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Diffstat (limited to 'gfx/wr/webrender/src/render_target.rs')
-rw-r--r-- | gfx/wr/webrender/src/render_target.rs | 1035 |
1 files changed, 1035 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/render_target.rs b/gfx/wr/webrender/src/render_target.rs new file mode 100644 index 0000000000..d8f62a6088 --- /dev/null +++ b/gfx/wr/webrender/src/render_target.rs @@ -0,0 +1,1035 @@ +/* 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::units::*; +use api::{ColorF, ClipMode, ImageFormat, LineOrientation, BorderStyle}; +use crate::batch::{AlphaBatchBuilder, AlphaBatchContainer, BatchTextures, add_quad_to_batch}; +use crate::batch::{ClipBatcher, BatchBuilder, INVALID_SEGMENT_INDEX}; +use crate::command_buffer::{CommandBufferList}; +use crate::spatial_tree::SpatialTree; +use crate::clip::{ClipStore, ClipNodeRange, ClipItemKind}; +use crate::frame_builder::{FrameGlobalResources}; +use crate::gpu_cache::{GpuCache, GpuCacheAddress}; +use crate::gpu_types::{BorderInstance, SvgFilterInstance, BlurDirection, BlurInstance, PrimitiveHeaders, ScalingInstance}; +use crate::gpu_types::{TransformPalette, ZBufferIdGenerator, TransformPaletteId, PrimitiveInstanceData, MaskInstance}; +use crate::gpu_types::{ZBufferId}; +use crate::internal_types::{FastHashMap, TextureSource, CacheTextureId}; +use crate::picture::{SliceId, SurfaceInfo, ResolvedSurfaceTexture, TileCacheInstance}; +use crate::prim_store::{PrimitiveInstance, PrimitiveStore, PrimitiveScratchBuffer}; +use crate::prim_store::gradient::{ + FastLinearGradientInstance, LinearGradientInstance, RadialGradientInstance, + ConicGradientInstance, +}; +use crate::renderer::{GpuBufferAddress, GpuBufferBuilder}; +use crate::render_backend::DataStores; +use crate::render_task::{RenderTaskKind, RenderTaskAddress}; +use crate::render_task::{RenderTask, ScalingTask, SvgFilterInfo}; +use crate::render_task_graph::{RenderTaskGraph, RenderTaskId}; +use crate::resource_cache::ResourceCache; +use crate::spatial_tree::{SpatialNodeIndex}; + + +const STYLE_SOLID: i32 = ((BorderStyle::Solid as i32) << 8) | ((BorderStyle::Solid as i32) << 16); +const STYLE_MASK: i32 = 0x00FF_FF00; + +/// A tag used to identify the output format of a `RenderTarget`. +#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub enum RenderTargetKind { + Color, // RGBA8 + Alpha, // R8 +} + +/// Identifies a given `RenderTarget` in a `RenderTargetList`. +#[derive(Debug, Copy, Clone)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct RenderTargetIndex(pub usize); + +pub struct RenderTargetContext<'a, 'rc> { + pub global_device_pixel_scale: DevicePixelScale, + pub prim_store: &'a PrimitiveStore, + pub clip_store: &'a ClipStore, + pub resource_cache: &'rc mut ResourceCache, + pub use_dual_source_blending: bool, + pub use_advanced_blending: bool, + pub break_advanced_blend_batches: bool, + pub batch_lookback_count: usize, + pub spatial_tree: &'a SpatialTree, + pub data_stores: &'a DataStores, + pub surfaces: &'a [SurfaceInfo], + pub scratch: &'a PrimitiveScratchBuffer, + pub screen_world_rect: WorldRect, + pub globals: &'a FrameGlobalResources, + pub tile_caches: &'a FastHashMap<SliceId, Box<TileCacheInstance>>, + pub root_spatial_node_index: SpatialNodeIndex, +} + +/// Represents a number of rendering operations on a surface. +/// +/// In graphics parlance, a "render target" usually means "a surface (texture or +/// framebuffer) bound to the output of a shader". This trait has a slightly +/// different meaning, in that it represents the operations on that surface +/// _before_ it's actually bound and rendered. So a `RenderTarget` is built by +/// the `RenderBackend` by inserting tasks, and then shipped over to the +/// `Renderer` where a device surface is resolved and the tasks are transformed +/// into draw commands on that surface. +/// +/// We express this as a trait to generalize over color and alpha surfaces. +/// a given `RenderTask` will draw to one or the other, depending on its type +/// and sometimes on its parameters. See `RenderTask::target_kind`. +pub trait RenderTarget { + /// Creates a new RenderTarget of the given type. + fn new( + texture_id: CacheTextureId, + screen_size: DeviceIntSize, + gpu_supports_fast_clears: bool, + used_rect: DeviceIntRect, + ) -> Self; + + /// Optional hook to provide additional processing for the target at the + /// end of the build phase. + fn build( + &mut self, + _ctx: &mut RenderTargetContext, + _gpu_cache: &mut GpuCache, + _render_tasks: &RenderTaskGraph, + _prim_headers: &mut PrimitiveHeaders, + _transforms: &mut TransformPalette, + _z_generator: &mut ZBufferIdGenerator, + _prim_instances: &[PrimitiveInstance], + _cmd_buffers: &CommandBufferList, + ) { + } + + /// Associates a `RenderTask` with this target. That task must be assigned + /// to a region returned by invoking `allocate()` on this target. + /// + /// TODO(gw): It's a bit odd that we need the deferred resolves and mutable + /// GPU cache here. They are typically used by the build step above. They + /// are used for the blit jobs to allow resolve_image to be called. It's a + /// bit of extra overhead to store the image key here and the resolve them + /// in the build step separately. BUT: if/when we add more texture cache + /// target jobs, we might want to tidy this up. + fn add_task( + &mut self, + task_id: RenderTaskId, + ctx: &RenderTargetContext, + gpu_cache: &mut GpuCache, + gpu_buffer_builder: &mut GpuBufferBuilder, + render_tasks: &RenderTaskGraph, + clip_store: &ClipStore, + transforms: &mut TransformPalette, + ); + + fn needs_depth(&self) -> bool; + fn texture_id(&self) -> CacheTextureId; +} + +/// A series of `RenderTarget` instances, serving as the high-level container +/// into which `RenderTasks` are assigned. +/// +/// During the build phase, we iterate over the tasks in each `RenderPass`. For +/// each task, we invoke `allocate()` on the `RenderTargetList`, which in turn +/// attempts to allocate an output region in the last `RenderTarget` in the +/// list. If allocation fails (or if the list is empty), a new `RenderTarget` is +/// created and appended to the list. The build phase then assign the task into +/// the target associated with the final allocation. +/// +/// The result is that each `RenderPass` is associated with one or two +/// `RenderTargetLists`, depending on whether we have all our tasks have the +/// same `RenderTargetKind`. The lists are then shipped to the `Renderer`, which +/// allocates a device texture array, with one slice per render target in the +/// list. +/// +/// The upshot of this scheme is that it maximizes batching. In a given pass, +/// we need to do a separate batch for each individual render target. But with +/// the texture array, we can expose the entirety of the previous pass to each +/// task in the current pass in a single batch, which generally allows each +/// task to be drawn in a single batch regardless of how many results from the +/// previous pass it depends on. +/// +/// Note that in some cases (like drop-shadows), we can depend on the output of +/// a pass earlier than the immediately-preceding pass. +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct RenderTargetList<T> { + pub format: ImageFormat, + pub targets: Vec<T>, +} + +impl<T: RenderTarget> RenderTargetList<T> { + pub fn new( + format: ImageFormat, + ) -> Self { + RenderTargetList { + format, + targets: Vec::new(), + } + } + + pub fn build( + &mut self, + ctx: &mut RenderTargetContext, + gpu_cache: &mut GpuCache, + render_tasks: &RenderTaskGraph, + prim_headers: &mut PrimitiveHeaders, + transforms: &mut TransformPalette, + z_generator: &mut ZBufferIdGenerator, + prim_instances: &[PrimitiveInstance], + cmd_buffers: &CommandBufferList, + ) { + if self.targets.is_empty() { + return; + } + + for target in &mut self.targets { + target.build( + ctx, + gpu_cache, + render_tasks, + prim_headers, + transforms, + z_generator, + prim_instances, + cmd_buffers, + ); + } + } + + pub fn needs_depth(&self) -> bool { + self.targets.iter().any(|target| target.needs_depth()) + } +} + + +/// Contains the work (in the form of instance arrays) needed to fill a color +/// color output surface (RGBA8). +/// +/// See `RenderTarget`. +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct ColorRenderTarget { + pub alpha_batch_containers: Vec<AlphaBatchContainer>, + // List of blur operations to apply for this render target. + pub vertical_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>, + pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>, + pub scalings: FastHashMap<TextureSource, Vec<ScalingInstance>>, + pub svg_filters: Vec<(BatchTextures, Vec<SvgFilterInstance>)>, + pub blits: Vec<BlitJob>, + alpha_tasks: Vec<RenderTaskId>, + screen_size: DeviceIntSize, + pub texture_id: CacheTextureId, + // Track the used rect of the render target, so that + // we can set a scissor rect and only clear to the + // used portion of the target as an optimization. + pub used_rect: DeviceIntRect, + pub resolve_ops: Vec<ResolveOp>, + pub clear_color: Option<ColorF>, + + pub prim_instances: Vec<PrimitiveInstanceData>, + pub mask_instances_fast: Vec<MaskInstance>, + pub mask_instances_slow: Vec<MaskInstance>, +} + +impl RenderTarget for ColorRenderTarget { + fn new( + texture_id: CacheTextureId, + screen_size: DeviceIntSize, + _: bool, + used_rect: DeviceIntRect, + ) -> Self { + ColorRenderTarget { + alpha_batch_containers: Vec::new(), + vertical_blurs: FastHashMap::default(), + horizontal_blurs: FastHashMap::default(), + scalings: FastHashMap::default(), + svg_filters: Vec::new(), + blits: Vec::new(), + alpha_tasks: Vec::new(), + screen_size, + texture_id, + used_rect, + resolve_ops: Vec::new(), + clear_color: Some(ColorF::TRANSPARENT), + prim_instances: Vec::new(), + mask_instances_fast: Vec::new(), + mask_instances_slow: Vec::new(), + } + } + + fn build( + &mut self, + ctx: &mut RenderTargetContext, + gpu_cache: &mut GpuCache, + render_tasks: &RenderTaskGraph, + prim_headers: &mut PrimitiveHeaders, + transforms: &mut TransformPalette, + z_generator: &mut ZBufferIdGenerator, + prim_instances: &[PrimitiveInstance], + cmd_buffers: &CommandBufferList, + ) { + profile_scope!("build"); + let mut merged_batches = AlphaBatchContainer::new(None); + let mut gpu_buffer_builder = GpuBufferBuilder::new(); + + for task_id in &self.alpha_tasks { + profile_scope!("alpha_task"); + let task = &render_tasks[*task_id]; + + match task.kind { + RenderTaskKind::Picture(ref pic_task) => { + let target_rect = task.get_target_rect(); + + let scissor_rect = if pic_task.can_merge { + None + } else { + Some(target_rect) + }; + + if !pic_task.can_use_shared_surface { + self.clear_color = pic_task.clear_color; + } + + // TODO(gw): The type names of AlphaBatchBuilder and BatchBuilder + // are still confusing. Once more of the picture caching + // improvement code lands, the AlphaBatchBuilder and + // AlphaBatchList types will be collapsed into one, which + // should simplify coming up with better type names. + let alpha_batch_builder = AlphaBatchBuilder::new( + self.screen_size, + ctx.break_advanced_blend_batches, + ctx.batch_lookback_count, + *task_id, + (*task_id).into(), + ); + + let mut batch_builder = BatchBuilder::new(alpha_batch_builder); + let cmd_buffer = cmd_buffers.get(pic_task.cmd_buffer_index); + + cmd_buffer.iter_prims(&mut |cmd, spatial_node_index, segments| { + batch_builder.add_prim_to_batch( + cmd, + spatial_node_index, + ctx, + gpu_cache, + render_tasks, + prim_headers, + transforms, + pic_task.raster_spatial_node_index, + pic_task.surface_spatial_node_index, + z_generator, + prim_instances, + &mut gpu_buffer_builder, + segments, + ); + }); + + let alpha_batch_builder = batch_builder.finalize(); + + alpha_batch_builder.build( + &mut self.alpha_batch_containers, + &mut merged_batches, + target_rect, + scissor_rect, + ); + } + _ => { + unreachable!