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+Rendering Overview
+==================
+
+This document is an overview of the steps to render a webpage, and how HTML
+gets transformed and broken down, step by step, into commands that can execute
+on the GPU.
+
+If you're coming into the graphics team with not a lot of background
+in browsers, start here :)
+
+.. contents::
+
+High level overview
+-------------------
+
+.. image:: RenderingOverviewSimple.png
+ :width: 100%
+
+Layout
+~~~~~~
+Starting at the left in the above image, we have a document
+represented by a DOM - a Document Object Model. A Javascript engine
+will execute JS code, either to make changes to the DOM, or to respond to
+events generated by the DOM (or do both).
+
+The DOM is a high level description and we don't know what to draw or
+where until it is combined with a Cascading Style Sheet (CSS).
+Combining these two and figuring out what, where and how to draw
+things is the responsibility of the Layout team. The
+DOM is converted into a hierarchical Frame Tree, which nests visual
+elements (boxes). Each element points to some node in a Style Tree
+that describes what it should look like -- color, transparency, etc.
+The result is that now we know exactly what to render where, what goes
+on top of what (layering and blending) and at what pixel coordinate.
+This is the Display List.
+
+The Display List is a light-weight data structure because it's shallow
+-- it mostly points back to the Frame Tree. There are two problems
+with this. First, we want to cross process boundaries at this point.
+Everything up until now happens in a Content Process (of which there are
+several). Actual GPU rendering happens in a GPU Process (on some
+platforms). Second, everything up until now was written in C++; but
+WebRender is written in Rust. Thus the shallow Display List needs to
+be serialized in a completely self-contained binary blob that will
+survive Interprocess Communication (IPC) and a language switch (C++ to
+Rust). The result is the WebRender Display List.
+
+WebRender
+~~~~~~~~~
+
+The GPU process receives the WebRender Display List blob and
+de-serializes it into a Scene. This Scene contains more than the
+strictly visible elements; for example, to anticipate scrolling, we
+might have several paragraphs of text extending past the visible page.
+
+For a given viewport, the Scene gets culled and stripped down to a
+Frame. This is also where we start preparing data structures for GPU
+rendering, for example getting some font glyphs into an atlas for
+rasterizing text.
+
+The final step takes the Frame and submits commands to the GPU to
+actually render it. The GPU will execute the commands and composite
+the final page.
+
+Software
+~~~~~~~~
+
+The above is the new WebRender-enabled way to do things. But in the
+schematic you'll note a second branch towards the bottom: this is the
+legacy code path which does not use WebRender (nor Rust). In this
+case, the Display List is converted into a Layer Tree. The purpose of
+this Tree is to try and avoid having to re-render absolutely
+everything when the page needs to be refreshed. For example, when
+scrolling we should be able to redraw the page by mostly shifting
+things around. However that requires those 'things' to still be around
+from last time we drew the page. In other words, visual elements that
+are likely to be static and reusable need to be drawn into their own
+private "page" (a cache). Then we can recombine (composite) all of
+these when redrawing the actual page.
+
+Figuring out which elements would be good candidates for this, and
+striking a balance between good performance versus excessive memory
+use, is the purpose of the Layer Tree. Each 'layer' is a cached image
+of some element(s). This logic also takes occlusion into account, eg.
+don't allocate and render a layer for elements that are known to be
+completely obscured by something in front of them.
+
+Redrawing the page by combining the Layer Tree with any newly
+rasterized elements is the job of the Compositor.
+
+
+Even when a layer cannot be reused in its entirety, it is likely
+that only a small part of it was invalidated. Thus there is an
+elaborate system for tracking dirty rectangles, starting an update by
+copying the area that can be salvaged, and then redrawing only what
+cannot.
+
+In fact, this idea can be extended to delta-tracking of display lists
+themselves. Traversing the layout tree and building a display list is
+also not cheap, so the code tries to partially invalidate and rebuild
+the display list incrementally when possible.
+This optimization is used both for non-WebRender and WebRender in
+fact.
