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Diffstat (limited to 'gfx/wr/webrender/src/batch.rs')
-rw-r--r-- | gfx/wr/webrender/src/batch.rs | 3783 |
1 files changed, 3783 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/batch.rs b/gfx/wr/webrender/src/batch.rs new file mode 100644 index 0000000000..9d3f81ff5c --- /dev/null +++ b/gfx/wr/webrender/src/batch.rs @@ -0,0 +1,3783 @@ +/* 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::{AlphaType, ClipMode, ImageRendering, ImageBufferKind}; +use api::{FontInstanceFlags, YuvColorSpace, YuvFormat, ColorDepth, ColorRange, PremultipliedColorF}; +use api::units::*; +use crate::clip::{ClipNodeFlags, ClipNodeRange, ClipItemKind, ClipStore}; +use crate::command_buffer::PrimitiveCommand; +use crate::spatial_tree::{SpatialTree, SpatialNodeIndex, CoordinateSystemId}; +use glyph_rasterizer::{GlyphFormat, SubpixelDirection}; +use crate::gpu_cache::{GpuBlockData, GpuCache, GpuCacheAddress}; +use crate::gpu_types::{BrushFlags, BrushInstance, PrimitiveHeaders, ZBufferId, ZBufferIdGenerator}; +use crate::gpu_types::{SplitCompositeInstance}; +use crate::gpu_types::{PrimitiveInstanceData, RasterizationSpace, GlyphInstance}; +use crate::gpu_types::{PrimitiveHeader, PrimitiveHeaderIndex, TransformPaletteId, TransformPalette}; +use crate::gpu_types::{ImageBrushData, get_shader_opacity, BoxShadowData}; +use crate::gpu_types::{ClipMaskInstanceCommon, ClipMaskInstanceImage, ClipMaskInstanceRect, ClipMaskInstanceBoxShadow}; +use crate::internal_types::{FastHashMap, Swizzle, TextureSource, Filter}; +use crate::picture::{Picture3DContext, PictureCompositeMode, calculate_screen_uv}; +use crate::prim_store::{PrimitiveInstanceKind, ClipData}; +use crate::prim_store::{PrimitiveInstance, PrimitiveOpacity, SegmentInstanceIndex}; +use crate::prim_store::{BrushSegment, ClipMaskKind, ClipTaskIndex}; +use crate::prim_store::{VECS_PER_SEGMENT}; +use crate::render_target::RenderTargetContext; +use crate::render_task_graph::{RenderTaskId, RenderTaskGraph}; +use crate::render_task::{RenderTaskAddress, RenderTaskKind}; +use crate::renderer::{BlendMode, ShaderColorMode}; +use crate::renderer::{MAX_VERTEX_TEXTURE_WIDTH, GpuBufferBuilder}; +use crate::resource_cache::{GlyphFetchResult, ImageProperties, ImageRequest}; +use crate::space::SpaceMapper; +use crate::visibility::{PrimitiveVisibilityFlags, VisibilityState}; +use smallvec::SmallVec; +use std::{f32, i32, usize}; +use crate::util::{project_rect, MaxRect, MatrixHelpers, TransformedRectKind, ScaleOffset}; +use crate::segment::EdgeAaSegmentMask; + +// Special sentinel value recognized by the shader. It is considered to be +// a dummy task that doesn't mask out anything. +const OPAQUE_TASK_ADDRESS: RenderTaskAddress = RenderTaskAddress(0x7fff); + +/// Used to signal there are no segments provided with this primitive. +const INVALID_SEGMENT_INDEX: i32 = 0xffff; + +/// Size in device pixels for tiles that clip masks are drawn in. +const CLIP_RECTANGLE_TILE_SIZE: i32 = 128; + +/// The minimum size of a clip mask before trying to draw in tiles. +const CLIP_RECTANGLE_AREA_THRESHOLD: f32 = (CLIP_RECTANGLE_TILE_SIZE * CLIP_RECTANGLE_TILE_SIZE * 4) as f32; + +#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub enum BrushBatchKind { + Solid, + Image(ImageBufferKind), + Blend, + MixBlend { + task_id: RenderTaskId, + backdrop_id: RenderTaskId, + }, + YuvImage(ImageBufferKind, YuvFormat, ColorDepth, YuvColorSpace, ColorRange), + LinearGradient, + Opacity, +} + +#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub enum BatchKind { + SplitComposite, + TextRun(GlyphFormat), + Brush(BrushBatchKind), +} + +/// Input textures for a primitive, without consideration of clip mask +#[derive(Copy, Clone, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct TextureSet { + pub colors: [TextureSource; 3], +} + +impl TextureSet { + const UNTEXTURED: TextureSet = TextureSet { + colors: [ + TextureSource::Invalid, + TextureSource::Invalid, + TextureSource::Invalid, + ], + }; + + /// A textured primitive + fn prim_textured( + color: TextureSource, + ) -> Self { + TextureSet { + colors: [ + color, + TextureSource::Invalid, + TextureSource::Invalid, + ], + } + } + + fn is_compatible_with(&self, other: &TextureSet) -> bool { + self.colors[0].is_compatible(&other.colors[0]) && + self.colors[1].is_compatible(&other.colors[1]) && + self.colors[2].is_compatible(&other.colors[2]) + } +} + +impl TextureSource { + fn combine(&self, other: TextureSource) -> TextureSource { + if other == TextureSource::Invalid { + *self + } else { + other + } + } +} + +/// Optional textures that can be used as a source in the shaders. +/// Textures that are not used by the batch are equal to TextureId::invalid(). +#[derive(Copy, Clone, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BatchTextures { + pub input: TextureSet, + pub clip_mask: TextureSource, +} + +impl BatchTextures { + /// An empty batch textures (no binding slots set) + pub fn empty() -> BatchTextures { + BatchTextures { + input: TextureSet::UNTEXTURED, + clip_mask: TextureSource::Invalid, + } + } + + /// A textured primitive with optional clip mask + pub fn prim_textured( + color: TextureSource, + clip_mask: TextureSource, + ) -> BatchTextures { + BatchTextures { + input: TextureSet::prim_textured(color), + clip_mask, + } + } + + /// An untextured primitive with optional clip mask + pub fn prim_untextured( + clip_mask: TextureSource, + ) -> BatchTextures { + BatchTextures { + input: TextureSet::UNTEXTURED, + clip_mask, + } + } + + /// A composite style effect with single input texture + pub fn composite_rgb( + texture: TextureSource, + ) -> BatchTextures { + BatchTextures { + input: TextureSet { + colors: [ + texture, + TextureSource::Invalid, + TextureSource::Invalid, + ], + }, + clip_mask: TextureSource::Invalid, + } + } + + /// A composite style effect with up to 3 input textures + pub fn composite_yuv( + color0: TextureSource, + color1: TextureSource, + color2: TextureSource, + ) -> BatchTextures { + BatchTextures { + input: TextureSet { + colors: [color0, color1, color2], + }, + clip_mask: TextureSource::Invalid, + } + } + + pub fn is_compatible_with(&self, other: &BatchTextures) -> bool { + if !self.clip_mask.is_compatible(&other.clip_mask) { + return false; + } + + self.input.is_compatible_with(&other.input) + } + + pub fn combine_textures(&self, other: BatchTextures) -> Option<BatchTextures> { + if !self.is_compatible_with(&other) { + return None; + } + + let mut new_textures = BatchTextures::empty(); + + new_textures.clip_mask = self.clip_mask.combine(other.clip_mask); + + for i in 0 .. 