(); + } + } + } + + if !merged_batches.is_empty() { + self.alpha_batch_containers.push(merged_batches); + } + } + + fn texture_id(&self) -> CacheTextureId { + self.texture_id + } + + fn add_task( + &mut self, + task_id: RenderTaskId, + ctx: &RenderTargetContext, + gpu_cache: &mut GpuCache, + gpu_buffer_builder: &mut GpuBufferBuilder, + render_tasks: &RenderTaskGraph, + _: &ClipStore, + transforms: &mut TransformPalette, + ) { + profile_scope!("add_task"); + let task = &render_tasks[task_id]; + + match task.kind { + RenderTaskKind::Prim(ref info) => { + let render_task_address = task_id.into(); + + add_quad_to_batch( + render_task_address, + info.transform_id, + info.prim_address, + info.quad_flags, + info.edge_flags, + INVALID_SEGMENT_INDEX as u8, + RenderTaskId::INVALID, + ZBufferId(0), + render_tasks, + |_, instance| { + self.prim_instances.push(instance); + } + ); + + let mask_instances_fast = &mut self.mask_instances_fast; + let mask_instances_slow = &mut self.mask_instances_slow; + + build_mask_tasks( + info.clip_node_range, + info.prim_spatial_node_index, + ctx.clip_store, + ctx.data_stores, + ctx.spatial_tree, + gpu_buffer_builder, + transforms, + |fast_path, clip_address, clip_transform_id| { + add_quad_to_batch( + render_task_address, + info.transform_id, + info.prim_address, + info.quad_flags, + info.edge_flags, + INVALID_SEGMENT_INDEX as u8, + RenderTaskId::INVALID, + ZBufferId(0), + render_tasks, + |_, prim| { + let instance = MaskInstance { + prim, + clip_transform_id, + clip_address: clip_address.as_int(), + info: [0; 2], + }; + + if fast_path { + mask_instances_fast.push(instance); + } else { + mask_instances_slow.push(instance); + } + } + ); + } + ); + } + RenderTaskKind::VerticalBlur(..) => { + add_blur_instances( + &mut self.vertical_blurs, + BlurDirection::Vertical, + task_id.into(), + task.children[0], + render_tasks, + ); + } + RenderTaskKind::HorizontalBlur(..) => { + add_blur_instances( + &mut self.horizontal_blurs, + BlurDirection::Horizontal, + task_id.into(), + task.children[0], + render_tasks, + ); + } + RenderTaskKind::Picture(ref pic_task) => { + if let Some(ref resolve_op) = pic_task.resolve_op { + self.resolve_ops.push(resolve_op.clone()); + } + self.alpha_tasks.push(task_id); + } + RenderTaskKind::SvgFilter(ref task_info) => { + add_svg_filter_instances( + &mut self.svg_filters, + render_tasks, + &task_info.info, + task_id, + task.children.get(0).cloned(), + task.children.get(1).cloned(), + task_info.extra_gpu_cache_handle.map(|handle| gpu_cache.get_address(&handle)), + ) + } + RenderTaskKind::Image(..) | + RenderTaskKind::Cached(..) | + RenderTaskKind::ClipRegion(..) | + RenderTaskKind::Border(..) | + RenderTaskKind::CacheMask(..) | + RenderTaskKind::FastLinearGradient(..) | + RenderTaskKind::LinearGradient(..) | + RenderTaskKind::RadialGradient(..) | + RenderTaskKind::ConicGradient(..) | + RenderTaskKind::TileComposite(..) | + RenderTaskKind::LineDecoration(..) => { + panic!