+
+
+Asynchronous Panning And Zooming
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Earlier we mentioned that a Scene might contain more elements than are
+strictly necessary for rendering what's visible (the Frame). The
+reason for that is Asynchronous Panning and Zooming, or APZ for short.
+The browser will feel much more responsive if scrolling & zooming can
+short-circuit all of these data transformations and IPC boundaries,
+and instead directly update an offset of some layer and recomposite.
+(Think of late-latching in a VR context)
+
+This simple idea introduces a lot of complexity: how much extra do you
+rasterize, and in which direction? How much memory can we afford?
+What about Javascript that responds to scroll events and perhaps does
+something 'interesting' with the page in return? What about nested
+frames or nested scrollbars? What if we scroll so much that we go
+past the boundaries of the Scene that we know about?
+
+See AsyncPanZoom.rst for all that and more.
+
+A Few More Details
+~~~~~~~~~~~~~~~~~~
+
+Here's another schematic which basically repeats the previous one, but
+showing a little bit more detail. Note that the direction is reversed
+-- the data flow starts at the right. Sorry about that :)
+
+.. image:: RenderingOverviewDetail.png
+ :width: 100%
+
+Some things to note:
+
+- there are multiple content processes, currently 4 of them. This is
+ for security reasons (sandboxing), stability (isolate crashes) and
+ performance (multi-core machines);
+- ideally each "webpage" would run in its own process for security;
+ this is being developed under the term 'fission';
+- there is only a single GPU process, if there is one at all;
+ some platforms have it as part of the Parent;
+- not shown here is the Extension process that isolates WebExtensions;
+- for non-WebRender, rasterization happens in the Content Process, and
+ we send entire Layers to the GPU/Compositor process (via shared
+ memory, only using actual IPC for its metadata like width & height);
+- if the GPU process crashes (a bug or a driver issue) we can simply
+ restart it, resend the display list, and the browser itself doesn't crash;
+- the browser UI is just another set of DOM+JS, albeit one that runs
+ with elevated privileges. That is, its JS can do things that
+ normal JS cannot. It lives in the Parent Process, which then uses
+ IPC to get it rendered, same as regular Content. (the IPC arrow also
+ goes to WebRender Display List but is omitted to reduce clutter);
+- UI events get routed to APZ first, to minimize latency. By running
+ inside the GPU process, we may have access to data such
+ as rasterized clipping masks that enables finer grained hit testing;
+- the GPU process talks back to the content process; in particular,
+ when APZ scrolls out of bounds, it asks Content to enlarge/shift the
+ Scene with a new "display port";
+- we still use the GPU when we can for compositing even in the
+ non-WebRender case;
+
+
+WebRender In Detail
+-------------------
+
+Converting a display list into GPU commands is broken down into a
+number of steps and intermediate data structures.
+
+
+.. image:: RenderingOverviewTrees.png
+ :width: 75%
+ :align: center
+
+..
+
+ *Each element in the picture tree points to exactly one node in the spatial
+ tree. Only a few of these links are shown for clarity (the dashed lines).*
+
+The Picture Tree
+~~~~~~~~~~~~~~~~
+
+The incoming display list uses "stacking contexts". For example, to
+render some text with a drop shadow, a display list will contain three
+items:
+
+- "enable shadow" with some parameters such as shadow color, blur size, and offset;
+- the text item;
+- "pop all shadows" to deactivate shadows;
+
+WebRender will break this down into two distinct elements, or
+"pictures". The first represents the shadow, so it contains a copy of the
+text item, but modified to use the shadow's color, and to shift the
+text by the shadow's offset. The second picture contains the original text
+to draw on top of the shadow.
+
+The fact that the first picture, the shadow, needs to be blurred, is a
+"compositing" property of the picture which we'll deal with later.
+
+Thus, the stack-based display list gets converted into a list of pictures
+-- or more generally, a hierarchy of pictures, since items are nested
+as per the original HTML.
+
+Example visual elements are a TextRun, a LineDecoration, or an Image
+(like a .png file).
