From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- gfx/wr/webrender/src/render_backend.rs | 1946 ++++++++++++++++++++++++++++++++ 1 file changed, 1946 insertions(+) create mode 100644 gfx/wr/webrender/src/render_backend.rs (limited to 'gfx/wr/webrender/src/render_backend.rs') diff --git a/gfx/wr/webrender/src/render_backend.rs b/gfx/wr/webrender/src/render_backend.rs new file mode 100644 index 0000000000..13e5fc87c8 --- /dev/null +++ b/gfx/wr/webrender/src/render_backend.rs @@ -0,0 +1,1946 @@ +/* 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 managing the pipeline and preparing +//! commands to be issued by the `Renderer`. +//! +//! See the comment at the top of the `renderer` module for a description of +//! how these two pieces interact. + +use api::{DebugFlags, Parameter, BoolParameter, PrimitiveFlags}; +use api::{DocumentId, ExternalScrollId, HitTestResult}; +use api::{IdNamespace, PipelineId, RenderNotifier, SampledScrollOffset}; +use api::{NotificationRequest, Checkpoint, QualitySettings}; +use api::{FramePublishId, PrimitiveKeyKind, RenderReasons}; +use api::units::*; +use api::channel::{single_msg_channel, Sender, Receiver}; +use crate::AsyncPropertySampler; +#[cfg(any(feature = "capture", feature = "replay"))] +use crate::render_api::CaptureBits; +#[cfg(feature = "replay")] +use crate::render_api::CapturedDocument; +use crate::render_api::{MemoryReport, TransactionMsg, ResourceUpdate, ApiMsg, FrameMsg, ClearCache, DebugCommand}; +use crate::clip::{ClipIntern, PolygonIntern, ClipStoreScratchBuffer}; +use crate::filterdata::FilterDataIntern; +#[cfg(any(feature = "capture", feature = "replay"))] +use crate::capture::CaptureConfig; +use crate::composite::{CompositorKind, CompositeDescriptor}; +use crate::frame_builder::{FrameBuilder, FrameBuilderConfig, FrameScratchBuffer}; +use glyph_rasterizer::{FontInstance}; +use crate::gpu_cache::GpuCache; +use crate::hit_test::{HitTest, HitTester, SharedHitTester}; +use crate::intern::DataStore; +#[cfg(any(feature = "capture", feature = "replay"))] +use crate::internal_types::{DebugOutput}; +use crate::internal_types::{FastHashMap, RenderedDocument, ResultMsg, FrameId, FrameStamp}; +use malloc_size_of::{MallocSizeOf, MallocSizeOfOps}; +use crate::picture::{PictureScratchBuffer, SliceId, TileCacheInstance, TileCacheParams, SurfaceInfo, RasterConfig}; +use crate::picture::{PicturePrimitive}; +use crate::prim_store::{PrimitiveScratchBuffer, PrimitiveInstance}; +use crate::prim_store::{PrimitiveInstanceKind, PrimTemplateCommonData}; +use crate::prim_store::interned::*; +use crate::profiler::{self, TransactionProfile}; +use crate::render_task_graph::RenderTaskGraphBuilder; +use crate::renderer::{FullFrameStats, PipelineInfo}; +use crate::resource_cache::ResourceCache; +#[cfg(feature = "replay")] +use crate::resource_cache::PlainCacheOwn; +#[cfg(feature = "replay")] +use crate::resource_cache::PlainResources; +#[cfg(feature = "replay")] +use crate::scene::Scene; +use crate::scene::{BuiltScene, SceneProperties}; +use crate::scene_builder_thread::*; +use crate::spatial_tree::SpatialTree; +#[cfg(feature = "replay")] +use crate::spatial_tree::SceneSpatialTree; +use crate::telemetry::Telemetry; +#[cfg(feature = "serialize")] +use serde::{Serialize, Deserialize}; +#[cfg(feature = "replay")] +use std::collections::hash_map::Entry::{Occupied, Vacant}; +use std::sync::Arc; +use std::sync::atomic::{AtomicUsize, Ordering}; +use std::{mem, u32}; +#[cfg(feature = "capture")] +use std::path::PathBuf; +#[cfg(feature = "replay")] +use crate::frame_builder::Frame; +use time::precise_time_ns; +use core::time::Duration; +use crate::util::{Recycler, VecHelper, drain_filter}; + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +#[derive(Copy, Clone)] +pub struct DocumentView { + scene: SceneView, +} + +/// Some rendering parameters applying at the scene level. +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +#[derive(Copy, Clone)] +pub struct SceneView { + pub device_rect: DeviceIntRect, + pub quality_settings: QualitySettings, +} + +enum RenderBackendStatus { + Continue, + StopRenderBackend, + ShutDown(Option>), +} + +macro_rules! declare_data_stores { + ( $( $name:ident : $ty:ty, )+ ) => { + /// A collection of resources that are shared by clips, primitives + /// between display lists. + #[cfg_attr(feature = "capture", derive(Serialize))] + #[cfg_attr(feature = "replay", derive(Deserialize))] + #[derive(Default)] + pub struct DataStores { + $( + pub $name: DataStore<$ty>, + )+ + } + + impl DataStores { + /// Reports CPU heap usage. + fn report_memory(&self, ops: &mut MallocSizeOfOps, r: &mut MemoryReport) { + $( + r.interning.data_stores.$name += self.$name.size_of(ops); + )+ + } + + fn apply_updates( + &mut self, + updates: InternerUpdates, + profile: &mut TransactionProfile, + ) { + $( + self.$name.apply_updates( + updates.$name, + profile, + ); + )+ + } + } + } +} + +crate::enumerate_interners!(declare_data_stores); + +impl DataStores { + /// Returns the local rect for a primitive. For most primitives, this is + /// stored in the template. For pictures, this is stored inside the picture + /// primitive instance itself, since this is determined during frame building. + pub fn get_local_prim_rect( + &self, + prim_instance: &PrimitiveInstance, + pictures: &[PicturePrimitive], + surfaces: &[SurfaceInfo], + ) -> LayoutRect { + match prim_instance.kind { + PrimitiveInstanceKind::Picture { pic_index, .. } => { + let pic = &pictures[pic_index.0]; + + match pic.raster_config { + Some(RasterConfig { surface_index, ref composite_mode, .. }) => { + let surface = &surfaces[surface_index.0]; + + composite_mode.get_rect(surface, None) + } + None => { + panic!("bug: get_local_prim_rect should not be called for pass-through pictures"); + } + } + } + _ => { + self.as_common_data(prim_instance).prim_rect + } + } + } + + /// Returns the local coverage (space occupied) for a primitive. For most primitives, + /// this is stored in the template. For pictures, this is stored inside the picture + /// primitive instance itself, since this is determined during frame building. + pub fn get_local_prim_coverage_rect( + &self, + prim_instance: &PrimitiveInstance, + pictures: &[PicturePrimitive], + surfaces: &[SurfaceInfo], + ) -> LayoutRect { + match prim_instance.kind { + PrimitiveInstanceKind::Picture { pic_index, .. } => { + let pic = &pictures[pic_index.0]; + + match pic.raster_config { + Some(RasterConfig { surface_index, ref composite_mode, .. }) => { + let surface = &surfaces[surface_index.0]; + + composite_mode.get_coverage(surface, None) + } + None => { + panic!