("Should not be added to color target!"); + } + RenderTaskKind::Readback(..) => {} + RenderTaskKind::Scaling(ref info) => { + add_scaling_instances( + info, + &mut self.scalings, + task, + task.children.first().map(|&child| &render_tasks[child]), + ); + } + RenderTaskKind::Blit(ref task_info) => { + let target_rect = task.get_target_rect(); + self.blits.push(BlitJob { + source: task_info.source, + target_rect, + }); + } + #[cfg(test)] + RenderTaskKind::Test(..) => {} + } + } + + fn needs_depth(&self) -> bool { + self.alpha_batch_containers.iter().any(|ab| { + !ab.opaque_batches.is_empty() + }) + } +} + +/// Contains the work (in the form of instance arrays) needed to fill an alpha +/// output surface (R8). +/// +/// See `RenderTarget`. +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct AlphaRenderTarget { + pub clip_batcher: ClipBatcher, + // List of blur operations to apply for this render target. + pub vertical_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>, + pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>, + pub scalings: FastHashMap<TextureSource, Vec<ScalingInstance>>, + pub zero_clears: Vec<RenderTaskId>, + pub one_clears: Vec<RenderTaskId>, + pub texture_id: CacheTextureId, +} + +impl RenderTarget for AlphaRenderTarget { + fn new( + texture_id: CacheTextureId, + _: DeviceIntSize, + gpu_supports_fast_clears: bool, + _: DeviceIntRect, + ) -> Self { + AlphaRenderTarget { + clip_batcher: ClipBatcher::new(gpu_supports_fast_clears), + vertical_blurs: FastHashMap::default(), + horizontal_blurs: FastHashMap::default(), + scalings: FastHashMap::default(), + zero_clears: Vec::new(), + one_clears: Vec::new(), + texture_id, + } + } + + fn texture_id(&self) -> CacheTextureId { + self.texture_id + } + + fn add_task( + &mut self, + task_id: RenderTaskId, + ctx: &RenderTargetContext, + gpu_cache: &mut GpuCache, + _: &mut GpuBufferBuilder, + render_tasks: &RenderTaskGraph, + clip_store: &ClipStore, + transforms: &mut TransformPalette, + ) { + profile_scope!("add_task"); + let task = &render_tasks[task_id]; + let target_rect = task.get_target_rect(); + + match task.kind { + RenderTaskKind::Prim(..) | + RenderTaskKind::Image(..) | + RenderTaskKind::Cached(..) | + RenderTaskKind::Readback(..) | + RenderTaskKind::Picture(..) | + RenderTaskKind::Blit(..) | + RenderTaskKind::Border(..) | + RenderTaskKind::LineDecoration(..) | + RenderTaskKind::FastLinearGradient(..) | + RenderTaskKind::LinearGradient(..) | + RenderTaskKind::RadialGradient(..) | + RenderTaskKind::ConicGradient(..) | + RenderTaskKind::TileComposite(..) | + RenderTaskKind::SvgFilter(..) => { + panic!("BUG: should not be added to alpha target!"); + } + RenderTaskKind::VerticalBlur(..) => { + self.zero_clears.push(task_id); + add_blur_instances( + &mut self.vertical_blurs, + BlurDirection::Vertical, + task_id.into(), + task.children[0], + render_tasks, + ); + } + RenderTaskKind::HorizontalBlur(..) => { + self.zero_clears.push(task_id); + add_blur_instances( + &mut self.horizontal_blurs, + BlurDirection::Horizontal, + task_id.into(), + task.children[0], + render_tasks, + ); + } + RenderTaskKind::CacheMask(ref task_info) => { + let clear_to_one = self.clip_batcher.add( + task_info.clip_node_range, + task_info.root_spatial_node_index, + render_tasks, + gpu_cache, + clip_store, + transforms, + task_info.actual_rect, + task_info.device_pixel_scale, + target_rect.min.to_f32(), + task_info.actual_rect.min, + ctx, + ); + if task_info.clear_to_one || clear_to_one { + self.one_clears.push(task_id); + } + } + RenderTaskKind::ClipRegion(ref region_task) => { + if region_task.clear_to_one { + self.one_clears.push(task_id); + } + let device_rect = DeviceRect::from_size( + target_rect.size().to_f32(), + ); + self.clip_batcher.add_clip_region( + region_task.local_pos, + device_rect, + region_task.clip_data.clone(), + target_rect.min.to_f32(), + DevicePoint::zero(), + region_task.device_pixel_scale.0, + ); + } + RenderTaskKind::Scaling(ref info) => { + add_scaling_instances( + info, + &mut self.scalings, + task, + task.children.first().map(|&child| &render_tasks[child]), + ); + } + #[cfg(test)] + RenderTaskKind::Test(..) => {} + } + } + + fn