+
+Compared to 3D rendering, the picture tree is similar to a scenegraph: it's a
+parent/child hierarchy of all the drawable elements that make up the "scene", in
+this case the webpage. One important difference is that the transformations are
+stored in a separate tree, the spatial tree.
+
+The Spatial Tree
+~~~~~~~~~~~~~~~~
+
+The nodes in the spatial tree represent coordinate transforms. Every time the
+DOM hierarchy needs child elements to be transformed relative to their parent,
+we add a new Spatial Node to the tree. All those child elements will then point
+to this node as their "local space" reference (aka coordinate frame). In
+traditional 3D terms, it's a scenegraph but only containing transform nodes.
+
+The nodes are called frames, as in "coordinate frame":
+
+- a Reference Frame corresponds to a ``<div>``;
+- a Scrolling Frame corresponds to a scrollable part of the page;
+- a Sticky Frame corresponds to some fixed position CSS style.
+
+Each element in the picture tree then points to a spatial node inside this tree,
+so by walking up and down the tree we can find the absolute position of where
+each element should render (traversing down) and how large each element needs to
+be (traversing up). Originally the transform information was part of the
+picture tree, as in a traditional scenegraph, but visual elements and their
+transforms were split apart for technical reasons.
+
+Some of these nodes are dynamic. A scroll-frame can obviously scroll, but a
+Reference Frame might also use a property binding to enable a live link with
+JavaScript, for dynamic updates of (currently) the transform and opacity.
+
+Axis-aligned transformations (scales and translations) are considered "simple",
+and are conceptually combined into a single "CoordinateSystem". When we
+encounter a non-axis-aligned transform, we start a new CoordinateSystem. We
+start in CoordinateSystem 0 at the root, and would bump this to CoordinateSystem
+1 when we encounter a Reference Frame with a rotation or 3D transform, for
+example. This would then be the CoordinateSystem index for all its children,
+until we run into another (nested) non-simple transform, and so on. Roughly
+speaking, as long as we're in the same CoordinateSystem, the transform stack is
+simple enough that we have a reasonable chance of being able to flatten it. That
+lets us directly rasterize text at its final scale for example, optimizing
+away some of the intermediate pictures (offscreen textures).
+
+The layout code positions elements relative to their parent. Thus to position
+the element on the actual page, we need to walk the Spatial Tree all the way to
+the root and apply each transform; the result is a ``LayoutToWorldTransform``.
+
+One final step transforms from World to Device coordinates, which deals with
+DPI scaling and such.
+
+.. csv-table::
+ :header: "WebRender term", "Rough analogy"
+
+ Spatial Tree, Scenegraph -- transforms only
+ Picture Tree, Scenegraph -- drawables only (grouping)
+ Spatial Tree Rootnode, World Space
+ Layout space, Local/Object Space
+ Picture, RenderTarget (sort of; see RenderTask below)
+ Layout-To-World transform, Local-To-World transform
+ World-To-Device transform, World-To-Clipspace transform
+
+
+The Clip Tree
+~~~~~~~~~~~~~
+
+Finally, we also have a Clip Tree, which contains Clip Shapes. For
+example, a rounded corner div will produce a clip shape, and since
+divs can be nested, you end up with another tree. By pointing at a Clip Shape,
+visual elements will be clipped against this shape plus all parent shapes above it
+in the Clip Tree.
+
+As with CoordinateSystems, a chain of simple 2D clip shapes can be collapsed
+into something that can be handled in the vertex shader, at very little extra
+cost. More complex clips must be rasterized into a mask first, which we then
+sample from to ``discard`` in the pixel shader as needed.
+
+In summary, at the end of scene building the display list turned into
+a picture tree, plus a spatial tree that tells us what goes where
+relative to what, plus a clip tree.