("bug: get_local_prim_coverage_rect should not be called for pass-through pictures"); + } + } + } + _ => { + self.as_common_data(prim_instance).prim_rect + } + } + } + + /// Returns true if this primitive might need repition. + // TODO(gw): This seems like the wrong place for this - maybe this flag should + // not be in the common prim template data? + pub fn prim_may_need_repetition( + &self, + prim_instance: &PrimitiveInstance, + ) -> bool { + match prim_instance.kind { + PrimitiveInstanceKind::Picture { .. } => { + false + } + _ => { + self.as_common_data(prim_instance).may_need_repetition + } + } + } + + /// Returns true if this primitive has anti-aliasing enabled. + pub fn prim_has_anti_aliasing( + &self, + prim_instance: &PrimitiveInstance, + ) -> bool { + match prim_instance.kind { + PrimitiveInstanceKind::Picture { .. } => { + false + } + _ => { + self.as_common_data(prim_instance).flags.contains(PrimitiveFlags::ANTIALISED) + } + } + } + + pub fn as_common_data( + &self, + prim_inst: &PrimitiveInstance + ) -> &PrimTemplateCommonData { + match prim_inst.kind { + PrimitiveInstanceKind::Rectangle { data_handle, .. } | + PrimitiveInstanceKind::Clear { data_handle, .. } => { + let prim_data = &self.prim[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::Image { data_handle, .. } => { + let prim_data = &self.image[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::ImageBorder { data_handle, .. } => { + let prim_data = &self.image_border[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::LineDecoration { data_handle, .. } => { + let prim_data = &self.line_decoration[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::LinearGradient { data_handle, .. } + | PrimitiveInstanceKind::CachedLinearGradient { data_handle, .. } => { + let prim_data = &self.linear_grad[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::NormalBorder { data_handle, .. } => { + let prim_data = &self.normal_border[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::Picture { .. } => { + panic!("BUG: picture prims don't have common data!"); + } + PrimitiveInstanceKind::RadialGradient { data_handle, .. } => { + let prim_data = &self.radial_grad[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::ConicGradient { data_handle, .. } => { + let prim_data = &self.conic_grad[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::TextRun { data_handle, .. } => { + let prim_data = &self.text_run[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::YuvImage { data_handle, .. } => { + let prim_data = &self.yuv_image[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::BackdropCapture { data_handle, .. } => { + let prim_data = &self.backdrop_capture[data_handle]; + &prim_data.common + } + PrimitiveInstanceKind::BackdropRender { data_handle, .. } => { + let prim_data = &self.backdrop_render[data_handle]; + &prim_data.common + } + } + } +} + +#[derive(Default)] +pub struct ScratchBuffer { + pub primitive: PrimitiveScratchBuffer, + pub picture: PictureScratchBuffer, + pub frame: FrameScratchBuffer, + pub clip_store: ClipStoreScratchBuffer, +} + +impl ScratchBuffer { + pub fn begin_frame(&mut self) { + self.primitive.begin_frame(); + self.picture.begin_frame(); + self.frame.begin_frame(); + } + + pub fn end_frame(&mut self) { + self.primitive.end_frame(); + } + + pub fn recycle(&mut self, recycler: &mut Recycler) { + self.primitive.recycle(recycler); + self.picture.recycle(recycler); + } + + pub fn memory_pressure(&mut self) { + // TODO: causes browser chrome test crashes on windows. + //self.primitive = Default::default(); + self.picture = Default::default(); + self.frame = Default::default(); + self.clip_store = Default::default(); + } +} + +struct Document { + /// The id of this document + id: DocumentId, + + /// Temporary list of removed pipelines received from the scene builder + /// thread and forwarded to the renderer. + removed_pipelines: Vec<(PipelineId, DocumentId)>, + + view: DocumentView, + + /// The id and time of the current frame. + stamp: FrameStamp, + + /// The latest built scene, usable to build frames. + /// received from the scene builder thread. + scene: BuiltScene, + + /// The builder object that prodces frames, kept around to preserve some retained state. + frame_builder: FrameBuilder, + + /// Allows graphs of render tasks to be created, and then built into an immutable graph output. + rg_builder: RenderTaskGraphBuilder, + + /// A data structure to allow hit testing against rendered frames. This is updated + /// every time we produce a fully rendered frame. + hit_tester: Option>, + /// To avoid synchronous messaging we update a shared hit-tester that other threads + /// can query. + shared_hit_tester: Arc, + + /// Properties that are resolved during frame building and can be changed at any time + /// without requiring the scene to be re-built. + dynamic_properties: SceneProperties, + + /// Track whether the last built frame is up to date or if it will need to be re-built + /// before rendering again. + frame_is_valid: bool, + hit_tester_is_valid: bool, + rendered_frame_is_valid: bool, + /// We track this information to be able to display debugging information from the + /// renderer. + has_built_scene: bool, + + data_stores: DataStores, + + /// Retained frame-building version of the spatial tree + spatial_tree: SpatialTree, + + /// Contains various vecs of data that is used only during frame building, + /// where we want to recycle the memory each new display list, to avoid constantly + /// re-allocating and moving memory around. + scratch: ScratchBuffer, + + #[cfg(feature = "replay")] + loaded_scene: Scene, + + /// Tracks the state of the picture cache tiles that were composited on the previous frame. + prev_composite_descriptor: CompositeDescriptor, + + /// Tracks if we need to invalidate dirty rects for this document, due to the picture + /// cache slice configuration having changed when a new scene is swapped in. + dirty_rects_are_valid: bool, + + profile: TransactionProfile, + frame_stats: Option, +} + +impl Document { + pub fn new( + id: DocumentId, + size: DeviceIntSize, + ) -> Self { + Document { + id, + removed_pipelines: Vec::new(), + view: DocumentView { + scene: SceneView { + device_rect: size.into(), + quality_settings: QualitySettings::default(), + }, + }, + stamp: FrameStamp::first(id), + scene: BuiltScene::empty(), + frame_builder: FrameBuilder::new(), + hit_tester: None, + shared_hit_tester: Arc::new(SharedHitTester::new()), + dynamic_properties: SceneProperties::new(), + frame_is_valid: false, + hit_tester_is_valid: false, + rendered_frame_is_valid: false, + has_built_scene: false, + data_stores: DataStores::default(), + spatial_tree: SpatialTree::new(), + scratch: ScratchBuffer::default(), + #[cfg(feature = "replay")] + loaded_scene: Scene::new(), + prev_composite_descriptor: CompositeDescriptor::empty(), + dirty_rects_are_valid: true, + profile: TransactionProfile::new(), + rg_builder: RenderTaskGraphBuilder::new(), + frame_stats: None, + } + } + + fn can_render(&self) -> bool { + self.scene.has_root_pipeline + } + + fn has_pixels(&self) -> bool { + !self.view.scene.device_rect.is_empty() + } + + fn process_frame_msg( + &mut self, + message: FrameMsg, + ) -> DocumentOps { + match message { + FrameMsg::UpdateEpoch(pipeline_id, epoch) => { + self.scene.pipeline_epochs.insert(pipeline_id, epoch); + } + FrameMsg::HitTest(point, tx) => { + if !self.hit_tester_is_valid { + self.rebuild_hit_tester(); + } + + let result = match self.hit_tester { + Some(ref hit_tester) => { + hit_tester.hit_test(HitTest::new(point)) + } + None => HitTestResult { items: Vec::new() }, + }; + + tx.send(result).unwrap(); + } + FrameMsg::RequestHitTester(tx) => { + tx.send(self.shared_hit_tester.clone()).unwrap(); + } + FrameMsg::SetScrollOffsets(id, offset) => { + profile_scope!("SetScrollOffset"); + + if self.set_scroll_offsets(id, offset) { + self.hit_tester_is_valid = false; + self.frame_is_valid = false; + } + + return DocumentOps { + scroll: true, + ..DocumentOps::nop() + }; + } + FrameMsg::ResetDynamicProperties => { + self.dynamic_properties.reset_properties(); + } + FrameMsg::AppendDynamicProperties(property_bindings) => { + self.dynamic_properties.add_properties(property_bindings); + } + FrameMsg::AppendDynamicTransformProperties(property_bindings) => { + self.dynamic_properties.add_transforms(property_bindings); + } + FrameMsg::SetIsTransformAsyncZooming(is_zooming, animation_id) => { + if let Some(node_index) = self.spatial_tree.find_spatial_node_by_anim_id(animation_id) { + let node = self.spatial_tree.get_spatial_node_mut(node_index); + + if node.is_async_zooming != is_zooming { + node.is_async_zooming = is_zooming; + self.frame_is_valid = false; + } + } + } + } + + DocumentOps::nop() + } + + fn build_frame( + &mut self, + resource_cache: &mut ResourceCache, + gpu_cache: &mut GpuCache, + debug_flags: DebugFlags, + tile_caches: &mut FastHashMap>, + frame_stats: Option, + render_reasons: RenderReasons, + ) -> RenderedDocument { + let frame_build_start_time = precise_time_ns(); + + // Advance to the next frame. + self.stamp.advance(); + + assert!