needs_depth(&self) -> bool { + false + } +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +#[derive(Debug, PartialEq, Clone)] +pub struct ResolveOp { + pub src_task_ids: Vec<RenderTaskId>, + pub dest_task_id: RenderTaskId, +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub enum PictureCacheTargetKind { + Draw { + alpha_batch_container: AlphaBatchContainer, + }, + Blit { + task_id: RenderTaskId, + sub_rect_offset: DeviceIntVector2D, + }, +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct PictureCacheTarget { + pub surface: ResolvedSurfaceTexture, + pub kind: PictureCacheTargetKind, + pub clear_color: Option<ColorF>, + pub dirty_rect: DeviceIntRect, + pub valid_rect: DeviceIntRect, +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct TextureCacheRenderTarget { + pub target_kind: RenderTargetKind, + pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>, + pub blits: Vec<BlitJob>, + pub border_segments_complex: Vec<BorderInstance>, + pub border_segments_solid: Vec<BorderInstance>, + pub clears: Vec<DeviceIntRect>, + pub line_decorations: Vec<LineDecorationJob>, + pub fast_linear_gradients: Vec<FastLinearGradientInstance>, + pub linear_gradients: Vec<LinearGradientInstance>, + pub radial_gradients: Vec<RadialGradientInstance>, + pub conic_gradients: Vec<ConicGradientInstance>, +} + +impl TextureCacheRenderTarget { + pub fn new(target_kind: RenderTargetKind) -> Self { + TextureCacheRenderTarget { + target_kind, + horizontal_blurs: FastHashMap::default(), + blits: vec![], + border_segments_complex: vec![], + border_segments_solid: vec![], + clears: vec![], + line_decorations: vec![], + fast_linear_gradients: vec![], + linear_gradients: vec![], + radial_gradients: vec![], + conic_gradients: vec![], + } + } + + pub fn add_task( + &mut self, + task_id: RenderTaskId, + render_tasks: &RenderTaskGraph, + ) { + profile_scope!("add_task"); + let task_address = task_id.into(); + + let task = &render_tasks[task_id]; + let target_rect = task.get_target_rect(); + + match task.kind { + RenderTaskKind::LineDecoration(ref info) => { + self.clears.push(target_rect); + + self.line_decorations.push(LineDecorationJob { + task_rect: target_rect.to_f32(), + local_size: info.local_size, + style: info.style as i32, + axis_select: match info.orientation { + LineOrientation::Horizontal => 0.0, + LineOrientation::Vertical => 1.0, + }, + wavy_line_thickness: info.wavy_line_thickness, + }); + } + RenderTaskKind::HorizontalBlur(..) => { + add_blur_instances( + &mut self.horizontal_blurs, + BlurDirection::Horizontal, + task_address, + task.children[0], + render_tasks, + ); + } + RenderTaskKind::Blit(ref task_info) => { + // Add a blit job to copy from an existing render + // task to this target. + self.blits.push(BlitJob { + source: task_info.source, + target_rect, + }); + } + RenderTaskKind::Border(ref task_info) => { + self.clears.push(target_rect); + + let task_origin = target_rect.min.to_f32(); + // TODO(gw): Clone here instead of a move of this vec, since the frame + // graph is immutable by this point. It's rare that borders + // are drawn since they are persisted in the texture cache, + // but perhaps this could be improved in future. + let instances = task_info.instances.clone(); + for mut instance in instances { + // TODO(gw): It may be better to store the task origin in + // the render task data instead of per instance. + instance.task_origin = task_origin; + if instance.flags & STYLE_MASK == STYLE_SOLID { + self.border_segments_solid.push(instance); + } else { + self.border_segments_complex.push(instance); + } + } + } + RenderTaskKind::FastLinearGradient(ref task_info) => { + self.fast_linear_gradients.push(task_info.to_instance(&target_rect)); + } + RenderTaskKind::LinearGradient(ref