+
+RenderTask Tree
+~~~~~~~~~~~~~~~
+
+Now in a perfect world we could simply traverse the picture tree and start
+drawing things: one drawcall per picture to render its contents, plus one
+drawcall to draw the picture into its parent. However, recall that the first
+picture in our example is a "text shadow" that needs to be blurred. We can't
+just rasterize blurry text directly, so we need a number of steps or "render
+passes" to get the intended effect:
+
+.. image:: RenderingOverviewBlurTask.png
+ :align: right
+ :height: 400px
+
+- rasterize the text into an offscreen rendertarget;
+- apply one or more downscaling passes until the blur radius is reasonable;
+- apply a horizontal Gaussian blur;
+- apply a vertical Gaussian blur;
+- use the result as an input for whatever comes next, or blit it to
+ its final position on the page (or more generally, on the containing
+ parent surface/picture).
+
+In the general case, which passes we need and how many of them depends
+on how the picture is supposed to be composited (CSS filters, SVG
+filters, effects) and its parameters (very large vs. small blur
+radius, say).
+
+Thus, we walk the picture tree and build a render task tree: each high
+level abstraction like "blur me" gets broken down into the necessary
+render passes to get the effect. The result is again a tree because a
+render pass can have multiple input dependencies (eg. blending).
+
+(Cfr. games, this has echoes of the Frostbite Framegraph in that it
+dynamically builds up a renderpass DAG and dynamically allocates storage
+for the outputs).
+
+If there are complicated clip shapes that need to be rasterized first,
+so their output can be sampled as a texture for clip/discard
+operations, that would also end up in this tree as a dependency... (I think?).
+
+Once we have the entire tree of dependencies, we analyze it to see
+which tasks can be combined into a single pass for efficiency. We
+ping-pong rendertargets when we can, but sometimes the dependencies
+cut across more than one level of the rendertask tree, and some
+copying is necessary.
+
+Once we've figured out the passes and allocated storage for anything
+we wish to persist in the texture cache, we finally start rendering.
+
+When rasterizing the elements into the Picture's offscreen texture, we'd
+position them by walking the transform hierarchy as far up as the picture's
+transform node, resulting in a ``Layout To Picture`` transform. The picture
+would then go onto the page using a ``Picture To World`` coordinate transform.
+
+Caching
+```````
+
+Just as with layers in the software rasterizer, it is not always necessary to
+redraw absolutely everything when parts of a document change. The webrender
+equivalent of layers is Slices -- a grouping of pictures that are expected to
+render and update together. Slices are automatically created based on
+heuristics and layout hints/flags.
+
+Implementation wise, slices re-use a lot of the existing machinery for Pictures;
+in fact they're implemented as a "Virtual picture" of sorts. The similarities
+make sense: both need to allocate offscreen textures in a cache, both will
+position and render all their children into it, and both then draw themselves
+into their parent as part of the parent's draw.
+
+If a slice isn't expected to change much, we give it a TileCacheInstance. It is
+itself made up of Tiles, where each tile will track what's in it, what's
+changing, and if it needs to be invalidated and redrawn or not as a result.
+Thus the "damage" from changes can be localized to single tiles, while we
+salvage the rest of the cache. If tiles keep seeing a lot of invalidations,
+they will recursively divide themselves in a quad-tree like structure to try and
+localize the invalidations. (And conversely, they'll recombine children if
+nothing is invalidating them "for a while").
+
+Interning
+`````````
+
+To spot invalidated tiles, we need a fast way to compare its contents from the
+previous frame with the current frame. To speed this up, we use interning;
+similar to string-interning, this means that each ``TextRun``, ``Decoration``,
+``Image`` and so on is registered in a repository (a ``DataStore``) and
+consequently referred to by its unique ID. Cache contents can then be encoded as a
+list of IDs (one such list per internable element type). Diffing is then just a
+fast list comparison.
+
+
+Callbacks
+`````````
+GPU text rendering assumes that the individual font-glyphs are already
+available in a texture atlas. Likewise SVG is not being rendered on
+the GPU. Both inputs are prepared during scene building; glyph
+rasterization via a thread pool from within Rust itself, and SVG via
+opaque callbacks (back to C++) that produce blobs.