ let src: &[mem::MaybeUninit<u8>] = std::slice::from_raw_parts(data.as_ptr() as *const _, src_size);
+ let (dst_stride, dst) = match &mut buffer.staging_buffer {
+ StagingBufferKind::Pbo(buffer) => (
+ buffer.get_stride(),
+ buffer.get_mapping(),
+ ),
+ StagingBufferKind::CpuBuffer { bytes } => (
+ BATCH_UPLOAD_TEXTURE_SIZE.width as usize * bpp,
+ &mut bytes[..],
+ ),
+ StagingBufferKind::Image { .. } => unreachable!(),
+ };
+
+ // copy the data line-by-line in to the buffer so that we do not overwrite
+ // any other region of the buffer.
+ for y in 0..allocated_rect.height() as usize {
+ let src_start = y * src_stride;
+ let src_end = src_start + width_bytes;
+ let dst_start = (allocated_rect.min.y as usize + y as usize) * dst_stride +
+ allocated_rect.min.x as usize * bpp;
+ let dst_end = dst_start + width_bytes;
+
+ dst[dst_start..dst_end].copy_from_slice(&src[src_start..src_end])
+ }
+
+ stats.cpu_copy_time += precise_time_ns() - memcpy_start_time;
+ }
+}
+
+/// Take this code path instead of copying into a staging CPU buffer when the image
+/// we would copy is large enough that it's unlikely anything else would fit in the
+/// buffer, therefore we might as well copy directly from the source image's pixels.
+fn skip_staging_buffer<'a>(
+ device: &mut Device,
+ staging_texture_pool: &mut UploadTexturePool,
+ update_rect: DeviceIntRect,
+ stride: Option<i32>,
+ data: Arc<Vec<u8>>,
+ dest_texture_id: CacheTextureId,
+ texture: &Texture,
+ batch_upload_buffers: &mut FastHashMap<ImageFormat, (GuillotineAllocator, Vec<BatchUploadBuffer<'a>>)>,
+ batch_upload_textures: &mut Vec<Texture>,
+ batch_upload_copies: &mut Vec<BatchUploadCopy>,
+ stats: &mut UploadStats
+) {
+ let (_, buffers) = batch_upload_buffers.entry(texture.get_format())
+ .or_insert_with(|| (GuillotineAllocator::new(None), Vec::new()));
+
+ let texture_alloc_time_start = precise_time_ns();
+ let staging_texture = staging_texture_pool.get_texture(device, texture.get_format());
+ stats.texture_alloc_time = precise_time_ns() - texture_alloc_time_start;
+
+ let texture_index = batch_upload_textures.len();
+ batch_upload_textures.push(staging_texture);
+
+ buffers.push(BatchUploadBuffer {
+ staging_buffer: StagingBufferKind::Image { bytes: data, stride },
+ texture_index,
+ upload_rect: DeviceIntRect::from_size(update_rect.size())
+ });
+
+ batch_upload_copies.push(BatchUploadCopy {
+ src_texture_index: texture_index,
+ src_offset: point2(0, 0),
+ dest_texture_id,
+ dest_offset: update_rect.min,
+ size: update_rect.size(),
+ });
+}
+
+
+/// Copy from the staging PBOs or textures to texture cache textures using blit commands.
+///
+/// Using blits instead of draw calls is supposedly more efficient but some drivers have
+/// a very high per-command overhead so in some configurations we end up using
+/// copy_from_staging_to_cache_using_draw_calls instead.
+fn copy_from_staging_to_cache(
+ renderer: &mut Renderer,
+ batch_upload_textures: &[Texture],
+ batch_upload_copies: Vec<BatchUploadCopy>,
+) {
+ for copy in batch_upload_copies {
+ let dest_texture = &renderer.texture_resolver.texture_cache_map[&copy.dest_texture_id].texture;
+
+ renderer.device.copy_texture_sub_region(
+ &batch_upload_textures[copy.src_texture_index],
+ copy.src_offset.x as _,
+ copy.src_offset.y as _,
+ dest_texture,
+ copy.dest_offset.x as _,
+ copy.dest_offset.y as _,
+ copy.size.width as _,
+ copy.size.height as _,
+ );
+ }
+}
+
+/// Generate and submit composite shader batches to copy from
+/// the staging textures to the destination cache textures.
+///
+/// If this shows up in GPU time ptofiles we could replace it with
+/// a simpler shader (composite.glsl is already quite simple).