(self.stamp.frame_id() != FrameId::INVALID, + "First frame increment must happen before build_frame()"); + + let frame = { + let frame = self.frame_builder.build( + &mut self.scene, + resource_cache, + gpu_cache, + &mut self.rg_builder, + self.stamp, + self.view.scene.device_rect.min, + &self.dynamic_properties, + &mut self.data_stores, + &mut self.scratch, + debug_flags, + tile_caches, + &mut self.spatial_tree, + self.dirty_rects_are_valid, + &mut self.profile, + ); + + frame + }; + + self.frame_is_valid = true; + self.dirty_rects_are_valid = true; + + let is_new_scene = self.has_built_scene; + self.has_built_scene = false; + + let frame_build_time_ms = + profiler::ns_to_ms(precise_time_ns() - frame_build_start_time); + self.profile.set(profiler::FRAME_BUILDING_TIME, frame_build_time_ms); + + let frame_stats = frame_stats.map(|mut stats| { + stats.frame_build_time += frame_build_time_ms; + stats + }); + + RenderedDocument { + frame, + is_new_scene, + profile: self.profile.take_and_reset(), + frame_stats: frame_stats, + render_reasons, + } + } + + fn rebuild_hit_tester(&mut self) { + self.spatial_tree.update_tree(&self.dynamic_properties); + + let hit_tester = Arc::new(self.scene.create_hit_tester(&self.spatial_tree)); + self.hit_tester = Some(Arc::clone(&hit_tester)); + self.shared_hit_tester.update(hit_tester); + self.hit_tester_is_valid = true; + } + + pub fn updated_pipeline_info(&mut self) -> PipelineInfo { + let removed_pipelines = self.removed_pipelines.take_and_preallocate(); + PipelineInfo { + epochs: self.scene.pipeline_epochs.iter() + .map(|(&pipeline_id, &epoch)| ((pipeline_id, self.id), epoch)).collect(), + removed_pipelines, + } + } + + /// Returns true if the node actually changed position or false otherwise. + pub fn set_scroll_offsets( + &mut self, + id: ExternalScrollId, + offsets: Vec, + ) -> bool { + self.spatial_tree.set_scroll_offsets(id, offsets) + } + + /// Update the state of tile caches when a new scene is being swapped in to + /// the render backend. Retain / reuse existing caches if possible, and + /// destroy any now unused caches. + fn update_tile_caches_for_new_scene( + &mut self, + mut requested_tile_caches: FastHashMap, + tile_caches: &mut FastHashMap>, + resource_cache: &mut ResourceCache, + ) { + let mut new_tile_caches = FastHashMap::default(); + new_tile_caches.reserve(requested_tile_caches.len()); + + // Step through the tile caches that are needed for the new scene, and see + // if we have an existing cache that can be reused. + for (slice_id, params) in requested_tile_caches.drain() { + let tile_cache = match tile_caches.remove(&slice_id) { + Some(mut existing_tile_cache) => { + // Found an existing cache - update the cache params and reuse it + existing_tile_cache.prepare_for_new_scene( + params, + resource_cache, + ); + existing_tile_cache + } + None => { + // No cache exists so create a new one + Box::new(TileCacheInstance::new(params)) + } + }; + + new_tile_caches.insert(slice_id, tile_cache); + } + + // Replace current tile cache map, and return what was left over, + // which are now unused. + let unused_tile_caches = mem::replace( + tile_caches, + new_tile_caches, + ); + + if !unused_tile_caches.is_empty() { + // If the slice configuration changed, assume we can't rely on the + // current dirty rects for next composite + self.dirty_rects_are_valid = false; + + // Destroy any native surfaces allocated by these unused caches + for (_, tile_cache) in unused_tile_caches { + tile_cache.destroy(resource_cache); + } + } + } + + pub fn new_async_scene_ready( + &mut self, + mut built_scene: BuiltScene, + recycler: &mut Recycler, + tile_caches: &mut FastHashMap>, + resource_cache: &mut ResourceCache, + ) { + self.frame_is_valid = false; + self.hit_tester_is_valid = false; + + self.update_tile_caches_for_new_scene( + mem::replace(&mut built_scene.tile_cache_config.tile_caches, FastHashMap::default()), + tile_caches, + resource_cache, + ); + + self.scene = built_scene; + self.scratch.recycle(recycler); + } +} + +struct DocumentOps { + scroll: bool, +} + +impl DocumentOps { + fn nop() -> Self { + DocumentOps { + scroll: false, + } + } +} + +/// The unique id for WR resource identification. +/// The namespace_id should start from 1. +static NEXT_NAMESPACE_ID: AtomicUsize = AtomicUsize::new(1); + +#[cfg(any(feature = "capture", feature = "replay"))] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +struct PlainRenderBackend { + frame_config: FrameBuilderConfig, + documents: FastHashMap, + resource_sequence_id: u32, +} + +/// The render backend is responsible for transforming high level display lists into +/// GPU-friendly work which is then submitted to the renderer in the form of a frame::Frame. +/// +/// The render backend operates on its own thread. +pub struct RenderBackend { + api_rx: Receiver, + result_tx: Sender, + scene_tx: Sender, + + gpu_cache: GpuCache, + resource_cache: ResourceCache, + + frame_config: FrameBuilderConfig, + default_compositor_kind: CompositorKind, + documents: FastHashMap, + + notifier: Box, + sampler: Option>, + size_of_ops: Option, + debug_flags: DebugFlags, + namespace_alloc_by_client: bool, + + recycler: Recycler, + + #[cfg(feature = "capture")] + /// If `Some`, do 'sequence capture' logging, recording updated documents, + /// frames, etc. This is set only through messages from the scene builder, + /// so all control of sequence capture goes through there. + capture_config: Option, + + #[cfg(feature = "replay")] + loaded_resource_sequence_id: u32, + + /// A map of tile caches. These are stored in the backend as they are + /// persisted between both frame and scenes. + tile_caches: FastHashMap>, + + /// The id of the latest PublishDocument + frame_publish_id: FramePublishId, +} + +impl RenderBackend { + pub fn new( + api_rx: Receiver, + result_tx: Sender, + scene_tx: Sender, + resource_cache: ResourceCache, + notifier: Box, + frame_config: FrameBuilderConfig, + sampler: Option>, + size_of_ops: Option, + debug_flags: DebugFlags, + namespace_alloc_by_client: bool, + ) -> RenderBackend { + RenderBackend { + api_rx, + result_tx, + scene_tx, + resource_cache, + gpu_cache: GpuCache::new(), + frame_config, + default_compositor_kind : frame_config.compositor_kind, + documents: FastHashMap::default(), + notifier, + sampler, + size_of_ops, + debug_flags, + namespace_alloc_by_client, + recycler: Recycler::new(), + #[cfg(feature = "capture")] + capture_config: None, + #[cfg(feature = "replay")] + loaded_resource_sequence_id: 0, + tile_caches: FastHashMap::default(), + frame_publish_id: FramePublishId::first(), + } + } + + pub fn next_namespace_id() -> IdNamespace { + IdNamespace(NEXT_NAMESPACE_ID.fetch_add(1, Ordering::Relaxed) as u32) + } + + pub fn run(&mut self) { + let mut frame_counter: u32 = 0; + let mut status = RenderBackendStatus::Continue; + + if let Some(ref sampler) = self.sampler { + sampler.register(); + } + + while let RenderBackendStatus::Continue = status { + status = match self.api_rx.recv() { + Ok(msg) => { + self.process_api_msg(msg, &mut frame_counter) + } + Err(..) => { RenderBackendStatus::ShutDown(None) } + }; + } + + if let RenderBackendStatus::StopRenderBackend = status { + while let Ok(msg) = self.api_rx.recv() { + match msg { + ApiMsg::SceneBuilderResult(SceneBuilderResult::ExternalEvent(evt)) => { + self.notifier.external_event(evt); + } + ApiMsg::SceneBuilderResult(SceneBuilderResult::FlushComplete(tx)) => { + // If somebody's blocked waiting for a flush, how did they + // trigger the RB thread to shut down? This shouldn't happen + // but handle it gracefully anyway. + debug_assert!