3 { + new_textures.input.colors[i] = self.input.colors[i].combine(other.input.colors[i]); + } + + Some(new_textures) + } + + fn merge(&mut self, other: &BatchTextures) { + self.clip_mask = self.clip_mask.combine(other.clip_mask); + + for (s, o) in self.input.colors.iter_mut().zip(other.input.colors.iter()) { + *s = s.combine(*o); + } + } +} + +#[derive(Copy, Clone, Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BatchKey { + pub kind: BatchKind, + pub blend_mode: BlendMode, + pub textures: BatchTextures, +} + +impl BatchKey { + pub fn new(kind: BatchKind, blend_mode: BlendMode, textures: BatchTextures) -> Self { + BatchKey { + kind, + blend_mode, + textures, + } + } + + pub fn is_compatible_with(&self, other: &BatchKey) -> bool { + self.kind == other.kind && self.blend_mode == other.blend_mode && self.textures.is_compatible_with(&other.textures) + } +} + +pub struct BatchRects { + /// Union of all of the batch's item rects. + /// + /// Very often we can skip iterating over item rects by testing against + /// this one first. + batch: PictureRect, + /// When the batch rectangle above isn't a good enough approximation, we + /// store per item rects. + items: Option<Vec<PictureRect>>, +} + +impl BatchRects { + fn new() -> Self { + BatchRects { + batch: PictureRect::zero(), + items: None, + } + } + + #[inline] + fn add_rect(&mut self, rect: &PictureRect) { + let union = self.batch.union(rect); + // If we have already started storing per-item rects, continue doing so. + // Otherwise, check whether only storing the batch rect is a good enough + // approximation. + if let Some(items) = &mut self.items { + items.push(*rect); + } else if self.batch.area() + rect.area() < union.area() { + let mut items = Vec::with_capacity(16); + items.push(self.batch); + items.push(*rect); + self.items = Some(items); + } + + self.batch = union; + } + + #[inline] + fn intersects(&mut self, rect: &PictureRect) -> bool { + if !self.batch.intersects(rect) { + return false; + } + + if let Some(items) = &self.items { + items.iter().any(|item| item.intersects(rect)) + } else { + // If we don't have per-item rects it means the batch rect is a good + // enough approximation and we didn't bother storing per-rect items. + true + } + } +} + + +pub struct AlphaBatchList { + pub batches: Vec<PrimitiveBatch>, + pub batch_rects: Vec<BatchRects>, + current_batch_index: usize, + current_z_id: ZBufferId, + break_advanced_blend_batches: bool, +} + +impl AlphaBatchList { + fn new(break_advanced_blend_batches: bool, preallocate: usize) -> Self { + AlphaBatchList { + batches: Vec::with_capacity(preallocate), + batch_rects: Vec::with_capacity(preallocate), + current_z_id: ZBufferId::invalid(), + current_batch_index: usize::MAX, + break_advanced_blend_batches, + } + } + + /// Clear all current batches in this list. This is typically used + /// when a primitive is encountered that occludes all previous + /// content in this batch list. + fn clear(&mut self) { + self.current_batch_index = usize::MAX; + self.current_z_id = ZBufferId::invalid(); + self.batches.clear(); + self.batch_rects.clear(); + } + + pub fn set_params_and_get_batch( + &mut self, + key: BatchKey, + features: BatchFeatures, + // The bounding box of everything at this Z plane. We expect potentially + // multiple primitive segments coming with the same `z_id`. + z_bounding_rect: &PictureRect, + z_id: ZBufferId, + ) -> &mut Vec<PrimitiveInstanceData> { + if z_id != self.current_z_id || + self.current_batch_index == usize::MAX || + !self.batches[self.current_batch_index].key.is_compatible_with(&key) + { + let mut selected_batch_index = None; + + match key.blend_mode { + BlendMode::SubpixelWithBgColor => { + for (batch_index, batch) in self.batches.iter().enumerate().rev() { + // Some subpixel batches are drawn in two passes. Because of this, we need + // to check for overlaps with every batch (which is a bit different + // than the normal batching below). + if self.batch_rects[batch_index].intersects(z_bounding_rect) { + break; + } + + if batch.key.is_compatible_with(&key) { + selected_batch_index = Some(batch_index); + break; + } + } + } + BlendMode::Advanced(_) if self.break_advanced_blend_batches => { + // don't try to find a batch + } + _ => { + for (batch_index, batch) in self.batches.iter().enumerate().rev() { + // For normal batches, we only need to check for overlaps for batches + // other than the first batch we consider. If the first batch + // is compatible, then we know there isn't any potential overlap + // issues to worry about. + if batch.key.is_compatible_with(&key) { + selected_batch_index = Some(batch_index); + break; + } + + // check for intersections + if self.batch_rects[batch_index].intersects(z_bounding_rect) { + break; + } + } + } + } + + if selected_batch_index.is_none() { + // Text runs tend to have a lot of instances per batch, causing a lot of reallocation + // churn as items are added one by one, so we give it a head start. Ideally we'd start + // with a larger number, closer to 1k but in some bad cases with lots of batch break + // we would be wasting a lot of memory. + // Generally it is safe to preallocate small-ish values for other batch kinds because + // the items are small and there are no zero-sized batches so there will always be + // at least one allocation. + let prealloc = match key.kind { + BatchKind::TextRun(..) => 128, + _ => 16, + }; + let mut new_batch = PrimitiveBatch::new(key); + new_batch.instances.reserve(prealloc); + selected_batch_index = Some(self.batches.len()); + self.batches.push(new_batch); + self.batch_rects.push(BatchRects::new()); + } + + self.current_batch_index = selected_batch_index.unwrap(); + self.batch_rects[self.current_batch_index].add_rect(z_bounding_rect); + self.current_z_id = z_id; + } + + let batch = &mut self.batches[self.current_batch_index]; + batch.features |= features; + batch.key.textures.merge(&key.textures); + + &mut batch.instances + } +} + +pub struct OpaqueBatchList { + pub pixel_area_threshold_for_new_batch: f32, + pub batches: Vec<PrimitiveBatch>, + pub current_batch_index: usize, + lookback_count: usize, +} + +impl OpaqueBatchList { + fn new(pixel_area_threshold_for_new_batch: f32, lookback_count: usize) -> Self { + OpaqueBatchList { + batches: Vec::new(), + pixel_area_threshold_for_new_batch, + current_batch_index: usize::MAX, + lookback_count, + } + } + + /// Clear all current batches in this list. This is typically used + /// when a primitive is encountered that occludes all previous + /// content in this batch list. + fn clear(&mut self) { + self.current_batch_index = usize::MAX; + self.batches.clear(); + } + + pub fn set_params_and_get_batch( + &mut self, + key: BatchKey, + features: BatchFeatures, + // The bounding box of everything at the current Z, whatever it is. We expect potentially + // multiple primitive segments produced by a primitive, which we allow to check + // `current_batch_index` instead of iterating the batches. + z_bounding_rect: &PictureRect, + ) -> &mut Vec<PrimitiveInstanceData> { + if self.current_batch_index == usize::MAX || + !self.batches[self.current_batch_index].key.is_compatible_with(&key) { + let mut selected_batch_index = None; + let item_area = z_bounding_rect.area(); + + // If the area of this primitive is larger than the given threshold, + // then it is large enough to warrant breaking a batch for. In this + // case we just see if it can be added to the existing batch or + // create a new one. + if item_area > self.pixel_area_threshold_for_new_batch { + if let Some(batch) = self.batches.last() { + if batch.key.is_compatible_with(&key) { + selected_batch_index = Some(self.batches.len() - 1); + } + } + } else { + // Otherwise, look back through a reasonable number of batches. + for (batch_index, batch) in self.batches.iter().enumerate().rev().take(self.lookback_count) { + if batch.key.is_compatible_with(&key) { + selected_batch_index = Some(batch_index); + break; + } + } + } + + if selected_batch_index.is_none() { + let new_batch = PrimitiveBatch::new(key); + selected_batch_index = Some(self.batches.len()); + self.batches.push(new_batch); + } + + self.current_batch_index = selected_batch_index.unwrap(); + } + + let batch = &mut self.batches[self.current_batch_index]; + batch.features |= features; + batch.key.textures.merge(&key.textures); + + &mut batch.instances + } + + fn finalize(&mut self) { + // Reverse the instance arrays in the opaque batches + // to get maximum z-buffer efficiency by drawing + // front-to-back. + // TODO(gw): Maybe we can change the batch code to + // build these in reverse and avoid having + // to reverse the instance array here. + for batch in &mut self.batches { + batch.instances.reverse(); + } + } +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct PrimitiveBatch { + pub key: BatchKey, + pub instances: Vec<PrimitiveInstanceData>, + pub features: BatchFeatures, +} + +bitflags! { + /// Features of the batch that, if not requested, may allow a fast-path. + /// + /// Rather than breaking batches when primitives request different features, + /// we always request the minimum amount of features to satisfy all items in + /// the batch. + /// The goal is to let the renderer be optionally select more specialized + /// versions of a shader if the batch doesn't require code certain code paths. + /// Not all shaders necessarily implement all of these features. + #[cfg_attr(feature = "capture", derive(Serialize))] + #[cfg_attr(feature = "replay", derive(Deserialize))] + pub struct BatchFeatures: u8 { + const ALPHA_PASS = 1 << 0; + const ANTIALIASING = 1 << 1; + const REPETITION = 1 << 2; + /// Indicates a primitive in this batch may use a clip mask. + const CLIP_MASK = 1 << 3; + } +} + +impl PrimitiveBatch { + fn new(key: BatchKey) -> PrimitiveBatch { + PrimitiveBatch { + key, + instances: Vec::new(), + features: BatchFeatures::empty(), + } + } + + fn merge(&mut self, other: PrimitiveBatch) { + self.instances.extend(other.instances); + self.features |= other.features; + self.key.textures.merge(&other.key.textures); + } +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct AlphaBatchContainer { + pub opaque_batches: Vec<PrimitiveBatch>, + pub alpha_batches: Vec<PrimitiveBatch>, + /// The overall scissor rect for this render task, if one + /// is required. + pub task_scissor_rect: Option<DeviceIntRect>, + /// The rectangle of the owning render target that this + /// set of batches affects. + pub task_rect: DeviceIntRect, +} + +impl AlphaBatchContainer { + pub fn new( + task_scissor_rect: Option<DeviceIntRect>, + ) -> AlphaBatchContainer { + AlphaBatchContainer { + opaque_batches: Vec::new(), + alpha_batches: Vec::new(), + task_scissor_rect, + task_rect: DeviceIntRect::zero(), + } + } + + pub fn is_empty(&self) -> bool { + self.opaque_batches.is_empty() && + self.alpha_batches.is_empty() + } + + fn merge(&mut self, builder: AlphaBatchBuilder, task_rect: &DeviceIntRect) { + self.task_rect = self.task_rect.union(task_rect); + + for other_batch in builder.opaque_batch_list.batches { + let batch_index = self.opaque_batches.iter().position(|batch| { + batch.key.is_compatible_with(&other_batch.key) + }); + + match batch_index { + Some(batch_index) => { + self.opaque_batches[batch_index].merge(other_batch); + } + None => { + self.opaque_batches.push(other_batch); + } + } + } + + let mut min_batch_index = 0; + + for other_batch in builder.alpha_batch_list.batches { + let batch_index = self.alpha_batches.iter().skip(min_batch_index).position(|batch| { + batch.key.is_compatible_with(&other_batch.key) + }); + + match batch_index { + Some(batch_index) => { + let index = batch_index + min_batch_index; + self.alpha_batches[index].merge(other_batch); + min_batch_index = index; + } + None => { + self.alpha_batches.push(other_batch); + min_batch_index = self.alpha_batches.len(); + } + } + } + } +} + +/// Each segment can optionally specify a per-segment +/// texture set and one user data field. +#[derive(Debug, Copy, Clone)] +struct SegmentInstanceData { + textures: TextureSet, + specific_resource_address: i32, +} + +/// Encapsulates the logic of building batches for items that are blended. +pub struct AlphaBatchBuilder { + pub alpha_batch_list: AlphaBatchList, + pub opaque_batch_list: OpaqueBatchList, + pub render_task_id: RenderTaskId, + render_task_address: RenderTaskAddress, +} + +impl AlphaBatchBuilder { + pub fn new( + screen_size: DeviceIntSize, + break_advanced_blend_batches: bool, + lookback_count: usize, + render_task_id: RenderTaskId, + render_task_address: RenderTaskAddress, + ) -> Self { + // The threshold for creating a new batch is + // one quarter the screen size. + let batch_area_threshold = (screen_size.width * screen_size.height) as f32 / 4.0; + + AlphaBatchBuilder { + alpha_batch_list: AlphaBatchList::new(break_advanced_blend_batches, 128), + opaque_batch_list: OpaqueBatchList::new(batch_area_threshold, lookback_count), + render_task_id, + render_task_address, + } + } + + /// Clear all current batches in this builder. This is typically used + /// when a primitive is encountered that occludes all previous + /// content in this batch list. + fn clear(&mut self) { + self.alpha_batch_list.clear(); + self.opaque_batch_list.clear(); + } + + pub fn build( + mut self, + batch_containers: &mut Vec<AlphaBatchContainer>, + merged_batches: &mut AlphaBatchContainer, + task_rect: DeviceIntRect, + task_scissor_rect: Option<DeviceIntRect>, + ) { + self.opaque_batch_list.finalize(); + + if task_scissor_rect.is_none() { + merged_batches.merge(self, &task_rect); + } else { + batch_containers.push(AlphaBatchContainer { + alpha_batches: self.alpha_batch_list.batches, + opaque_batches: self.opaque_batch_list.batches, + task_scissor_rect, + task_rect, + }); + } + } + + pub fn push_single_instance( + &mut self, + key: BatchKey, + features: BatchFeatures, + bounding_rect: &PictureRect, + z_id: ZBufferId, + instance: PrimitiveInstanceData, + ) { + self.set_params_and_get_batch(key, features, bounding_rect, z_id) + .push(instance); + } + + pub fn set_params_and_get_batch( + &mut self, + key: BatchKey, + features: BatchFeatures, + bounding_rect: &PictureRect, + z_id: ZBufferId, + ) -> &mut Vec<PrimitiveInstanceData> { + match key.blend_mode { + BlendMode::None => { + self.opaque_batch_list + .set_params_and_get_batch(key, features, bounding_rect) + } + BlendMode::Alpha | + BlendMode::PremultipliedAlpha | + BlendMode::PremultipliedDestOut | + BlendMode::SubpixelWithBgColor | + BlendMode::SubpixelDualSource | + BlendMode::Advanced(_) | + BlendMode::MultiplyDualSource | + BlendMode::Screen | + BlendMode::Exclusion | + BlendMode::PlusLighter => { + self.alpha_batch_list + .set_params_and_get_batch(key, features, bounding_rect, z_id) + } + } + } +} + +/// Supports (recursively) adding a list of primitives and pictures to an alpha batch +/// builder. In future, it will support multiple dirty regions / slices, allowing the +/// contents of a picture to be spliced into multiple batch builders. +pub struct BatchBuilder { + /// A temporary buffer that is used during glyph fetching, stored here + /// to reduce memory allocations. + glyph_fetch_buffer: Vec<GlyphFetchResult>, + + batcher: AlphaBatchBuilder, +} + +impl BatchBuilder { + pub fn new(batcher: AlphaBatchBuilder) -> Self { + BatchBuilder { + glyph_fetch_buffer: Vec::new(), + batcher, + } + } + + pub fn finalize(self) -> AlphaBatchBuilder { + self.batcher + } + + fn add_brush_instance_to_batches( + &mut self, + batch_key: BatchKey, + features: BatchFeatures, + bounding_rect: &PictureRect, + z_id: ZBufferId, + segment_index: i32, + edge_flags: EdgeAaSegmentMask, + clip_task_address: RenderTaskAddress, + brush_flags: BrushFlags, + prim_header_index: PrimitiveHeaderIndex, + resource_address: i32, + ) { + let render_task_address = self.batcher.render_task_address; + + let instance = BrushInstance { + segment_index, + edge_flags, + clip_task_address, + render_task_address, + brush_flags, + prim_header_index, + resource_address, + }; + + self.batcher.push_single_instance( + batch_key, + features, + bounding_rect, + z_id, + PrimitiveInstanceData::from(instance), + ); + } + + fn add_split_composite_instance_to_batches( + &mut self, + batch_key: BatchKey, + features: BatchFeatures, + bounding_rect: &PictureRect, + z_id: ZBufferId, + prim_header_index: PrimitiveHeaderIndex, + polygons_address: i32, + ) { + let render_task_address = self.batcher.render_task_address; + + self.batcher.push_single_instance( + batch_key, + features, + bounding_rect, + z_id, + PrimitiveInstanceData::from(SplitCompositeInstance { + prim_header_index, + render_task_address, + polygons_address, + z: z_id, + }), + ); + } + + /// Clear all current batchers. This is typically used when a primitive + /// is encountered that occludes all previous content in this batch list. + fn clear_batches(&mut self) { + self.batcher.clear(); + } + + // Adds a primitive to a batch. + // It can recursively call itself in some situations, for + // example if it encounters a picture where the items + // in that picture are being drawn into the same target. + pub fn add_prim_to_batch( + &mut self, + cmd: &PrimitiveCommand, + prim_spatial_node_index: SpatialNodeIndex, + ctx: &RenderTargetContext, + gpu_cache: &mut GpuCache, + render_tasks: &RenderTaskGraph, + prim_headers: &mut PrimitiveHeaders, + transforms: &mut TransformPalette, + root_spatial_node_index: SpatialNodeIndex, + surface_spatial_node_index: SpatialNodeIndex, + z_generator: &mut ZBufferIdGenerator, + prim_instances: &[PrimitiveInstance], + _gpu_buffer_builder: &mut GpuBufferBuilder, + ) { + let (prim_instance_index, extra_prim_gpu_address) = match cmd { + PrimitiveCommand::Simple { prim_instance_index } => { + (prim_instance_index, None) + } + PrimitiveCommand::Complex { prim_instance_index, gpu_address } => { + (prim_instance_index, Some(gpu_address.as_int())) + } + PrimitiveCommand::Instance { prim_instance_index, gpu_buffer_address } => { + (prim_instance_index, Some(gpu_buffer_address.as_int())) + } + }; + + let prim_instance = &prim_instances[prim_instance_index.0 as usize]; + let is_anti_aliased = ctx.data_stores.prim_has_anti_aliasing(prim_instance); + + let brush_flags = if is_anti_aliased { + BrushFlags::FORCE_AA + } else { + BrushFlags::empty() + }; + + let vis_flags = match prim_instance.vis.state { + VisibilityState::Culled => { + return; + } + VisibilityState::PassThrough | + VisibilityState::Unset => { + panic!("bug: invalid visibility state"); + } + VisibilityState::Visible { vis_flags, .. } => { + vis_flags + } + }; + + // If this primitive is a backdrop, that means that it is known to cover + // the entire picture cache background. In that case, the renderer will + // use the backdrop color as a clear color, and so we can drop this + // primitive and any prior primitives from the batch lists for this + // picture cache slice. + if vis_flags.contains(PrimitiveVisibilityFlags::IS_BACKDROP) { + self.clear_batches(); + return; + } + + let transform_id = transforms + .get_id( + prim_spatial_node_index, + root_spatial_node_index, + ctx.spatial_tree, + ); + + // TODO(gw): Calculating this for every primitive is a bit + // wasteful. We should probably cache this in + // the scroll node... + let transform_kind = transform_id.transform_kind(); + let prim_info = &prim_instance.vis; + let bounding_rect = &prim_info.clip_chain.pic_coverage_rect; + + let z_id = z_generator.next(); + + let prim_rect = ctx.data_stores.get_local_prim_rect( + prim_instance, + &ctx.prim_store.pictures, + ctx.surfaces, + ); + + let mut batch_features = BatchFeatures::empty(); + if ctx.data_stores.prim_may_need_repetition(prim_instance) { + batch_features |= BatchFeatures::REPETITION; + } + + if transform_kind != TransformedRectKind::AxisAligned || is_anti_aliased { + batch_features |= BatchFeatures::ANTIALIASING; + } + + // Check if the primitive might require a clip mask. + if prim_info.clip_task_index != ClipTaskIndex::INVALID { + batch_features |= BatchFeatures::CLIP_MASK; + } + + if !bounding_rect.is_empty() { + debug_assert_eq!(prim_info.clip_chain.pic_spatial_node_index, surface_spatial_node_index, + "The primitive's bounding box is specified in a different coordinate system from the current batch!"); + } + + match prim_instance.kind { + PrimitiveInstanceKind::Clear { data_handle } => { + let prim_data = &ctx.data_stores.prim[data_handle]; + let prim_cache_address = gpu_cache.get_address(&prim_data.gpu_cache_handle); + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + // TODO(gw): We can abstract some of the common code below into + // helper methods, as we port more primitives to make + // use of interning. + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + [get_shader_opacity(1.0), 0, 0, 0], + ); + + let batch_key = BatchKey { + blend_mode: BlendMode::PremultipliedDestOut, + kind: BatchKind::Brush(BrushBatchKind::Solid), + textures: BatchTextures::prim_untextured(clip_mask_texture_id), + }; + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + prim_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + 0, + ); + } + PrimitiveInstanceKind::NormalBorder { data_handle, ref render_task_ids, .. } => { + let prim_data = &ctx.data_stores.normal_border[data_handle]; + let common_data = &prim_data.common; + let prim_cache_address = gpu_cache.get_address(&common_data.gpu_cache_handle); + let task_ids = &ctx.scratch.border_cache_handles[*render_task_ids]; + let specified_blend_mode = BlendMode::PremultipliedAlpha; + let mut segment_data: SmallVec<[SegmentInstanceData; 8]> = SmallVec::new(); + + // Collect the segment instance data from each render + // task for each valid edge / corner of the border. + + for task_id in task_ids { + if let Some((uv_rect_address, texture)) = render_tasks.resolve_location(*task_id, gpu_cache) { + segment_data.push( + SegmentInstanceData { + textures: TextureSet::prim_textured(texture), + specific_resource_address: uv_rect_address.as_int(), + } + ); + } + } + + // TODO: it would be less error-prone to get this info from the texture cache. + let image_buffer_kind = ImageBufferKind::Texture2D; + + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + specified_blend_mode + } else { + BlendMode::None + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let batch_params = BrushBatchParameters::instanced( + BrushBatchKind::Image(image_buffer_kind), + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(), + segment_data, + ); + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + let border_data = &prim_data.kind; + self.add_segmented_prim_to_batch( + Some(border_data.brush_segments.as_slice()), + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + common_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } + PrimitiveInstanceKind::TextRun { data_handle, run_index, .. } => { + let run = &ctx.prim_store.text_runs[run_index]; + let