+fn copy_from_staging_to_cache_using_draw_calls(
+ renderer: &mut Renderer,
+ stats: &mut UploadStats,
+ batch_upload_textures: &[Texture],
+ batch_upload_copies: Vec<BatchUploadCopy>,
+) {
+ let mut copy_instances = Vec::new();
+ let mut prev_src = None;
+ let mut prev_dst = None;
+ let mut dst_texture_size = DeviceSize::new(0.0, 0.0);
+
+ for copy in batch_upload_copies {
+
+ let src_changed = prev_src != Some(copy.src_texture_index);
+ let dst_changed = prev_dst != Some(copy.dest_texture_id);
+
+ if (src_changed || dst_changed) && !copy_instances.is_empty() {
+ renderer.draw_instanced_batch(
+ &copy_instances,
+ VertexArrayKind::Copy,
+ // We bind the staging texture manually because it isn't known
+ // to the texture resolver.
+ &BatchTextures::empty(),
+ &mut RendererStats::default(),
+ );
+
+ stats.num_draw_calls += 1;
+ copy_instances.clear();
+ }
+
+ if dst_changed {
+ let dest_texture = &renderer.texture_resolver.texture_cache_map[&copy.dest_texture_id].texture;
+ dst_texture_size = dest_texture.get_dimensions().to_f32();
+
+ let draw_target = DrawTarget::from_texture(dest_texture, false);
+ renderer.device.bind_draw_target(draw_target);
+
+ renderer.shaders
+ .borrow_mut()
+ .ps_copy
+ .bind(
+ &mut renderer.device,
+ &Transform3D::identity(),
+ None,
+ &mut renderer.renderer_errors,
+ &mut renderer.profile,
+ );
+
+ prev_dst = Some(copy.dest_texture_id);
+ }
+
+ if src_changed {
+ renderer.device.bind_texture(
+ TextureSampler::Color0,
+ &batch_upload_textures[copy.src_texture_index],
+ Swizzle::default(),
+ );
+
+ prev_src = Some(copy.src_texture_index)
+ }
+
+ let src_rect = DeviceRect::from_origin_and_size(
+ copy.src_offset.to_f32(),
+ copy.size.to_f32(),
+ );
+
+ let dst_rect = DeviceRect::from_origin_and_size(
+ copy.dest_offset.to_f32(),
+ copy.size.to_f32(),
+ );
+
+ copy_instances.push(CopyInstance {
+ src_rect,
+ dst_rect,
+ dst_texture_size,
+ });
+ }
+
+ if !copy_instances.is_empty() {
+ renderer.draw_instanced_batch(
+ &copy_instances,
+ VertexArrayKind::Copy,
+ &BatchTextures::empty(),
+ &mut RendererStats::default(),
+ );
+
+ stats.num_draw_calls += 1;
+ }
+}
+
+/// A very basic pool to avoid reallocating staging textures as well as staging
+/// CPU side buffers.
+pub struct UploadTexturePool {
+ /// The textures in the pool associated with a last used frame index.
+ ///
+ /// The outer array corresponds to each of teh three supported texture formats.
+ textures: [VecDeque<(Texture, u64)>; 3],
+ // Frame at which to deallocate some textures if there are too many in the pool,
+ // for each format.
+ delay_texture_deallocation: [u64; 3],
+ current_frame: u64,
+
+ /// Temporary buffers that are used when using staging uploads + glTexImage2D.
+ ///
+ /// Temporary buffers aren't used asynchronously so they can be reused every frame.
+ /// To keep things simple we always allocate enough memory for formats with four bytes
+ /// per pixel (more than we need for alpha-only textures but it works just as well).
+ temporary_buffers: Vec<Vec<mem::MaybeUninit<u8>>>,
+ min_temporary_buffers: usize,
+ delay_buffer_deallocation: u64,
+}
+
+impl UploadTexturePool {
+ pub fn new() -> Self {
+ UploadTexturePool {
+ textures: [VecDeque::new(), VecDeque::new(), VecDeque::new()],
+ delay_texture_deallocation: [0; 3],
+ current_frame: 0,
+ temporary_buffers: Vec::new(),
+ min_temporary_buffers: 0,
+ delay_buffer_deallocation: 0,
+ }
+ }
+
+ fn format_index(&self, format: ImageFormat) -> usize {
+ match format {
+ ImageFormat::RGBA8 => 0,
+ ImageFormat::BGRA8 => 1,
+ ImageFormat::R8 => 2,
+ _ => { panic!("unexpected format"); }
+ }
+ }
+
+ pub fn begin_frame(&mut self) {
+ self.current_frame += 1;
+ self.min_temporary_buffers = self.temporary_buffers.len();
+ }
+
+ /// Create or reuse a staging texture.
+ ///
+ /// See also return_texture.
+ pub fn get_texture(&mut self, device: &mut Device, format: ImageFormat) -> Texture {
+
+ // First try to reuse a texture from the pool.
+ // "available" here means hasn't been used for 2 frames to avoid stalls.