(false); + tx.send(()).ok(); + } + ApiMsg::SceneBuilderResult(SceneBuilderResult::ShutDown(sender)) => { + info!("Recycling stats: {:?}", self.recycler); + status = RenderBackendStatus::ShutDown(sender); + break; + } + _ => {}, + } + } + } + + // Ensure we read everything the scene builder is sending us from + // inflight messages, otherwise the scene builder might panic. + while let Ok(msg) = self.api_rx.try_recv() { + match msg { + ApiMsg::SceneBuilderResult(SceneBuilderResult::FlushComplete(tx)) => { + // If somebody's blocked waiting for a flush, how did they + // trigger the RB thread to shut down? This shouldn't happen + // but handle it gracefully anyway. + debug_assert!(false); + tx.send(()).ok(); + } + _ => {}, + } + } + + self.documents.clear(); + + self.notifier.shut_down(); + + if let Some(ref sampler) = self.sampler { + sampler.deregister(); + } + + + if let RenderBackendStatus::ShutDown(Some(sender)) = status { + let _ = sender.send(()); + } + } + + fn process_transaction( + &mut self, + mut txns: Vec>, + result_tx: Option>, + frame_counter: &mut u32, + ) -> bool { + self.prepare_for_frames(); + self.maybe_force_nop_documents( + frame_counter, + |document_id| txns.iter().any(|txn| txn.document_id == document_id)); + + let mut built_frame = false; + for mut txn in txns.drain(..) { + let has_built_scene = txn.built_scene.is_some(); + + if let Some(doc) = self.documents.get_mut(&txn.document_id) { + doc.removed_pipelines.append(&mut txn.removed_pipelines); + doc.view.scene = txn.view; + doc.profile.merge(&mut txn.profile); + + doc.frame_stats = if let Some(stats) = &doc.frame_stats { + Some(stats.merge(&txn.frame_stats)) + } else { + Some(txn.frame_stats) + }; + + // Before updating the spatial tree, save the most recently sampled + // scroll offsets (which include async deltas). + let last_sampled_scroll_offsets = if self.sampler.is_some() { + Some(doc.spatial_tree.get_last_sampled_scroll_offsets()) + } else { + None + }; + + if let Some(updates) = txn.spatial_tree_updates.take() { + doc.spatial_tree.apply_updates(updates); + } + + if let Some(built_scene) = txn.built_scene.take() { + doc.new_async_scene_ready( + built_scene, + &mut self.recycler, + &mut self.tile_caches, + &mut self.resource_cache, + ); + } + + // If there are any additions or removals of clip modes + // during the scene build, apply them to the data store now. + // This needs to happen before we build the hit tester. + if let Some(updates) = txn.interner_updates.take() { + doc.data_stores.apply_updates(updates, &mut doc.profile); + } + + // Apply the last sampled scroll offsets from the previous scene, + // to the current scene. The offsets are identified by scroll ids + // which are stable across scenes. This ensures that a hit test, + // which could occur in between post-swap hook and the call to + // update_document() below, does not observe raw main-thread offsets + // from the new scene that don't have async deltas applied to them. + if let Some(last_sampled) = last_sampled_scroll_offsets { + doc.spatial_tree + .apply_last_sampled_scroll_offsets(last_sampled); + } + + // Build the hit tester while the APZ lock is held so that its content + // is in sync with the gecko APZ tree. + if !doc.hit_tester_is_valid { + doc.rebuild_hit_tester(); + } + + if let Some(ref tx) = result_tx { + let (resume_tx, resume_rx) = single_msg_channel(); + tx.send(SceneSwapResult::Complete(resume_tx)).unwrap(); + // Block until the post-swap hook has completed on + // the scene builder thread. We need to do this before + // we can sample from the sampler hook which might happen + // in the update_document call below. + resume_rx.recv().ok(); + } + + self.resource_cache.add_rasterized_blob_images( + txn.rasterized_blobs.take(), + &mut doc.profile, + ); + + } else { + // The document was removed while we were building it, skip it. + // TODO: we might want to just ensure that removed documents are + // always forwarded to the scene builder thread to avoid this case. + if let Some(ref tx) = result_tx { + tx.send(SceneSwapResult::Aborted).unwrap(); + } + continue; + } + + built_frame |= self.update_document( + txn.document_id, + txn.resource_updates.take(), + txn.frame_ops.take(), + txn.notifications.take(), + txn.render_frame, + RenderReasons::SCENE, + None, + txn.invalidate_rendered_frame, + frame_counter, + has_built_scene, + None, + ); + } + + built_frame + } + + fn process_api_msg( + &mut self, + msg: ApiMsg, + frame_counter: &mut u32, + ) -> RenderBackendStatus { + match msg { + ApiMsg::CloneApi(sender) => { + assert!(!self.namespace_alloc_by_client); + sender.send(Self::next_namespace_id()).unwrap(); + } + ApiMsg::CloneApiByClient(namespace_id) => { + assert!(self.namespace_alloc_by_client); + debug_assert!(!self.documents.iter().any(|(did, _doc)| did.namespace_id == namespace_id)); + } + ApiMsg::AddDocument(document_id, initial_size) => { + let document = Document::new( + document_id, + initial_size, + ); + let old = self.documents.insert(document_id, document); + debug_assert!(old.is_none()); + } + ApiMsg::MemoryPressure => { + // This is drastic. It will basically flush everything out of the cache, + // and the next frame will have to rebuild all of its resources. + // We may want to look into something less extreme, but on the other hand this + // should only be used in situations where are running low enough on memory + // that we risk crashing if we don't do something about it. + // The advantage of clearing the cache completely is that it gets rid of any + // remaining fragmentation that could have persisted if we kept around the most + // recently used resources. + self.resource_cache.clear(ClearCache::all()); + + self.gpu_cache.clear(); + + for (_, doc) in &mut self.documents { + doc.scratch.memory_pressure(); + for tile_cache in self.tile_caches.values_mut() { + tile_cache.memory_pressure(&mut self.resource_cache); + } + } + + let resource_updates = self.resource_cache.pending_updates(); + let msg = ResultMsg::UpdateResources { + resource_updates, + memory_pressure: true, + }; + self.result_tx.send(msg).unwrap(); + self.notifier.wake_up(false); + } + ApiMsg::ReportMemory(tx) => { + self.report_memory(tx); + } + ApiMsg::DebugCommand(option) => { + let msg = match option { + DebugCommand::SetPictureTileSize(tile_size) => { + self.frame_config.tile_size_override = tile_size; + self.update_frame_builder_config(); + + return RenderBackendStatus::Continue; + } + DebugCommand::SetMaximumSurfaceSize(surface_size) => { + self.frame_config.max_surface_override = surface_size; + self.update_frame_builder_config(); + + return RenderBackendStatus::Continue; + } + #[cfg(feature = "capture")] + DebugCommand::SaveCapture(root, bits) => { + let output = self.save_capture(root, bits); + ResultMsg::DebugOutput(output) + }, + #[cfg(feature = "capture")] + DebugCommand::StartCaptureSequence(root, bits) => { + self.start_capture_sequence(root, bits); + return