subpx_dir = run.used_font.get_subpx_dir(); + + // The GPU cache data is stored in the template and reused across + // frames and display lists. + let prim_data = &ctx.data_stores.text_run[data_handle]; + let prim_cache_address = gpu_cache.get_address(&prim_data.gpu_cache_handle); + + // The local prim rect is only informative for text primitives, as + // thus is not directly necessary for any drawing of the text run. + // However the glyph offsets are relative to the prim rect origin + // less the unsnapped reference frame offset. We also want the + // the snapped reference frame offset, because cannot recalculate + // it as it ignores the animated components for the transform. As + // such, we adjust the prim rect origin here, and replace the size + // with the unsnapped and snapped offsets respectively. This has + // the added bonus of avoiding quantization effects when storing + // floats in the extra header integers. + let prim_header = PrimitiveHeader { + local_rect: LayoutRect { + min: prim_rect.min - run.reference_frame_relative_offset, + max: run.snapped_reference_frame_relative_offset.to_point(), + }, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let glyph_keys = &ctx.scratch.glyph_keys[run.glyph_keys_range]; + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + [ + (run.raster_scale * 65535.0).round() as i32, + 0, + 0, + 0, + ], + ); + let base_instance = GlyphInstance::new( + prim_header_index, + ); + let batcher = &mut self.batcher; + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + // The run.used_font.clone() is here instead of instead of inline in the `fetch_glyph` + // function call to work around a miscompilation. + // https://github.com/rust-lang/rust/issues/80111 + let font = run.used_font.clone(); + ctx.resource_cache.fetch_glyphs( + font, + &glyph_keys, + &mut self.glyph_fetch_buffer, + gpu_cache, + |texture_id, glyph_format, glyphs| { + debug_assert_ne!(texture_id, TextureSource::Invalid); + + let subpx_dir = subpx_dir.limit_by(glyph_format); + + let textures = BatchTextures::prim_textured( + texture_id, + clip_mask_texture_id, + ); + + let kind = BatchKind::TextRun(glyph_format); + + let (blend_mode, color_mode) = match glyph_format { + GlyphFormat::Subpixel | + GlyphFormat::TransformedSubpixel => { + if run.used_font.bg_color.a != 0 { + ( + BlendMode::SubpixelWithBgColor, + ShaderColorMode::FromRenderPassMode, + ) + } else { + debug_assert!(ctx.use_dual_source_blending); + ( + BlendMode::SubpixelDualSource, + ShaderColorMode::SubpixelDualSource, + ) + } + } + GlyphFormat::Alpha | + GlyphFormat::TransformedAlpha | + GlyphFormat::Bitmap => { + ( + BlendMode::PremultipliedAlpha, + ShaderColorMode::Alpha, + ) + } + GlyphFormat::ColorBitmap => { + ( + BlendMode::PremultipliedAlpha, + if run.shadow { + // Ignore color and only sample alpha when shadowing. + ShaderColorMode::BitmapShadow + } else { + ShaderColorMode::ColorBitmap + }, + ) + } + }; + + // Calculate a tighter bounding rect of just the glyphs passed to this + // callback from request_glyphs(), rather than using the bounds of the + // entire text run. This improves batching when glyphs are fragmented + // over multiple textures in the texture cache. + // This code is taken from the ps_text_run shader. + let tight_bounding_rect = { + let snap_bias = match subpx_dir { + SubpixelDirection::None => DeviceVector2D::new(0.5, 0.5), + SubpixelDirection::Horizontal => DeviceVector2D::new(0.125, 0.5), + SubpixelDirection::Vertical => DeviceVector2D::new(0.5, 0.125), + SubpixelDirection::Mixed => DeviceVector2D::new(0.125, 0.125), + }; + let text_offset = prim_header.local_rect.max.to_vector(); + + let pic_bounding_rect = if run.used_font.flags.contains(FontInstanceFlags::TRANSFORM_GLYPHS) { + let mut device_bounding_rect = DeviceRect::default(); + + let glyph_transform = ctx.spatial_tree.get_relative_transform( + prim_spatial_node_index, + root_spatial_node_index, + ).into_transform() + .with_destination::<WorldPixel>() + .then(&euclid::Transform3D::from_scale(ctx.global_device_pixel_scale)); + + let glyph_translation = DeviceVector2D::new(glyph_transform.m41, glyph_transform.m42); + + let mut use_tight_bounding_rect = true; + for glyph in glyphs { + let glyph_offset = prim_data.glyphs[glyph.index_in_text_run as usize].point + prim_header.local_rect.min.to_vector(); + + let transformed_offset = match glyph_transform.transform_point2d(glyph_offset) { + Some(transformed_offset) => transformed_offset, + None => { + use_tight_bounding_rect = false; + break; + } + }; + let raster_glyph_offset = (transformed_offset + snap_bias).floor(); + let raster_text_offset = ( + glyph_transform.transform_vector2d(text_offset) + + glyph_translation + + DeviceVector2D::new(0.5, 0.5) + ).floor() - glyph_translation; + + let device_glyph_rect = DeviceRect::from_origin_and_size( + glyph.offset + raster_glyph_offset.to_vector() + raster_text_offset, + glyph.size.to_f32(), + ); + + device_bounding_rect = device_bounding_rect.union(&device_glyph_rect); + } + + if use_tight_bounding_rect { + let map_device_to_surface: SpaceMapper<PicturePixel, DevicePixel> = SpaceMapper::new_with_target( + root_spatial_node_index, + surface_spatial_node_index, + device_bounding_rect, + ctx.spatial_tree, + ); + + match map_device_to_surface.unmap(&device_bounding_rect) { + Some(r) => r.intersection(bounding_rect), + None => Some(*bounding_rect), + } + } else { + Some(*bounding_rect) + } + } else { + let mut local_bounding_rect = LayoutRect::default(); + + let glyph_raster_scale = run.raster_scale * ctx.global_device_pixel_scale.get(); + + for glyph in glyphs { + let glyph_offset = prim_data.glyphs[glyph.index_in_text_run as usize].point + prim_header.local_rect.min.to_vector(); + let glyph_scale = LayoutToDeviceScale::new(glyph_raster_scale / glyph.scale); + let raster_glyph_offset = (glyph_offset * LayoutToDeviceScale::new(glyph_raster_scale) + snap_bias).floor() / glyph.scale; + let local_glyph_rect = LayoutRect::from_origin_and_size( + (glyph.offset + raster_glyph_offset.to_vector()) / glyph_scale + text_offset, + glyph.size.to_f32() / glyph_scale, + ); + + local_bounding_rect = local_bounding_rect.union(&local_glyph_rect); + } + + let map_prim_to_surface: SpaceMapper<LayoutPixel, PicturePixel> = SpaceMapper::new_with_target( + surface_spatial_node_index, + prim_spatial_node_index, + *bounding_rect, + ctx.spatial_tree, + ); + map_prim_to_surface.map(&local_bounding_rect) + }; + + let intersected = match pic_bounding_rect { + // The text run may have been clipped, for example if part of it is offscreen. + // So intersect our result with the original bounding rect. + Some(rect) => rect.intersection(bounding_rect).unwrap_or_else(PictureRect::zero), + // If space mapping went off the rails, fall back to the old behavior. + //TODO: consider skipping the glyph run completely in this case. + None => *bounding_rect, + }; + + intersected + }; + + let key = BatchKey::new(kind, blend_mode, textures); + + let render_task_address = batcher.render_task_address; + let batch = batcher.alpha_batch_list.set_params_and_get_batch( + key, + batch_features, + &tight_bounding_rect, + z_id, + ); + + batch.reserve(glyphs.len()); + for glyph in glyphs { + batch.push(base_instance.build( + render_task_address, + clip_task_address, + subpx_dir, + glyph.index_in_text_run, + glyph.uv_rect_address, + color_mode, + )); + } + }, + ); + } + PrimitiveInstanceKind::LineDecoration { data_handle, ref render_task, .. } => { + // The GPU cache data is stored in the template and reused across + // frames and display lists. + let common_data = &ctx.data_stores.line_decoration[data_handle].common; + let prim_cache_address = gpu_cache.get_address(&common_data.gpu_cache_handle); + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let (batch_kind, textures, prim_user_data, specific_resource_address) = match render_task { + Some(task_id) => { + let (uv_rect_address, texture) = render_tasks.resolve_location(*task_id, gpu_cache).