+ // No need to scan the vector. Newer textures are always pushed at the back
+ // of the vector so we know the first element is the least recently used.
+ let format_idx = self.format_index(format);
+ let can_reuse = self.textures[format_idx].get(0)
+ .map(|tex| self.current_frame - tex.1 > 2)
+ .unwrap_or(false);
+
+ if can_reuse {
+ return self.textures[format_idx].pop_front().unwrap().0;
+ }
+
+ // If we couldn't find an available texture, create a new one.
+
+ device.create_texture(
+ ImageBufferKind::Texture2D,
+ format,
+ BATCH_UPLOAD_TEXTURE_SIZE.width,
+ BATCH_UPLOAD_TEXTURE_SIZE.height,
+ TextureFilter::Nearest,
+ // Currently we need render target support as we always use glBlitFramebuffer
+ // to copy the texture data. Instead, we should use glCopyImageSubData on some
+ // platforms, and avoid creating the FBOs in that case.
+ Some(RenderTargetInfo { has_depth: false }),
+ )
+ }
+
+ /// Hand the staging texture back to the pool after being done with uploads.
+ ///
+ /// The texture must have been obtained from this pool via get_texture.
+ pub fn return_texture(&mut self, texture: Texture) {
+ let format_idx = self.format_index(texture.get_format());
+ self.textures[format_idx].push_back((texture, self.current_frame));
+ }
+
+ /// Create or reuse a temporary CPU buffer.
+ ///
+ /// These buffers are used in the batched upload path when PBOs are not supported.
+ /// Content is first written to the temporary buffer and uploaded via a single
+ /// glTexSubImage2D call.
+ pub fn get_temporary_buffer(&mut self) -> Vec<mem::MaybeUninit<u8>> {
+ let buffer = self.temporary_buffers.pop().unwrap_or_else(|| {
+ vec![mem::MaybeUninit::new(0); BATCH_UPLOAD_TEXTURE_SIZE.area() as usize * 4]
+ });
+ self.min_temporary_buffers = self.min_temporary_buffers.min(self.temporary_buffers.len());
+ buffer
+ }
+
+ /// Return memory that was obtained from this pool via get_temporary_buffer.
+ pub fn return_temporary_buffer(&mut self, buffer: Vec<mem::MaybeUninit<u8>>) {
+ assert_eq!(buffer.len(), BATCH_UPLOAD_TEXTURE_SIZE.area() as usize * 4);
+ self.temporary_buffers.push(buffer);
+ }
+
+ /// Deallocate this pool's CPU and GPU memory.
+ pub fn delete_textures(&mut self, device: &mut Device) {
+ for format in &mut self.textures {
+ while let Some(texture) = format.pop_back() {
+ device.delete_texture(texture.0)
+ }
+ }
+ self.temporary_buffers.clear();
+ }
+
+ /// Deallocate some textures if there are too many for a long time.
+ pub fn end_frame(&mut self, device: &mut Device) {
+ for format_idx in 0..self.textures.len() {
+ // Count the number of reusable staging textures.
+ // if it stays high for a large number of frames, truncate it back to 8-ish
+ // over multiple frames.
+
+ let mut num_reusable_textures = 0;
+ for texture in &self.textures[format_idx] {
+ if self.current_frame - texture.1 > 2 {
+ num_reusable_textures += 1;
+ }
+ }
+
+ if num_reusable_textures < 8 {
+ // Don't deallocate textures for another 120 frames.
+ self.delay_texture_deallocation[format_idx] = self.current_frame + 120;
+ }
+
+ // Deallocate up to 4 staging textures every frame.
+ let to_remove = if self.current_frame > self.delay_texture_deallocation[format_idx] {
+ num_reusable_textures.min(4)
+ } else {
+ 0
+ };
+
+ for _ in 0..to_remove {
+ let texture = self.textures[format_idx].pop_front().unwrap().0;
+ device.delete_texture(texture);
+ }
+ }
+
+ // Similar logic for temporary CPU buffers. Our calls to get and return
+ // temporary buffers should have been balanced for this frame, but the call
+ // get_temporary_buffer will allocate a buffer if the vec is empty. Since we
+ // carry these buffers from frame to frame, we keep track of the smallest
+ // length of the temporary_buffers vec that we encountered this frame. Those
+ // buffers were not touched and we deallocate some if there are a lot of them.
+ let unused_buffers = self.min_temporary_buffers;
+ if unused_buffers < 8 {
+ self.delay_buffer_deallocation = self.current_frame + 120;
+ }
+ let to_remove = if self.current_frame > self.delay_buffer_deallocation {
+ unused_buffers.min(4)
+ } else {
+ 0
+ };
+ for _ in 0..to_remove {
+ // Unlike textures it doesn't matter whether we pop from the front or back
+ // of the vector.