RenderBackendStatus::Continue; + }, + #[cfg(feature = "capture")] + DebugCommand::StopCaptureSequence => { + self.stop_capture_sequence(); + return RenderBackendStatus::Continue; + }, + #[cfg(feature = "replay")] + DebugCommand::LoadCapture(path, ids, tx) => { + NEXT_NAMESPACE_ID.fetch_add(1, Ordering::Relaxed); + *frame_counter += 1; + + let mut config = CaptureConfig::new(path, CaptureBits::all()); + if let Some((scene_id, frame_id)) = ids { + config.scene_id = scene_id; + config.frame_id = frame_id; + } + + self.load_capture(config); + + for (id, doc) in &self.documents { + let captured = CapturedDocument { + document_id: *id, + root_pipeline_id: doc.loaded_scene.root_pipeline_id, + }; + tx.send(captured).unwrap(); + } + + // Note: we can't pass `LoadCapture` here since it needs to arrive + // before the `PublishDocument` messages sent by `load_capture`. + return RenderBackendStatus::Continue; + } + DebugCommand::ClearCaches(mask) => { + self.resource_cache.clear(mask); + return RenderBackendStatus::Continue; + } + DebugCommand::EnableNativeCompositor(enable) => { + // Default CompositorKind should be Native + if let CompositorKind::Draw { .. } = self.default_compositor_kind { + unreachable!(); + } + + let compositor_kind = if enable { + self.default_compositor_kind + } else { + CompositorKind::default() + }; + + for (_, doc) in &mut self.documents { + doc.scene.config.compositor_kind = compositor_kind; + doc.frame_is_valid = false; + } + + self.frame_config.compositor_kind = compositor_kind; + self.update_frame_builder_config(); + + // We don't want to forward this message to the renderer. + return RenderBackendStatus::Continue; + } + DebugCommand::SetBatchingLookback(count) => { + self.frame_config.batch_lookback_count = count as usize; + self.update_frame_builder_config(); + + return RenderBackendStatus::Continue; + } + DebugCommand::SimulateLongSceneBuild(time_ms) => { + let _ = self.scene_tx.send(SceneBuilderRequest::SimulateLongSceneBuild(time_ms)); + return RenderBackendStatus::Continue; + } + DebugCommand::SetFlags(flags) => { + self.resource_cache.set_debug_flags(flags); + self.gpu_cache.set_debug_flags(flags); + + let force_invalidation = flags.contains(DebugFlags::FORCE_PICTURE_INVALIDATION); + if self.frame_config.force_invalidation != force_invalidation { + self.frame_config.force_invalidation = force_invalidation; + self.update_frame_builder_config(); + } + + // If we're toggling on the GPU cache debug display, we + // need to blow away the cache. This is because we only + // send allocation/free notifications to the renderer + // thread when the debug display is enabled, and thus + // enabling it when the cache is partially populated will + // give the renderer an incomplete view of the world. + // And since we might as well drop all the debugging state + // from the renderer when we disable the debug display, + // we just clear the cache on toggle. + let changed = self.debug_flags ^ flags; + if changed.contains(DebugFlags::GPU_CACHE_DBG) { + self.gpu_cache.clear(); + } + self.debug_flags = flags; + + ResultMsg::DebugCommand(option) + } + _ => ResultMsg::DebugCommand(option), + }; + self.result_tx.send(msg).unwrap(); + self.notifier.wake_up(true); + } + ApiMsg::UpdateDocuments(transaction_msgs) => { + self.prepare_transactions( + transaction_msgs, + frame_counter, + ); + } + ApiMsg::SceneBuilderResult(msg) => { + return self.process_scene_builder_result(msg, frame_counter); + } + } + + RenderBackendStatus::Continue + } + + fn process_scene_builder_result( + &mut self, + msg: SceneBuilderResult, + frame_counter: &mut u32, + ) -> RenderBackendStatus { + profile_scope!("sb_msg"); + + match msg { + SceneBuilderResult::Transactions(txns, result_tx) => { + self.process_transaction( + txns, + result_tx, + frame_counter, + ); + self.bookkeep_after_frames(); + }, + #[cfg(feature = "capture")] + SceneBuilderResult::CapturedTransactions(txns, capture_config, result_tx) => { + if let Some(ref mut old_config) = self.capture_config { + assert!(old_config.scene_id <= capture_config.scene_id); + if old_config.scene_id < capture_config.scene_id { + old_config.scene_id = capture_config.scene_id; + old_config.frame_id = 0; + } + } else { + self.capture_config = Some(capture_config); + } + + let built_frame = self.process_transaction( + txns, + result_tx, + frame_counter, + ); + + if built_frame { + self.save_capture_sequence(); + } + + self.bookkeep_after_frames(); + }, + #[cfg(feature = "capture")] + SceneBuilderResult::StopCaptureSequence => { + self.capture_config = None; + } + SceneBuilderResult::GetGlyphDimensions(request) => { + let mut glyph_dimensions = Vec::with_capacity(request.glyph_indices.len()); + let instance_key = self.resource_cache.map_font_instance_key(request.key); + if let Some(base) = self.resource_cache.get_font_instance(instance_key) { + let font = FontInstance::from_base(Arc::clone(&base)); + for glyph_index in &request.glyph_indices { + let glyph_dim = self.resource_cache.get_glyph_dimensions(&font, *glyph_index); + glyph_dimensions.push(glyph_dim); + } + } + request.sender.send(glyph_dimensions).unwrap(); + } + SceneBuilderResult::GetGlyphIndices(request) => { + let mut glyph_indices = Vec::with_capacity(request.text.len()); + let font_key = self.resource_cache.map_font_key(request.key); + for ch in request.text.chars() { + let index = self.resource_cache.get_glyph_index(font_key, ch); + glyph_indices.push(index); + } + request.sender.send(glyph_indices).unwrap(); + } + SceneBuilderResult::FlushComplete(tx) => { + tx.send(()).ok(); + } + SceneBuilderResult::ExternalEvent(evt) => { + self.notifier.external_event(evt); + } + SceneBuilderResult::ClearNamespace(id) => { + self.resource_cache.clear_namespace(id); + self.documents.retain(|doc_id, _doc| doc_id.namespace_id != id); + } + SceneBuilderResult::DeleteDocument(document_id) => { + self.documents.remove(&document_id); + } + SceneBuilderResult::SetParameter(param) => { + if let Parameter::Bool(BoolParameter::Multithreading, enabled) = param { + self.resource_cache.enable_multithreading(enabled); + } + let _ = self.result_tx.send(ResultMsg::SetParameter(param)); + } + SceneBuilderResult::StopRenderBackend => { + return RenderBackendStatus::StopRenderBackend; + } + SceneBuilderResult::ShutDown(sender) => { + info!("Recycling stats: {:?}", self.recycler); + return RenderBackendStatus::ShutDown(sender); + } + } + + RenderBackendStatus::Continue + } + + fn update_frame_builder_config(&self) { + self.send_backend_message( + SceneBuilderRequest::SetFrameBuilderConfig( + self.frame_config.clone() + ) + ); + } + + fn prepare_for_frames(&mut self) { + self.gpu_cache.prepare_for_frames(); + } + + fn bookkeep_after_frames(&mut self) { + self.gpu_cache.bookkeep_after_frames(); + } + + fn requires_frame_build(&mut self) -> bool { + self.gpu_cache.requires_frame_build() + } + + fn prepare_transactions( + &mut self, + txns: Vec>, + frame_counter: &mut u32, + ) { + self.prepare_for_frames(); + self.maybe_force_nop_documents( + frame_counter, + |document_id| txns.iter().any(|txn| txn.document_id == document_id)); + + let mut built_frame = false; + for mut txn in txns { + if txn.generate_frame.as_bool() { + txn.profile.end_time(profiler::API_SEND_TIME); + } + + self.documents.get_mut(&txn.document_id).unwrap().profile.merge(&mut txn.profile); + + built_frame |= self.update_document( + txn.document_id, + txn.resource_updates.take(), + txn.frame_ops.take(), + txn.notifications.take(), + txn.generate_frame.as_bool(), + txn.render_reasons, + txn.generate_frame.id(), + txn.invalidate_rendered_frame, + frame_counter, + false, + txn.creation_time, + ); + } + if