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + ( + BrushBatchKind::Image(texture.image_buffer_kind()), + textures, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(), + uv_rect_address.as_int(), + ) + } + None => { + ( + BrushBatchKind::Solid, + BatchTextures::prim_untextured(clip_mask_texture_id), + [get_shader_opacity(1.0), 0, 0, 0], + 0, + ) + } + }; + + // TODO(gw): We can abstract some of the common code below into + // helper methods, as we port more primitives to make + // use of interning. + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + prim_user_data, + ); + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(batch_kind), + textures, + }; + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + common_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + specific_resource_address, + ); + } + PrimitiveInstanceKind::Picture { pic_index, segment_instance_index, .. } => { + let picture = &ctx.prim_store.pictures[pic_index.0]; + let blend_mode = BlendMode::PremultipliedAlpha; + let prim_cache_address = gpu_cache.get_address(&ctx.globals.default_image_handle); + + match picture.raster_config { + Some(ref raster_config) => { + // If the child picture was rendered in local space, we can safely + // interpolate the UV coordinates with perspective correction. + let brush_flags = brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION; + + let surface = &ctx.surfaces[raster_config.surface_index.0]; + let mut local_clip_rect = prim_info.clip_chain.local_clip_rect; + + // If we are drawing with snapping enabled, form a simple transform that just applies + // the scale / translation from the raster transform. Otherwise, in edge cases where the + // intermediate surface has a non-identity but axis-aligned transform (e.g. a 180 degree + // rotation) it can be applied twice. + let transform_id = if surface.surface_spatial_node_index == surface.raster_spatial_node_index { + transform_id + } else { + let map_local_to_raster = SpaceMapper::new_with_target( + root_spatial_node_index, + surface.surface_spatial_node_index, + LayoutRect::max_rect(), + ctx.spatial_tree, + ); + + let raster_rect = map_local_to_raster + .map(&prim_rect) + .unwrap(); + + let sx = (raster_rect.max.x - raster_rect.min.x) / (prim_rect.max.x - prim_rect.min.x); + let sy = (raster_rect.max.y - raster_rect.min.y) / (prim_rect.max.y - prim_rect.min.y); + + let tx = raster_rect.min.x - sx * prim_rect.min.x; + let ty = raster_rect.min.y - sy * prim_rect.min.y; + + let transform = ScaleOffset::new(sx, sy, tx, ty); + + let raster_clip_rect = map_local_to_raster + .map(&prim_info.clip_chain.local_clip_rect) + .unwrap(); + local_clip_rect = transform.unmap_rect(&raster_clip_rect); + + transforms.get_custom(transform.to_transform()) + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let mut is_opaque = prim_info.clip_task_index == ClipTaskIndex::INVALID + && surface.is_opaque + && transform_kind == TransformedRectKind::AxisAligned + && !is_anti_aliased; + + let pic_task_id = picture.primary_render_task_id.unwrap(); + + match raster_config.composite_mode { + PictureCompositeMode::TileCache { .. } => { + // TODO(gw): For now, TileCache is still a composite mode, even though + // it will only exist as a top level primitive and never + // be encountered during batching. Consider making TileCache + // a standalone type, not a picture. + } + PictureCompositeMode::IntermediateSurface { .. } => { + // TODO(gw): As an optimization, support making this a pass-through + // and/or drawing directly from here when possible + // (e.g. if not wrapped by filters / different spatial node). + } + PictureCompositeMode::Filter(ref filter) => { + assert!(filter.is_visible()); + match filter { + Filter::Blur { .. } => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let kind = BatchKind::Brush( + BrushBatchKind::Image(ImageBufferKind::Texture2D) + ); + + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + let key = BatchKey::new( + kind, + blend_mode, + textures, + ); + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + uv_rect_address.as_int(), + ); + } + Filter::DropShadows(shadows) => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + // Draw an instance per shadow first, following by the content. + + // The shadows and the content get drawn as a brush image. + let kind = BatchKind::Brush( + BrushBatchKind::Image(ImageBufferKind::Texture2D), + ); + + // Gets the saved render task ID of the content, which is + // deeper in the render task graph than the direct child. + let secondary_id = picture.secondary_render_task_id.expect("no secondary!?"); + let content_source = { + let secondary_task = &render_tasks[secondary_id]; + let texture_id = secondary_task.get_target_texture(); + TextureSource::TextureCache( + texture_id, + Swizzle::default(), + ) + }; + + // Retrieve the UV rect addresses for shadow/content. + let (shadow_uv_rect_address, shadow_texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let shadow_textures = BatchTextures::prim_textured( + shadow_texture, + clip_mask_texture_id, + ); + + let content_uv_rect_address = render_tasks[secondary_id] + .get_texture_address(gpu_cache) + .as_int(); + + // Build BatchTextures for shadow/content + let content_textures = BatchTextures::prim_textured( + content_source, + clip_mask_texture_id, + ); + + // Build batch keys for shadow/content + let shadow_key = BatchKey::new(kind, blend_mode, shadow_textures); + let content_key = BatchKey::new(kind, blend_mode, content_textures); + + for (shadow, shadow_gpu_data) in shadows.iter().zip(picture.extra_gpu_data_handles.iter()) { + // Get the GPU cache address of the extra data handle. + let shadow_prim_address = gpu_cache.get_address(shadow_gpu_data); + + let shadow_rect = prim_header.local_rect.translate(shadow.offset); + + let shadow_prim_header = PrimitiveHeader { + local_rect: shadow_rect, + specific_prim_address: shadow_prim_address, + ..prim_header + }; + + let shadow_prim_header_index = prim_headers.push( + &shadow_prim_header, + z_id, + ImageBrushData { + color_mode: ShaderColorMode::Alpha, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + self.add_brush_instance_to_batches( + shadow_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + shadow_prim_header_index, + shadow_uv_rect_address.as_int(), + ); + } + let z_id_content = z_generator.next(); + + let content_prim_header_index = prim_headers.push( + &prim_header, + z_id_content, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + self.add_brush_instance_to_batches( + content_key, + batch_features, + bounding_rect, + z_id_content, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + content_prim_header_index, + content_uv_rect_address, + ); + } + Filter::Opacity(_, amount) => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let