+ self.temporary_buffers.pop();
+ }
+ }
+
+ pub fn report_memory_to(&self, report: &mut MemoryReport, size_op_funs: &MallocSizeOfOps) {
+ for buf in &self.temporary_buffers {
+ report.upload_staging_memory += unsafe { (size_op_funs.size_of_op)(buf.as_ptr() as *const _) };
+ }
+
+ for format in &self.textures {
+ for texture in format {
+ report.upload_staging_textures += texture.0.size_in_bytes();
+ }
+ }
+ }
+}
+
+struct UploadStats {
+ num_draw_calls: u32,
+ upload_time: u64,
+ cpu_buffer_alloc_time: u64,
+ texture_alloc_time: u64,
+ cpu_copy_time: u64,
+ gpu_copy_commands_time: u64,
+ bytes_uploaded: usize,
+ items_uploaded: usize,
+}
+
+#[derive(Debug)]
+enum StagingBufferKind<'a> {
+ Pbo(UploadStagingBuffer<'a>),
+ CpuBuffer { bytes: Vec<mem::MaybeUninit<u8>> },
+ Image { bytes: Arc<Vec<u8>>, stride: Option<i32> },
+}
+#[derive(Debug)]
+struct BatchUploadBuffer<'a> {
+ staging_buffer: StagingBufferKind<'a>,
+ texture_index: usize,
+ // A rectangle containing all items going into this staging texture, so
+ // that we can avoid uploading the entire area if we are using glTexSubImage2d.
+ upload_rect: DeviceIntRect,
+}
+
+// On some devices performing many small texture uploads is slow, so instead we batch
+// updates in to a small number of uploads to temporary textures, then copy from those
+// textures to the correct place in the texture cache.
+// A list of temporary textures that batches of updates are uploaded to.
+#[derive(Debug)]
+struct BatchUploadCopy {
+ // Index within batch_upload_textures
+ src_texture_index: usize,
+ src_offset: DeviceIntPoint,
+ dest_texture_id: CacheTextureId,
+ dest_offset: DeviceIntPoint,
+ size: DeviceIntSize,
+}
diff --git a/gfx/wr/webrender/src/renderer/vertex.rs b/gfx/wr/webrender/src/renderer/vertex.rs
new file mode 100644
index 0000000000..ff555363d8
--- /dev/null
+++ b/gfx/wr/webrender/src/renderer/vertex.rs
@@ -0,0 +1,1154 @@
+/* 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/. */
+
+//! Rendering logic related to the vertex shaders and their states, uncluding
+//! - Vertex Array Objects
+//! - vertex layout descriptors
+//! - textures bound at vertex stage
+
+use std::{marker::PhantomData, mem, num::NonZeroUsize, ops};
+use api::units::*;
+use crate::{
+ device::{
+ Device, Texture, TextureFilter, TextureUploader, UploadPBOPool, VertexUsageHint, VAO,
+ },
+ frame_builder::Frame,
+ gpu_types::{PrimitiveHeaderI, PrimitiveHeaderF, TransformData},
+ internal_types::Swizzle,
+ render_task::RenderTaskData,
+};
+
+pub const VERTEX_TEXTURE_EXTRA_ROWS: i32 = 10;
+
+pub const MAX_VERTEX_TEXTURE_WIDTH: usize = webrender_build::MAX_VERTEX_TEXTURE_WIDTH;
+
+pub mod desc {
+ use crate::device::{VertexAttribute, VertexAttributeKind, VertexDescriptor};
+
+ pub const PRIM_INSTANCES: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[VertexAttribute {
+ name: "aData",
+ count: 4,
+ kind: VertexAttributeKind::I32,
+ }],
+ };
+
+ pub const BLUR: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aBlurRenderTaskAddress",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aBlurSourceTaskAddress",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aBlurDirection",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ ],
+ };
+
+ pub const LINE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aLocalSize",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aWavyLineThickness",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aStyle",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aAxisSelect",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const FAST_LINEAR_GRADIENT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor0",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor1",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aAxisSelect",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const LINEAR_GRADIENT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aStartPoint",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aEndPoint",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aScale",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aExtendMode",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aGradientStopsAddress",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ ],
+ };
+
+ pub const RADIAL_GRADIENT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aCenter",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aScale",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aStartRadius",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aEndRadius",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aXYRatio",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aExtendMode",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aGradientStopsAddress",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ ],
+ };
+
+ pub const CONIC_GRADIENT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aCenter",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aScale",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aStartOffset",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aEndOffset",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aAngle",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aExtendMode",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aGradientStopsAddress",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ ],
+ };
+
+ pub const BORDER: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTaskOrigin",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor0",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor1",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aFlags",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aWidths",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aRadii",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipParams1",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipParams2",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const SCALE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aScaleTargetRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aScaleSourceRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const CLIP_RECT: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ // common clip attributes
+ VertexAttribute {
+ name: "aClipDeviceArea",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipOrigins",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aDevicePixelScale",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aTransformIds",
+ count: 2,