task_info) => { + self.linear_gradients.push(task_info.to_instance(&target_rect)); + } + RenderTaskKind::RadialGradient(ref task_info) => { + self.radial_gradients.push(task_info.to_instance(&target_rect)); + } + RenderTaskKind::ConicGradient(ref task_info) => { + self.conic_gradients.push(task_info.to_instance(&target_rect)); + } + RenderTaskKind::Prim(..) | + RenderTaskKind::Image(..) | + RenderTaskKind::Cached(..) | + RenderTaskKind::VerticalBlur(..) | + RenderTaskKind::Picture(..) | + RenderTaskKind::ClipRegion(..) | + RenderTaskKind::CacheMask(..) | + RenderTaskKind::Readback(..) | + RenderTaskKind::Scaling(..) | + RenderTaskKind::TileComposite(..) | + RenderTaskKind::SvgFilter(..) => { + panic!("BUG: unexpected task kind for texture cache target"); + } + #[cfg(test)] + RenderTaskKind::Test(..) => {} + } + } +} + +fn add_blur_instances( + instances: &mut FastHashMap<TextureSource, Vec<BlurInstance>>, + blur_direction: BlurDirection, + task_address: RenderTaskAddress, + src_task_id: RenderTaskId, + render_tasks: &RenderTaskGraph, +) { + let source = render_tasks[src_task_id].get_texture_source(); + + let instance = BlurInstance { + task_address, + src_task_address: src_task_id.into(), + blur_direction, + }; + + instances + .entry(source) + .or_insert(Vec::new()) + .push(instance); +} + +fn add_scaling_instances( + task: &ScalingTask, + instances: &mut FastHashMap<TextureSource, Vec<ScalingInstance>>, + target_task: &RenderTask, + source_task: Option<&RenderTask>, +) { + let target_rect = target_task + .get_target_rect() + .inner_box(task.padding) + .to_f32(); + + let source = source_task.unwrap().get_texture_source(); + + let source_rect = source_task.unwrap().get_target_rect().to_f32(); + + instances + .entry(source) + .or_insert(Vec::new()) + .push(ScalingInstance { + target_rect, + source_rect, + }); +} + +fn build_mask_tasks<F>( + clips_range: ClipNodeRange, + prim_spatial_node_index: SpatialNodeIndex, + clip_store: &ClipStore, + data_stores: &DataStores, + spatial_tree: &SpatialTree, + gpu_buffer_builder: &mut GpuBufferBuilder, + transforms: &mut TransformPalette, + mut f: F, +) where F: FnMut(bool, GpuBufferAddress, TransformPaletteId) { + for i in 0 .. clips_range.count { + let clip_instance = clip_store.get_instance_from_range(&clips_range, i); + let clip_node = &data_stores.clip[clip_instance.handle]; + + // TODO(gw): We know that the prim <-> clip mapping is 2d in this initial patch + // set, due to the checks in `can_use_clip_chain_for_quad_path`. The + // next set of patches needs to account for perspective here in how + // we draw the mask. + + let clip_transform_id = transforms.get_id( + prim_spatial_node_index, + clip_node.item.spatial_node_index, + spatial_tree, + ); + + match clip_node.item.kind { + ClipItemKind::RoundedRectangle { rect, radius, mode } => { + let (fast_path, clip_address) = if radius.is_uniform().is_some() { + let mut writer = gpu_buffer_builder.write_blocks(3); + writer.push_one(rect); + writer.push_one([radius.top_left.width, 0.0, 0.0, 0.0]); + writer.push_one([mode as i32 as f32, 0.0, 0.0, 0.0]); + let clip_address = writer.finish(); + + (true, clip_address) + } else { + let mut writer = gpu_buffer_builder.write_blocks(4); + writer.push_one(rect); + writer.push_one([ + radius.top_left.width, + radius.top_left.height, + radius.top_right.width, + radius.top_right.height, + ]); + writer.push_one([ + radius.bottom_left.width, + radius.bottom_left.height, + radius.bottom_right.width, + radius.bottom_right.height, + ]); + writer.push_one([mode as i32 as f32, 0.0, 0.0, 0.0]); + let clip_address = writer.finish(); + + (false, clip_address) + }; + + f(fast_path, clip_address, clip_transform_id); + } + ClipItemKind::Rectangle { rect, mode: ClipMode::ClipOut, .. } => { + let mut writer = gpu_buffer_builder.write_blocks(3); + writer.push_one(rect); + writer.push_one([0.0, 0.0, 0.0, 0.0]); + writer.push_one([ClipMode::ClipOut as i32 as f32, 0.0, 0.0, 0.0]); + let clip_address = writer.finish(); + + f(true, clip_address, clip_transform_id); + } + ClipItemKind::Rectangle { mode: ClipMode::Clip, .. } => { + // Handled by local clip rect in vertex shader + } + ClipItemKind::BoxShadow { .. } => { + panic!