built_frame { + #[cfg(feature = "capture")] + self.save_capture_sequence(); + } + self.bookkeep_after_frames(); + } + + /// In certain cases, resources shared by multiple documents have to run + /// maintenance operations, like cleaning up unused cache items. In those + /// cases, we are forced to build frames for all documents, however we + /// may not have a transaction ready for every document - this method + /// calls update_document with the details of a fake, nop transaction just + /// to force a frame build. + fn maybe_force_nop_documents(&mut self, + frame_counter: &mut u32, + document_already_present: F) where + F: Fn(DocumentId) -> bool { + if self.requires_frame_build() { + let nop_documents : Vec = self.documents.keys() + .cloned() + .filter(|key| !document_already_present(*key)) + .collect(); + #[allow(unused_variables)] + let mut built_frame = false; + for &document_id in &nop_documents { + built_frame |= self.update_document( + document_id, + Vec::default(), + Vec::default(), + Vec::default(), + false, + RenderReasons::empty(), + None, + false, + frame_counter, + false, + None); + } + #[cfg(feature = "capture")] + match built_frame { + true => self.save_capture_sequence(), + _ => {}, + } + } + } + + fn update_document( + &mut self, + document_id: DocumentId, + resource_updates: Vec, + mut frame_ops: Vec, + mut notifications: Vec, + mut render_frame: bool, + render_reasons: RenderReasons, + generated_frame_id: Option, + invalidate_rendered_frame: bool, + frame_counter: &mut u32, + has_built_scene: bool, + start_time: Option + ) -> bool { + let requested_frame = render_frame; + + let requires_frame_build = self.requires_frame_build(); + let doc = self.documents.get_mut(&document_id).unwrap(); + + // If we have a sampler, get more frame ops from it and add them + // to the transaction. This is a hook to allow the WR user code to + // fiddle with things after a potentially long scene build, but just + // before rendering. This is useful for rendering with the latest + // async transforms. + if requested_frame { + if let Some(ref sampler) = self.sampler { + frame_ops.append(&mut sampler.sample(document_id, generated_frame_id)); + } + } + + doc.has_built_scene |= has_built_scene; + + // TODO: this scroll variable doesn't necessarily mean we scrolled. It is only used + // for something wrench specific and we should remove it. + let mut scroll = false; + for frame_msg in frame_ops { + let op = doc.process_frame_msg(frame_msg); + scroll |= op.scroll; + } + + for update in &resource_updates { + if let ResourceUpdate::UpdateImage(..) = update { + doc.frame_is_valid = false; + } + } + + self.resource_cache.post_scene_building_update( + resource_updates, + &mut doc.profile, + ); + + if doc.dynamic_properties.flush_pending_updates() { + doc.frame_is_valid = false; + doc.hit_tester_is_valid = false; + } + + if !doc.can_render() { + // TODO: this happens if we are building the first scene asynchronously and + // scroll at the same time. we should keep track of the fact that we skipped + // composition here and do it as soon as we receive the scene. + render_frame = false; + } + + // Avoid re-building the frame if the current built frame is still valid. + // However, if the resource_cache requires a frame build, _always_ do that, unless + // doc.can_render() is false, as in that case a frame build can't happen anyway. + // We want to ensure we do this because even if the doc doesn't have pixels it + // can still try to access stale texture cache items. + let build_frame = (render_frame && !doc.frame_is_valid && doc.has_pixels()) || + (requires_frame_build && doc.can_render()); + + // Request composite is true when we want to composite frame even when + // there is no frame update. This happens when video frame is updated under + // external image with NativeTexture or when platform requested to composite frame. + if invalidate_rendered_frame { + doc.rendered_frame_is_valid = false; + if doc.scene.config.compositor_kind.should_redraw_on_invalidation() { + let msg = ResultMsg::ForceRedraw; + self.result_tx.send(msg).unwrap(); + } + } + + if build_frame { + if start_time.is_some() { + Telemetry::record_time_to_frame_build(Duration::from_nanos(precise_time_ns() - start_time.unwrap())); + } + profile_scope!("generate frame"); + + *frame_counter += 1; + + // borrow ck hack for profile_counters + let (pending_update, mut rendered_document) = { + let timer_id = Telemetry::start_framebuild_time(); + + let frame_stats = doc.frame_stats.take(); + + let rendered_document = doc.build_frame( + &mut self.resource_cache, + &mut self.gpu_cache, + self.debug_flags, + &mut self.tile_caches, + frame_stats, + render_reasons, + ); + + debug!("generated frame for document {:?} with {} passes", + document_id, rendered_document.frame.passes.len()); + + let msg = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates()); + self.result_tx.send(msg).unwrap(); + + Telemetry::stop_and_accumulate_framebuild_time(timer_id); + + let pending_update = self.resource_cache.pending_updates(); + (pending_update, rendered_document) + }; + + // Invalidate dirty rects if the compositing config has changed significantly + rendered_document + .frame + .composite_state + .update_dirty_rect_validity(&doc.prev_composite_descriptor); + + // Build a small struct that represents the state of the tiles to be composited. + let composite_descriptor = rendered_document + .frame + .composite_state + .descriptor + .clone(); + + // If there are texture cache updates to apply, or if the produced + // frame is not a no-op, or the compositor state has changed, + // then we cannot skip compositing this frame. + if !pending_update.is_nop() || + !rendered_document.frame.is_nop() || + composite_descriptor != doc.prev_composite_descriptor { + doc.rendered_frame_is_valid = false; + } + doc.prev_composite_descriptor = composite_descriptor; + + #[cfg(feature = "capture")] + match self.capture_config { + Some(ref mut config) => { + // FIXME(aosmond): document splitting causes multiple prepare frames + config.prepare_frame(); + + if config.bits.contains(CaptureBits::FRAME) { + let file_name = format!("frame-{}-{}", document_id.namespace_id.0, document_id.id); + config.serialize_for_frame(&rendered_document.frame, file_name); + } + + let data_stores_name = format!("data-stores-{}-{}", document_id.namespace_id.0, document_id.id); + config.serialize_for_frame(&doc.data_stores, data_stores_name); + + let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", document_id.namespace_id.0, document_id.id); + config.serialize_for_frame::(&doc.spatial_tree, frame_spatial_tree_name); + + let properties_name = format!