+ kind: VertexAttributeKind::I32,
+ },
+ // specific clip attributes
+ VertexAttribute {
+ name: "aClipLocalPos",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipLocalRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipMode",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRect_TL",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRadii_TL",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRect_TR",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRadii_TR",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRect_BL",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRadii_BL",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRect_BR",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipRadii_BR",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const CLIP_BOX_SHADOW: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ // common clip attributes
+ VertexAttribute {
+ name: "aClipDeviceArea",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipOrigins",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aDevicePixelScale",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aTransformIds",
+ count: 2,
+ kind: VertexAttributeKind::I32,
+ },
+ // specific clip attributes
+ VertexAttribute {
+ name: "aClipDataResourceAddress",
+ count: 2,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aClipSrcRectSize",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipMode",
+ count: 1,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aStretchMode",
+ count: 2,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aClipDestRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const CLIP_IMAGE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ // common clip attributes
+ VertexAttribute {
+ name: "aClipDeviceArea",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipOrigins",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aDevicePixelScale",
+ count: 1,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aTransformIds",
+ count: 2,
+ kind: VertexAttributeKind::I32,
+ },
+ // specific clip attributes
+ VertexAttribute {
+ name: "aClipTileRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aClipDataResourceAddress",
+ count: 2,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aClipLocalRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const GPU_CACHE_UPDATE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[
+ VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U16Norm,
+ },
+ VertexAttribute {
+ name: "aValue",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ instance_attributes: &[],
+ };
+
+ pub const RESOLVE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[VertexAttribute {
+ name: "aRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ }],
+ };
+
+ pub const SVG_FILTER: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aFilterRenderTaskAddress",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterInput1TaskAddress",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterInput2TaskAddress",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterKind",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterInputCount",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterGenericInt",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aFilterExtraDataAddress",
+ count: 2,
+ kind: VertexAttributeKind::U16,
+ },
+ ],
+ };
+
+ pub const MASK: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aData",
+ count: 4,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aClipData",
+ count: 4,
+ kind: VertexAttributeKind::I32,
+ },
+ ],
+ };
+
+ pub const VECTOR_STENCIL: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aFromPosition",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aCtrlPosition",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aToPosition",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aFromNormal",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aCtrlNormal",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aToNormal",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aPathID",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aPad",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ ],
+ };
+
+ pub const VECTOR_COVER: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aTargetRect",
+ count: 4,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aStencilOrigin",
+ count: 2,
+ kind: VertexAttributeKind::I32,
+ },
+ VertexAttribute {
+ name: "aSubpixel",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ VertexAttribute {
+ name: "aPad",
+ count: 1,
+ kind: VertexAttributeKind::U16,
+ },
+ ],
+ };
+
+ pub const COMPOSITE: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aLocalRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aDeviceClipRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aParams",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aUvRect0",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aUvRect1",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aUvRect2",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aTransform",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const CLEAR: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "aRect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "aColor",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+
+ pub const COPY: VertexDescriptor = VertexDescriptor {
+ vertex_attributes: &[VertexAttribute {
+ name: "aPosition",
+ count: 2,
+ kind: VertexAttributeKind::U8Norm,
+ }],
+ instance_attributes: &[
+ VertexAttribute {
+ name: "a_src_rect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "a_dst_rect",
+ count: 4,
+ kind: VertexAttributeKind::F32,
+ },
+ VertexAttribute {
+ name: "a_dst_texture_size",
+ count: 2,
+ kind: VertexAttributeKind::F32,
+ },
+ ],
+ };
+}
+
+#[derive(Debug, Copy, Clone, PartialEq)]
+pub enum VertexArrayKind {
+ Primitive,
+ Blur,
+ ClipImage,
+ ClipRect,
+ ClipBoxShadow,
+ VectorStencil,
+ VectorCover,
+ Border,
+ Scale,
+ LineDecoration,
+ FastLinearGradient,
+ LinearGradient,
+ RadialGradient,
+ ConicGradient,
+ Resolve,
+ SvgFilter,
+ Composite,
+ Clear,
+ Copy,
+ Mask,
+}
+
+pub struct VertexDataTexture<T> {
+ texture: Option<Texture>,
+ format: api::ImageFormat,
+ _marker: PhantomData<T>,
+}
+
+impl<T> VertexDataTexture<T> {
+ pub fn new(format: api::ImageFormat) -> Self {
+ Self {
+ texture: None,
+ format,
+ _marker: PhantomData,
+ }
+ }
+
+ /// Returns a borrow of the GPU texture. Panics if it hasn't been initialized.