("bug: box-shadow clips not expected on non-legacy rect/quads"); + } + ClipItemKind::Image { .. } => { + panic!("bug: image-masks not expected on rect/quads"); + } + } + } +} + +fn add_svg_filter_instances( + instances: &mut Vec<(BatchTextures, Vec<SvgFilterInstance>)>, + render_tasks: &RenderTaskGraph, + filter: &SvgFilterInfo, + task_id: RenderTaskId, + input_1_task: Option<RenderTaskId>, + input_2_task: Option<RenderTaskId>, + extra_data_address: Option<GpuCacheAddress>, +) { + let mut textures = BatchTextures::empty(); + + if let Some(id) = input_1_task { + textures.input.colors[0] = render_tasks[id].get_texture_source(); + } + + if let Some(id) = input_2_task { + textures.input.colors[1] = render_tasks[id].get_texture_source(); + } + + let kind = match filter { + SvgFilterInfo::Blend(..) => 0, + SvgFilterInfo::Flood(..) => 1, + SvgFilterInfo::LinearToSrgb => 2, + SvgFilterInfo::SrgbToLinear => 3, + SvgFilterInfo::Opacity(..) => 4, + SvgFilterInfo::ColorMatrix(..) => 5, + SvgFilterInfo::DropShadow(..) => 6, + SvgFilterInfo::Offset(..) => 7, + SvgFilterInfo::ComponentTransfer(..) => 8, + SvgFilterInfo::Identity => 9, + SvgFilterInfo::Composite(..) => 10, + }; + + let input_count = match filter { + SvgFilterInfo::Flood(..) => 0, + + SvgFilterInfo::LinearToSrgb | + SvgFilterInfo::SrgbToLinear | + SvgFilterInfo::Opacity(..) | + SvgFilterInfo::ColorMatrix(..) | + SvgFilterInfo::Offset(..) | + SvgFilterInfo::ComponentTransfer(..) | + SvgFilterInfo::Identity => 1, + + // Not techincally a 2 input filter, but we have 2 inputs here: original content & blurred content. + SvgFilterInfo::DropShadow(..) | + SvgFilterInfo::Blend(..) | + SvgFilterInfo::Composite(..) => 2, + }; + + let generic_int = match filter { + SvgFilterInfo::Blend(mode) => *mode as u16, + SvgFilterInfo::ComponentTransfer(data) => + (data.r_func.to_int() << 12 | + data.g_func.to_int() << 8 | + data.b_func.to_int() << 4 | + data.a_func.to_int()) as u16, + SvgFilterInfo::Composite(operator) => + operator.as_int() as u16, + SvgFilterInfo::LinearToSrgb | + SvgFilterInfo::SrgbToLinear | + SvgFilterInfo::Flood(..) | + SvgFilterInfo::Opacity(..) | + SvgFilterInfo::ColorMatrix(..) | + SvgFilterInfo::DropShadow(..) | + SvgFilterInfo::Offset(..) | + SvgFilterInfo::Identity => 0, + }; + + let instance = SvgFilterInstance { + task_address: task_id.into(), + input_1_task_address: input_1_task.map(|id| id.into()).unwrap_or(RenderTaskAddress(0)), + input_2_task_address: input_2_task.map(|id| id.into()).unwrap_or(RenderTaskAddress(0)), + kind, + input_count, + generic_int, + extra_data_address: extra_data_address.unwrap_or(GpuCacheAddress::INVALID), + }; + + for (ref mut batch_textures, ref mut batch) in instances.iter_mut() { + if let Some(combined_textures) = batch_textures.combine_textures(textures) { + batch.push(instance); + // Update the batch textures to the newly combined batch textures + *batch_textures = combined_textures; + return; + } + } + + instances.push((textures, vec![instance])); +} + +// Information required to do a blit from a source to a target. +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BlitJob { + pub source: RenderTaskId, + pub target_rect: DeviceIntRect, +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +#[derive(Clone, Debug)] +pub struct LineDecorationJob { + pub task_rect: DeviceRect, + pub local_size: LayoutSize, + pub wavy_line_thickness: f32, + pub style: i32, + pub axis_select: f32, +} |