("properties-{}-{}", document_id.namespace_id.0, document_id.id); + config.serialize_for_frame(&doc.dynamic_properties, properties_name); + }, + None => {}, + } + + let msg = ResultMsg::PublishPipelineInfo(doc.updated_pipeline_info()); + self.result_tx.send(msg).unwrap(); + + // Publish the frame + self.frame_publish_id.advance(); + let msg = ResultMsg::PublishDocument( + self.frame_publish_id, + document_id, + rendered_document, + pending_update, + ); + self.result_tx.send(msg).unwrap(); + } else if requested_frame { + // WR-internal optimization to avoid doing a bunch of render work if + // there's no pixels. We still want to pretend to render and request + // a render to make sure that the callbacks (particularly the + // new_frame_ready callback below) has the right flags. + let msg = ResultMsg::PublishPipelineInfo(doc.updated_pipeline_info()); + self.result_tx.send(msg).unwrap(); + } + + drain_filter( + &mut notifications, + |n| { n.when() == Checkpoint::FrameBuilt }, + |n| { n.notify(); }, + ); + + if !notifications.is_empty() { + self.result_tx.send(ResultMsg::AppendNotificationRequests(notifications)).unwrap(); + } + + // Always forward the transaction to the renderer if a frame was requested, + // otherwise gecko can get into a state where it waits (forever) for the + // transaction to complete before sending new work. + if requested_frame { + // If rendered frame is already valid, there is no need to render frame. + if doc.rendered_frame_is_valid { + render_frame = false; + } else if render_frame { + doc.rendered_frame_is_valid = true; + } + self.notifier.new_frame_ready(document_id, scroll, render_frame, self.frame_publish_id); + } + + if !doc.hit_tester_is_valid { + doc.rebuild_hit_tester(); + } + + build_frame + } + + fn send_backend_message(&self, msg: SceneBuilderRequest) { + self.scene_tx.send(msg).unwrap(); + } + + fn report_memory(&mut self, tx: Sender>) { + let mut report = Box::new(MemoryReport::default()); + let ops = self.size_of_ops.as_mut().unwrap(); + let op = ops.size_of_op; + report.gpu_cache_metadata = self.gpu_cache.size_of(ops); + for doc in self.documents.values() { + report.clip_stores += doc.scene.clip_store.size_of(ops); + report.hit_testers += match &doc.hit_tester { + Some(hit_tester) => hit_tester.size_of(ops), + None => 0, + }; + + doc.data_stores.report_memory(ops, &mut report) + } + + (*report) += self.resource_cache.report_memory(op); + report.texture_cache_structures = self.resource_cache + .texture_cache + .report_memory(ops); + + // Send a message to report memory on the scene-builder thread, which + // will add its report to this one and send the result back to the original + // thread waiting on the request. + self.send_backend_message( + SceneBuilderRequest::ReportMemory(report, tx) + ); + } + + #[cfg(feature = "capture")] + fn save_capture_sequence(&mut self) { + if let Some(ref mut config) = self.capture_config { + let deferred = self.resource_cache.save_capture_sequence(config); + + let backend = PlainRenderBackend { + frame_config: self.frame_config.clone(), + resource_sequence_id: config.resource_id, + documents: self.documents + .iter() + .map(|(id, doc)| (*id, doc.view)) + .collect(), + }; + config.serialize_for_frame(&backend, "backend"); + + if !deferred.is_empty() { + let msg = ResultMsg::DebugOutput(DebugOutput::SaveCapture(config.clone(), deferred)); + self.result_tx.send(msg).unwrap(); + } + } + } +} + +impl RenderBackend { + #[cfg(feature = "capture")] + // Note: the mutable `self` is only needed here for resolving blob images + fn save_capture( + &mut self, + root: PathBuf, + bits: CaptureBits, + ) -> DebugOutput { + use std::fs; + use crate::render_task_graph::dump_render_tasks_as_svg; + + debug!("capture: saving {:?}", root); + if !root.is_dir() { + if let Err(e) = fs::create_dir_all(&root) { + panic!("Unable to create capture dir: {:?}", e); + } + } + let config = CaptureConfig::new(root, bits); + + if config.bits.contains(CaptureBits::FRAME) { + self.prepare_for_frames(); + } + + for (&id, doc) in &mut self.documents { + debug!("\tdocument {:?}", id); + if config.bits.contains(CaptureBits::FRAME) { + // Temporarily force invalidation otherwise the render task graph dump is empty. + let force_invalidation = std::mem::replace(&mut doc.scene.config.force_invalidation, true); + + let rendered_document = doc.build_frame( + &mut self.resource_cache, + &mut self.gpu_cache, + self.debug_flags, + &mut self.tile_caches, + None, + RenderReasons::empty(), + ); + + doc.scene.config.force_invalidation = force_invalidation; + + // After we rendered the frames, there are pending updates to both + // GPU cache and resources. Instead of serializing them, we are going to make sure + // they are applied on the `Renderer` side. + let msg_update_gpu_cache = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates()); + self.result_tx.send(msg_update_gpu_cache).unwrap(); + //TODO: write down doc's pipeline info? + // it has `pipeline_epoch_map`, + // which may capture necessary details for some cases. + let file_name = format!("frame-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&rendered_document.frame, file_name); + let file_name = format!("spatial-{}-{}", id.namespace_id.0, id.id); + config.serialize_tree_for_frame(&doc.spatial_tree, file_name); + let file_name = format!("built-primitives-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&doc.scene.prim_store, file_name); + let file_name = format!("built-clips-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&doc.scene.clip_store, file_name); + let file_name = format!("scratch-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&doc.scratch.primitive, file_name); + let file_name = format!("render-tasks-{}-{}.svg", id.namespace_id.0, id.id); + let mut render_tasks_file = fs::File::create(&config.file_path_for_frame(file_name, "svg")) + .expect("Failed to open the SVG file."); + dump_render_tasks_as_svg( + &rendered_document.frame.render_tasks, + &mut render_tasks_file + ).unwrap(); + + let file_name = format!("texture-cache-color-linear-{}-{}.svg", id.namespace_id.0, id.id); + let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg")) + .expect("Failed to open the SVG file."); + self.resource_cache.texture_cache.dump_color8_linear_as_svg(&mut texture_file).unwrap(); + + let file_name = format!("texture-cache-color8-glyphs-{}-{}.svg", id.namespace_id.0, id.id); + let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg")) + .expect("Failed to open the SVG file."); + self.resource_cache.texture_cache.dump_color8_glyphs_as_svg(&mut texture_file).unwrap(); + + let file_name = format!("texture-cache-alpha8-glyphs-{}-{}.svg", id.namespace_id.0, id.id); + let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg")) + .expect("Failed to open the SVG file."); + self.resource_cache.texture_cache.dump_alpha8_glyphs_as_svg(&mut texture_file).unwrap(); + + let file_name = format!("texture-cache-alpha8-linear-{}-{}.svg", id.namespace_id.0, id.id); + let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg")) + .expect("Failed to open the SVG file."); + self.resource_cache.texture_cache.dump_alpha8_linear_as_svg(&mut texture_file).unwrap(); + } + + let data_stores_name = format!("data-stores-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&doc.data_stores, data_stores_name); + + let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame::(&doc.spatial_tree, frame_spatial_tree_name); + + let properties_name = format!("properties-{}-{}", id.namespace_id.0, id.id); + config.serialize_for_frame(&doc.dynamic_properties, properties_name); + } + + if config.bits.contains(CaptureBits::FRAME) { + // TODO: there is no guarantee that we won't hit this case, but we want to + // report it here if we do. If we don't, it will simply crash in + // Renderer::render_impl and give us less information about the source. + assert!(!self.requires_frame_build(), "Caches were cleared during a capture."); + self.bookkeep_after_frames(); + } + + debug!("\tscene builder"); + self.send_backend_message( + SceneBuilderRequest::SaveScene(config.clone()) + ); + + debug!("\tresource cache"); + let (resources, deferred) = self.resource_cache.save_capture(&config.root); + + info!