+ pub fn texture(&self) -> &Texture {
+ self.texture.as_ref().unwrap()
+ }
+
+ /// Returns an estimate of the GPU memory consumed by this VertexDataTexture.
+ pub fn size_in_bytes(&self) -> usize {
+ self.texture.as_ref().map_or(0, |t| t.size_in_bytes())
+ }
+
+ pub fn update<'a>(
+ &'a mut self,
+ device: &mut Device,
+ texture_uploader: &mut TextureUploader<'a>,
+ data: &mut Vec<T>,
+ ) {
+ debug_assert!(mem::size_of::<T>() % 16 == 0);
+ let texels_per_item = mem::size_of::<T>() / 16;
+ let items_per_row = MAX_VERTEX_TEXTURE_WIDTH / texels_per_item;
+ debug_assert_ne!(items_per_row, 0);
+
+ // Ensure we always end up with a texture when leaving this method.
+ let mut len = data.len();
+ if len == 0 {
+ if self.texture.is_some() {
+ return;
+ }
+ data.reserve(items_per_row);
+ len = items_per_row;
+ } else {
+ // Extend the data array to have enough capacity to upload at least
+ // a multiple of the row size. This ensures memory safety when the
+ // array is passed to OpenGL to upload to the GPU.
+ let extra = len % items_per_row;
+ if extra != 0 {
+ let padding = items_per_row - extra;
+ data.reserve(padding);
+ len += padding;
+ }
+ }
+
+ let needed_height = (len / items_per_row) as i32;
+ let existing_height = self
+ .texture
+ .as_ref()
+ .map_or(0, |t| t.get_dimensions().height);
+
+ // Create a new texture if needed.
+ //
+ // These textures are generally very small, which is why we don't bother
+ // with incremental updates and just re-upload every frame. For most pages
+ // they're one row each, and on stress tests like css-francine they end up
+ // in the 6-14 range. So we size the texture tightly to what we need (usually
+ // 1), and shrink it if the waste would be more than `VERTEX_TEXTURE_EXTRA_ROWS`
+ // rows. This helps with memory overhead, especially because there are several
+ // instances of these textures per Renderer.
+ if needed_height > existing_height
+ || needed_height + VERTEX_TEXTURE_EXTRA_ROWS < existing_height
+ {
+ // Drop the existing texture, if any.
+ if let Some(t) = self.texture.take() {
+ device.delete_texture(t);
+ }
+
+ let texture = device.create_texture(
+ api::ImageBufferKind::Texture2D,
+ self.format,
+ MAX_VERTEX_TEXTURE_WIDTH as i32,
+ // Ensure height is at least two to work around
+ // https://bugs.chromium.org/p/angleproject/issues/detail?id=3039
+ needed_height.max(2),
+ TextureFilter::Nearest,
+ None,
+ );
+ self.texture = Some(texture);
+ }
+
+ // Note: the actual width can be larger than the logical one, with a few texels
+ // of each row unused at the tail. This is needed because there is still hardware
+ // (like Intel iGPUs) that prefers power-of-two sizes of textures ([1]).
+ //
+ // [1] https://software.intel.com/en-us/articles/opengl-performance-tips-power-of-two-textures-have-better-performance
+ let logical_width = if needed_height == 1 {
+ data.len() * texels_per_item
+ } else {
+ MAX_VERTEX_TEXTURE_WIDTH - (MAX_VERTEX_TEXTURE_WIDTH % texels_per_item)
+ };
+
+ let rect = DeviceIntRect::from_size(
+ DeviceIntSize::new(logical_width as i32, needed_height),
+ );
+
+ debug_assert!(len <= data.capacity(), "CPU copy will read out of bounds");
+ texture_uploader.upload(
+ device,
+ self.texture(),
+ rect,
+ None,
+ None,
+ data.as_ptr(),
+ len,
+ );
+ }
+
+ pub fn deinit(mut self, device: &mut Device) {
+ if let Some(t) = self.texture.take() {
+ device.delete_texture(t);
+ }
+ }
+}
+
+pub struct VertexDataTextures {
+ prim_header_f_texture: VertexDataTexture<PrimitiveHeaderF>,
+ prim_header_i_texture: VertexDataTexture<PrimitiveHeaderI>,
+ transforms_texture: VertexDataTexture<TransformData>,
+ render_task_texture: VertexDataTexture<RenderTaskData>,
+}
+
+impl VertexDataTextures {
+ pub fn new() -> Self {
+ VertexDataTextures {
+ prim_header_f_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32),
+ prim_header_i_texture: VertexDataTexture::new(api::ImageFormat::RGBAI32),
+ transforms_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32),
+ render_task_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32),
+ }
+ }
+
+ pub fn update(&mut self, device: &mut Device, pbo_pool: &mut UploadPBOPool, frame: &mut Frame) {
+ let mut texture_uploader = device.upload_texture(pbo_pool);
+ self.prim_header_f_texture.update(
+ device,
+ &mut texture_uploader,
+ &mut frame.prim_headers.headers_float,
+ );
+ self.prim_header_i_texture.update(
+ device,
+ &mut texture_uploader,
+ &mut frame.prim_headers.headers_int,
+ );
+ self.transforms_texture
+ .update(device, &mut texture_uploader, &mut frame.transform_palette);
+ self.render_task_texture.update(
+ device,
+ &mut texture_uploader,
+ &mut frame.render_tasks.task_data,
+ );
+
+ // Flush and drop the texture uploader now, so that
+ // we can borrow the textures to bind them.
+ texture_uploader.flush(device);
+
+ device.bind_texture(
+ super::TextureSampler::PrimitiveHeadersF,
+ &self.prim_header_f_texture.texture(),
+ Swizzle::default(),
+ );
+ device.bind_texture(
+ super::TextureSampler::PrimitiveHeadersI,
+ &self.prim_header_i_texture.texture(),
+ Swizzle::default(),
+ );
+ device.bind_texture(
+ super::TextureSampler::TransformPalette,
+ &self.transforms_texture.texture(),
+ Swizzle::default(),
+ );
+ device.bind_texture(
+ super::TextureSampler::RenderTasks,
+ &self.render_task_texture.texture(),
+ Swizzle::default(),
+ );
+ }
+
+ pub fn size_in_bytes(&self) -> usize {
+ self.prim_header_f_texture.size_in_bytes()
+ + self.prim_header_i_texture.size_in_bytes()
+ + self.transforms_texture.size_in_bytes()
+ + self.render_task_texture.size_in_bytes()
+ }
+
+ pub fn deinit(self, device: &mut Device) {
+ self.transforms_texture.deinit(device);
+ self.prim_header_f_texture.deinit(device);
+ self.prim_header_i_texture.deinit(device);
+ self.render_task_texture.deinit(device);
+ }
+}
+
+pub struct RendererVAOs {
+ prim_vao: VAO,
+ blur_vao: VAO,
+ clip_rect_vao: VAO,
+ clip_box_shadow_vao: VAO,
+ clip_image_vao: VAO,
+ border_vao: VAO,
+ line_vao: VAO,
+ scale_vao: VAO,
+ fast_linear_gradient_vao: VAO,
+ linear_gradient_vao: VAO,
+ radial_gradient_vao: VAO,
+ conic_gradient_vao: VAO,
+ resolve_vao: VAO,
+ svg_filter_vao: VAO,
+ composite_vao: VAO,
+ clear_vao: VAO,
+ copy_vao: VAO,
+ mask_vao: VAO,
+}
+
+impl RendererVAOs {
+ pub fn new(device: &mut Device, indexed_quads: Option<NonZeroUsize>) -> Self {
+ const QUAD_INDICES: [u16; 6] = [0, 1, 2, 2, 1, 3];
+ const QUAD_VERTICES: [[u8; 2]; 4] = [[0, 0], [0xFF, 0], [0, 0xFF], [0xFF, 0xFF]];
+
+ let instance_divisor = if indexed_quads.is_some() { 0 } else { 1 };
+ let prim_vao = device.create_vao(&desc::PRIM_INSTANCES, instance_divisor);
+
+ device.bind_vao(&prim_vao);
+ match indexed_quads {
+ Some(count) => {
+ assert!(count.get() < u16::MAX as usize);
+ let quad_indices = (0 .. count.get() as u16)
+ .flat_map(|instance| QUAD_INDICES.iter().map(move |&index| instance * 4 + index))
+ .collect::<Vec<_>>();
+ device.update_vao_indices(&prim_vao, &quad_indices, VertexUsageHint::Static);
+ let quad_vertices = (0 .. count.get() as u16)
+ .flat_map(|_| QUAD_VERTICES.iter().cloned())
+ .collect::<Vec<_>>();
+ device.update_vao_main_vertices(&prim_vao, &quad_vertices, VertexUsageHint::Static);
+ }
+ None => {
+ device.update_vao_indices(&prim_vao, &QUAD_INDICES, VertexUsageHint::Static);
+ device.update_vao_main_vertices(&prim_vao, &QUAD_VERTICES, VertexUsageHint::Static);
+ }
+ }
+
+ RendererVAOs {
+ blur_vao: device.create_vao_with_new_instances(&desc::BLUR, &prim_vao),
+ clip_rect_vao: device.create_vao_with_new_instances(&desc::CLIP_RECT, &prim_vao),
+ clip_box_shadow_vao: device
+ .create_vao_with_new_instances(&desc::CLIP_BOX_SHADOW, &prim_vao),
+ clip_image_vao: device.create_vao_with_new_instances(&desc::CLIP_IMAGE, &prim_vao),
+ border_vao: device.create_vao_with_new_instances(&desc::BORDER, &prim_vao),