("\tbackend"); + let backend = PlainRenderBackend { + frame_config: self.frame_config.clone(), + resource_sequence_id: 0, + documents: self.documents + .iter() + .map(|(id, doc)| (*id, doc.view)) + .collect(), + }; + + config.serialize_for_frame(&backend, "backend"); + config.serialize_for_frame(&resources, "plain-resources"); + + if config.bits.contains(CaptureBits::FRAME) { + let msg_update_resources = ResultMsg::UpdateResources { + resource_updates: self.resource_cache.pending_updates(), + memory_pressure: false, + }; + self.result_tx.send(msg_update_resources).unwrap(); + // Save the texture/glyph/image caches. + info!("\tresource cache"); + let caches = self.resource_cache.save_caches(&config.root); + config.serialize_for_resource(&caches, "resource_cache"); + info!("\tgpu cache"); + config.serialize_for_resource(&self.gpu_cache, "gpu_cache"); + } + + DebugOutput::SaveCapture(config, deferred) + } + + #[cfg(feature = "capture")] + fn start_capture_sequence( + &mut self, + root: PathBuf, + bits: CaptureBits, + ) { + self.send_backend_message( + SceneBuilderRequest::StartCaptureSequence(CaptureConfig::new(root, bits)) + ); + } + + #[cfg(feature = "capture")] + fn stop_capture_sequence( + &mut self, + ) { + self.send_backend_message( + SceneBuilderRequest::StopCaptureSequence + ); + } + + #[cfg(feature = "replay")] + fn load_capture( + &mut self, + mut config: CaptureConfig, + ) { + debug!("capture: loading {:?}", config.frame_root()); + let backend = config.deserialize_for_frame::("backend") + .expect("Unable to open backend.ron"); + + // If this is a capture sequence, then the ID will be non-zero, and won't + // match what is loaded, but for still captures, the ID will be zero. + let first_load = backend.resource_sequence_id == 0; + if self.loaded_resource_sequence_id != backend.resource_sequence_id || first_load { + // FIXME(aosmond): We clear the documents because when we update the + // resource cache, we actually wipe and reload, because we don't + // know what is the same and what has changed. If we were to keep as + // much of the resource cache state as possible, we could avoid + // flushing the document state (which has its own dependecies on the + // cache). + // + // FIXME(aosmond): If we try to load the next capture in the + // sequence too quickly, we may lose resources we depend on in the + // current frame. This can cause panics. Ideally we would not + // advance to the next frame until the FrameRendered event for all + // of the pipelines. + self.documents.clear(); + + config.resource_id = backend.resource_sequence_id; + self.loaded_resource_sequence_id = backend.resource_sequence_id; + + let plain_resources = config.deserialize_for_resource::("plain-resources") + .expect("Unable to open plain-resources.ron"); + let caches_maybe = config.deserialize_for_resource::("resource_cache"); + + // Note: it would be great to have `RenderBackend` to be split + // rather explicitly on what's used before and after scene building + // so that, for example, we never miss anything in the code below: + + let plain_externals = self.resource_cache.load_capture( + plain_resources, + caches_maybe, + &config, + ); + + let msg_load = ResultMsg::DebugOutput( + DebugOutput::LoadCapture(config.clone(), plain_externals) + ); + self.result_tx.send(msg_load).unwrap(); + + self.gpu_cache = match config.deserialize_for_resource::("gpu_cache") { + Some(gpu_cache) => gpu_cache, + None => GpuCache::new(), + }; + } + + self.frame_config = backend.frame_config; + + let mut scenes_to_build = Vec::new(); + + for (id, view) in backend.documents { + debug!("\tdocument {:?}", id); + let scene_name = format!("scene-{}-{}", id.namespace_id.0, id.id); + let scene = config.deserialize_for_scene::(&scene_name) + .expect(&format!("Unable to open {}.ron", scene_name)); + + let scene_spatial_tree_name = format!("scene-spatial-tree-{}-{}", id.namespace_id.0, id.id); + let scene_spatial_tree = config.deserialize_for_scene::(&scene_spatial_tree_name) + .expect(&format!("Unable to open {}.ron", scene_spatial_tree_name)); + + let interners_name = format!("interners-{}-{}", id.namespace_id.0, id.id); + let interners = config.deserialize_for_scene::(&interners_name) + .expect(&format!("Unable to open {}.ron", interners_name)); + + let data_stores_name = format!("data-stores-{}-{}", id.namespace_id.0, id.id); + let data_stores = config.deserialize_for_frame::(&data_stores_name) + .expect(&format!("Unable to open {}.ron", data_stores_name)); + + let properties_name = format!("properties-{}-{}", id.namespace_id.0, id.id); + let properties = config.deserialize_for_frame::(&properties_name) + .expect(&format!("Unable to open {}.ron", properties_name)); + + let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", id.namespace_id.0, id.id); + let frame_spatial_tree = config.deserialize_for_frame::(&frame_spatial_tree_name) + .expect(&format!("Unable to open {}.ron", frame_spatial_tree_name)); + + // Update the document if it still exists, rather than replace it entirely. + // This allows us to preserve state information such as the frame stamp, + // which is necessary for cache sanity. + match self.documents.entry(id) { + Occupied(entry) => { + let doc = entry.into_mut(); + doc.view = view; + doc.loaded_scene = scene.clone(); + doc.data_stores = data_stores; + doc.spatial_tree = frame_spatial_tree; + doc.dynamic_properties = properties; + doc.frame_is_valid = false; + doc.rendered_frame_is_valid = false; + doc.has_built_scene = false; + doc.hit_tester_is_valid = false; + } + Vacant(entry) => { + let doc = Document { + id, + scene: BuiltScene::empty(), + removed_pipelines: Vec::new(), + view, + stamp: FrameStamp::first(id), + frame_builder: FrameBuilder::new(), + dynamic_properties: properties, + hit_tester: None, + shared_hit_tester: Arc::new(SharedHitTester::new()), + frame_is_valid: false, + hit_tester_is_valid: false, + rendered_frame_is_valid: false, + has_built_scene: false, + data_stores, + scratch: ScratchBuffer::default(), + spatial_tree: frame_spatial_tree, + loaded_scene: scene.clone(), + prev_composite_descriptor: CompositeDescriptor::empty(), + dirty_rects_are_valid: false, + profile: TransactionProfile::new(), + rg_builder: RenderTaskGraphBuilder::new(), + frame_stats: None, + }; + entry.insert(doc); + } + }; + + let frame_name = format!("frame-{}-{}", id.namespace_id.0, id.id); + let frame = config.deserialize_for_frame::(frame_name); + let build_frame = match frame { + Some(frame) => { + info!("\tloaded a built frame with {} passes", frame.passes.len()); + + let msg_update = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates()); + self.result_tx.send(msg_update).unwrap(); + + self.frame_publish_id.advance(); + let msg_publish = ResultMsg::PublishDocument( + self.frame_publish_id, + id, + RenderedDocument { + frame, + is_new_scene: true, + profile: TransactionProfile::new(), + render_reasons: RenderReasons::empty(), + frame_stats: None, + }, + self.resource_cache.pending_updates(), + ); + self.result_tx.send(msg_publish).unwrap(); + + self.notifier.new_frame_ready(id, false, true, self.frame_publish_id); + + // We deserialized the state of the frame so we don't want to build + // it (but we do want to update the scene builder's state) + false + } + None => true, + }; + + scenes_to_build.push(LoadScene { + document_id: id, + scene, + view: view.scene.clone(), + config: self.frame_config.clone(), + fonts: self.resource_cache.get_fonts(), + build_frame, + interners, + spatial_tree: scene_spatial_tree, + }); + } + + if !scenes_to_build.is_empty() { + self.send_backend_message( + SceneBuilderRequest::LoadScenes(scenes_to_build) + ); + } + } +} -- cgit v1.2.3