+ scale_vao: device.create_vao_with_new_instances(&desc::SCALE, &prim_vao),
+ line_vao: device.create_vao_with_new_instances(&desc::LINE, &prim_vao),
+ fast_linear_gradient_vao: device.create_vao_with_new_instances(&desc::FAST_LINEAR_GRADIENT, &prim_vao),
+ linear_gradient_vao: device.create_vao_with_new_instances(&desc::LINEAR_GRADIENT, &prim_vao),
+ radial_gradient_vao: device.create_vao_with_new_instances(&desc::RADIAL_GRADIENT, &prim_vao),
+ conic_gradient_vao: device.create_vao_with_new_instances(&desc::CONIC_GRADIENT, &prim_vao),
+ resolve_vao: device.create_vao_with_new_instances(&desc::RESOLVE, &prim_vao),
+ svg_filter_vao: device.create_vao_with_new_instances(&desc::SVG_FILTER, &prim_vao),
+ composite_vao: device.create_vao_with_new_instances(&desc::COMPOSITE, &prim_vao),
+ clear_vao: device.create_vao_with_new_instances(&desc::CLEAR, &prim_vao),
+ copy_vao: device.create_vao_with_new_instances(&desc::COPY, &prim_vao),
+ mask_vao: device.create_vao_with_new_instances(&desc::MASK, &prim_vao),
+ prim_vao,
+ }
+ }
+
+ pub fn deinit(self, device: &mut Device) {
+ device.delete_vao(self.prim_vao);
+ device.delete_vao(self.resolve_vao);
+ device.delete_vao(self.clip_rect_vao);
+ device.delete_vao(self.clip_box_shadow_vao);
+ device.delete_vao(self.clip_image_vao);
+ device.delete_vao(self.fast_linear_gradient_vao);
+ device.delete_vao(self.linear_gradient_vao);
+ device.delete_vao(self.radial_gradient_vao);
+ device.delete_vao(self.conic_gradient_vao);
+ device.delete_vao(self.blur_vao);
+ device.delete_vao(self.line_vao);
+ device.delete_vao(self.border_vao);
+ device.delete_vao(self.scale_vao);
+ device.delete_vao(self.svg_filter_vao);
+ device.delete_vao(self.composite_vao);
+ device.delete_vao(self.clear_vao);
+ device.delete_vao(self.copy_vao);
+ device.delete_vao(self.mask_vao);
+ }
+}
+
+impl ops::Index<VertexArrayKind> for RendererVAOs {
+ type Output = VAO;
+ fn index(&self, kind: VertexArrayKind) -> &VAO {
+ match kind {
+ VertexArrayKind::Primitive => &self.prim_vao,
+ VertexArrayKind::ClipImage => &self.clip_image_vao,
+ VertexArrayKind::ClipRect => &self.clip_rect_vao,
+ VertexArrayKind::ClipBoxShadow => &self.clip_box_shadow_vao,
+ VertexArrayKind::Blur => &self.blur_vao,
+ VertexArrayKind::VectorStencil | VertexArrayKind::VectorCover => unreachable!(),
+ VertexArrayKind::Border => &self.border_vao,
+ VertexArrayKind::Scale => &self.scale_vao,
+ VertexArrayKind::LineDecoration => &self.line_vao,
+ VertexArrayKind::FastLinearGradient => &self.fast_linear_gradient_vao,
+ VertexArrayKind::LinearGradient => &self.linear_gradient_vao,
+ VertexArrayKind::RadialGradient => &self.radial_gradient_vao,
+ VertexArrayKind::ConicGradient => &self.conic_gradient_vao,
+ VertexArrayKind::Resolve => &self.resolve_vao,
+ VertexArrayKind::SvgFilter => &self.svg_filter_vao,
+ VertexArrayKind::Composite => &self.composite_vao,
+ VertexArrayKind::Clear => &self.clear_vao,
+ VertexArrayKind::Copy => &self.copy_vao,
+ VertexArrayKind::Mask => &self.mask_vao,
+ }
+ }
+}