amount = (amount * 65536.0) as i32; + + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + + let key = BatchKey::new( + BatchKind::Brush(BrushBatchKind::Opacity), + BlendMode::PremultipliedAlpha, + textures, + ); + + let prim_header_index = prim_headers.push(&prim_header, z_id, [ + uv_rect_address.as_int(), + amount, + 0, + 0, + ]); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + 0, + ); + } + _ => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + // Must be kept in sync with brush_blend.glsl + let filter_mode = filter.as_int(); + + let user_data = match filter { + Filter::Identity => 0x10000i32, // matches `Contrast(1)` + Filter::Contrast(amount) | + Filter::Grayscale(amount) | + Filter::Invert(amount) | + Filter::Saturate(amount) | + Filter::Sepia(amount) | + Filter::Brightness(amount) => { + (amount * 65536.0) as i32 + } + Filter::SrgbToLinear | Filter::LinearToSrgb => 0, + Filter::HueRotate(angle) => { + (0.01745329251 * angle * 65536.0) as i32 + } + Filter::ColorMatrix(_) => { + picture.extra_gpu_data_handles[0].as_int(gpu_cache) + } + Filter::Flood(_) => { + picture.extra_gpu_data_handles[0].as_int(gpu_cache) + } + + // These filters are handled via different paths. + Filter::ComponentTransfer | + Filter::Blur { .. } | + Filter::DropShadows(..) | + Filter::Opacity(..) => unreachable!(), + }; + + // Other filters that may introduce opacity are handled via different + // paths. + if let Filter::ColorMatrix(..) = filter { + is_opaque = false; + } + + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + let blend_mode = if is_opaque { + BlendMode::None + } else { + BlendMode::PremultipliedAlpha + }; + + let key = BatchKey::new( + BatchKind::Brush(BrushBatchKind::Blend), + blend_mode, + textures, + ); + + let prim_header_index = prim_headers.push(&prim_header, z_id, [ + uv_rect_address.as_int(), + filter_mode, + user_data, + 0, + ]); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + 0, + ); + } + } + } + PictureCompositeMode::ComponentTransferFilter(handle) => { + // This is basically the same as the general filter case above + // except we store a little more data in the filter mode and + // a gpu cache handle in the user data. + let filter_data = &ctx.data_stores.filter_data[handle]; + let filter_mode : i32 = Filter::ComponentTransfer.as_int() | + ((filter_data.data.r_func.to_int() << 28 | + filter_data.data.g_func.to_int() << 24 | + filter_data.data.b_func.to_int() << 20 | + filter_data.data.a_func.to_int() << 16) as i32); + + let user_data = filter_data.gpu_cache_handle.as_int(gpu_cache); + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + let key = BatchKey::new( + BatchKind::Brush(BrushBatchKind::Blend), + BlendMode::PremultipliedAlpha, + textures, + ); + + let prim_header_index = prim_headers.push(&prim_header, z_id, [ + uv_rect_address.as_int(), + filter_mode, + user_data, + 0, + ]); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + 0, + ); + } + PictureCompositeMode::MixBlend(mode) if BlendMode::from_mix_blend_mode( + mode, + ctx.use_advanced_blending, + !ctx.break_advanced_blend_batches, + ctx.use_dual_source_blending, + ).is_some() => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + + let key = BatchKey::new( + BatchKind::Brush( + BrushBatchKind::Image(ImageBufferKind::Texture2D), + ), + BlendMode::from_mix_blend_mode( + mode, + ctx.use_advanced_blending, + !ctx.break_advanced_blend_batches, + ctx.use_dual_source_blending, + ).unwrap(), + textures, + ); + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + ImageBrushData { + color_mode: match key.blend_mode { + BlendMode::MultiplyDualSource => ShaderColorMode::MultiplyDualSource, + _ => ShaderColorMode::Image, + }, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + uv_rect_address.as_int(), + ); + } + PictureCompositeMode::MixBlend(mode) => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + let backdrop_id = picture.secondary_render_task_id.expect("no backdrop!?"); + + let color0 = render_tasks[backdrop_id].get_target_texture(); + let color1 = render_tasks[pic_task_id].get_target_texture(); + + // Create a separate brush instance for each batcher. For most cases, + // there is only one batcher. However, in the case of drawing onto + // a picture cache, there is one batcher per tile. Although not + // currently used, the implementation of mix-blend-mode now supports + // doing partial readbacks per-tile. In future, this will be enabled + // and allow mix-blends to operate on picture cache surfaces without + // a separate isolated intermediate surface. + + let render_task_address = self.batcher.render_task_address; + + let batch_key = BatchKey::new( + BatchKind::Brush( + BrushBatchKind::MixBlend { + task_id: self.batcher.render_task_id, + backdrop_id, + }, + ), + BlendMode::PremultipliedAlpha, + BatchTextures { + input: TextureSet { + colors: [ + TextureSource::TextureCache( + color0, + Swizzle::default(), + ), + TextureSource::TextureCache( + color1, + Swizzle::default(), + ), + TextureSource::Invalid, + ], + }, + clip_mask: clip_mask_texture_id, + }, + ); + let src_uv_address = render_tasks[pic_task_id].get_texture_address(gpu_cache); + let readback_uv_address = render_tasks[backdrop_id].get_texture_address(gpu_cache); + let prim_header_index = prim_headers.push(&prim_header, z_id, [ + mode as u32 as i32, + readback_uv_address.as_int(), + src_uv_address.as_int(), + 0, + ]); + + let instance = BrushInstance { + segment_index: INVALID_SEGMENT_INDEX, + edge_flags: EdgeAaSegmentMask::all(), + clip_task_address, + render_task_address, + brush_flags, + prim_header_index, + resource_address: 0, + }; + + self.batcher.push_single_instance( + batch_key, + batch_features, + bounding_rect, + z_id, + PrimitiveInstanceData::from(instance), + ); + } + PictureCompositeMode::Blit(_) => { + match picture.context_3d { + Picture3DContext::In { root_data: Some(_), .. } => { + unreachable!("bug: should not have a raster_config"); + } + Picture3DContext::In { root_data: None, .. } => { + // TODO(gw): Store this inside the split picture so that we + // don't need to pass in extra_prim_gpu_address for + // every prim instance. + // TODO(gw): Ideally we'd skip adding 3d child prims to batches + // without gpu cache address but it's currently + // used by the prepare pass. Refactor this! + let extra_prim_gpu_address = match extra_prim_gpu_address { + Some(prim_address) => prim_address, + None => return, + }; + + // Get clip task, if set, for the picture primitive. + let (child_clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: GpuCacheAddress::INVALID, + transform_id: transforms + .get_id( + prim_spatial_node_index, + root_spatial_node_index, + ctx.spatial_tree, + ), + }; + + let child_pic_task_id = picture + .primary_render_task_id + .unwrap(); + + let (uv_rect_address, texture) = render_tasks.resolve_location( + child_pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + // Need a new z-id for each child preserve-3d context added + // by this inner loop. + let z_id = z_generator.next(); + + let prim_header_index = prim_headers.push(&prim_header, z_id, [ + uv_rect_address.as_int(), + BrushFlags::PERSPECTIVE_INTERPOLATION.bits() as i32, + 0, + child_clip_task_address.0 as i32, + ]); + + let key = BatchKey::new( + BatchKind::SplitComposite, + BlendMode::PremultipliedAlpha, + textures, + ); + + self.add_split_composite_instance_to_batches( + key, + BatchFeatures::CLIP_MASK, + &prim_info.clip_chain.pic_coverage_rect, + z_id, + prim_header_index, + extra_prim_gpu_address, + ); + } + Picture3DContext::Out { .. } => { + let uv_rect_address = render_tasks[pic_task_id] + .get_texture_address(gpu_cache) + .as_int(); + let cache_render_task = &render_tasks[pic_task_id]; + let texture_id = cache_render_task.get_target_texture(); + let textures = TextureSet { + colors: [ + TextureSource::TextureCache( + texture_id, + Swizzle::default(), + ), + TextureSource::Invalid, + TextureSource::Invalid, + ], + }; + let batch_params = BrushBatchParameters::shared( + BrushBatchKind::Image(ImageBufferKind::Texture2D), + textures, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + uv_rect_address, + ); + + let is_segmented = + segment_instance_index != SegmentInstanceIndex::INVALID && + segment_instance_index != SegmentInstanceIndex::UNUSED; + + let (prim_cache_address, segments) = if is_segmented { + let segment_instance = &ctx.scratch.segment_instances[segment_instance_index]; + let segments = Some(&ctx.scratch.segments[segment_instance.segments_range]); + (gpu_cache.get_address(&segment_instance.gpu_cache_handle), segments) + } else { + (prim_cache_address, None) + }; + + let prim_header = PrimitiveHeader { + specific_prim_address: prim_cache_address, + ..prim_header + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + let (opacity, blend_mode) = if is_opaque { + (PrimitiveOpacity::opaque(), BlendMode::None) + } else { + (PrimitiveOpacity::translucent(), BlendMode::PremultipliedAlpha) + }; + + self.add_segmented_prim_to_batch( + segments, + opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + EdgeAaSegmentMask::all(), + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } + } + } + PictureCompositeMode::SvgFilter(..) => { + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let kind = BatchKind::Brush( + BrushBatchKind::Image(ImageBufferKind::Texture2D) + ); + let (uv_rect_address, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + let key = BatchKey::new( + kind, + blend_mode, + textures, + ); + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + uv_rect_address.as_int(), + ); + } + } + } + None => { + unreachable!(); + } + } + } + PrimitiveInstanceKind::ImageBorder { data_handle, .. } => { + let prim_data = &ctx.data_stores.image_border[data_handle]; + let common_data = &prim_data.common; + let border_data = &prim_data.kind; + + let (uv_rect_address, texture) = match render_tasks.resolve_location(border_data.src_color, gpu_cache) { + Some(src) => src, + None => { + return; + } + }; + + let textures = TextureSet::prim_textured(texture); + let prim_cache_address = gpu_cache.get_address(&common_data.gpu_cache_handle); + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let batch_params = BrushBatchParameters::shared( + BrushBatchKind::Image(texture.image_buffer_kind()), + textures, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(), + uv_rect_address.as_int(), + ); + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + Some(border_data.brush_segments.as_slice()), + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + common_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } + PrimitiveInstanceKind::Rectangle { data_handle, segment_instance_index, .. } => { + let prim_data = &ctx.data_stores.prim[data_handle]; + + let blend_mode = if !prim_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let batch_params = BrushBatchParameters::shared( + BrushBatchKind::Solid, + TextureSet::UNTEXTURED, + [get_shader_opacity(1.0), 0, 0, 0], + 0, + ); + + let (prim_cache_address, segments) = if segment_instance_index == SegmentInstanceIndex::UNUSED { + (gpu_cache.get_address(&prim_data.gpu_cache_handle), None) + } else { + let segment_instance = &ctx.scratch.segment_instances[segment_instance_index]; + let segments = Some(&ctx.scratch.segments[segment_instance.segments_range]); + (gpu_cache.get_address(&segment_instance.gpu_cache_handle), segments) + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + prim_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + prim_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } + PrimitiveInstanceKind::YuvImage { data_handle, segment_instance_index, is_compositor_surface, .. } => { + debug_assert!(!is_compositor_surface); + + let yuv_image_data = &ctx.data_stores.yuv_image[data_handle].kind; + let mut textures = TextureSet::UNTEXTURED; + let mut uv_rect_addresses = [0; 3]; + + //yuv channel + let channel_count = yuv_image_data.format.get_plane_num(); + debug_assert!(channel_count <= 3); + for channel in 0 .. channel_count { + + let src_channel = render_tasks.resolve_location(yuv_image_data.src_yuv[channel], gpu_cache); + + let (uv_rect_address, texture_source) = match src_channel { + Some(src) => src, + None => { + warn!("Warnings: skip a PrimitiveKind::YuvImage"); + return; + } + }; + + textures.colors[channel] = texture_source; + uv_rect_addresses[channel] = uv_rect_address.as_int(); + } + + // All yuv textures should be the same type. + let buffer_kind = textures.colors[0].image_buffer_kind(); + assert!( + textures.colors[1 .. yuv_image_data.format.get_plane_num()] + .iter() + .all(|&tid| buffer_kind == tid.image_buffer_kind()) + ); + + let kind = BrushBatchKind::YuvImage( + buffer_kind, + yuv_image_data.format, + yuv_image_data.color_depth, + yuv_image_data.color_space, + yuv_image_data.color_range, + ); + + let batch_params = BrushBatchParameters::shared( + kind, + textures, + [ + uv_rect_addresses[0], + uv_rect_addresses[1], + uv_rect_addresses[2], + 0, + ], + 0, + ); + + let prim_common_data = ctx.data_stores.as_common_data(&prim_instance); + + let blend_mode = if !prim_common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + debug_assert_ne!(segment_instance_index, SegmentInstanceIndex::INVALID); + let (prim_cache_address, segments) = if segment_instance_index == SegmentInstanceIndex::UNUSED { + (gpu_cache.get_address(&prim_common_data.gpu_cache_handle), None) + } else { + let segment_instance = &ctx.scratch.segment_instances[segment_instance_index]; + let segments = Some(&ctx.scratch.segments[segment_instance.segments_range]); + (gpu_cache.get_address(&segment_instance.gpu_cache_handle), segments) + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + prim_common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + prim_common_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } + PrimitiveInstanceKind::Image { data_handle, image_instance_index, is_compositor_surface, .. } => { + debug_assert!(!is_compositor_surface); + + let image_data = &ctx.data_stores.image[data_handle].kind; + let common_data = &ctx.data_stores.image[data_handle].common; + let image_instance = &ctx.prim_store.images[image_instance_index]; + let prim_user_data = ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: image_data.alpha_type, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(); + + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + match image_data.alpha_type { + AlphaType::PremultipliedAlpha => BlendMode::PremultipliedAlpha, + AlphaType::Alpha => BlendMode::Alpha, + } + } else { + BlendMode::None + }; + + if image_instance.visible_tiles.is_empty() { + if cfg!(debug_assertions) { + match ctx.resource_cache.get_image_properties(image_data.key) { + Some(ImageProperties { tiling: None, .. }) | None => (), + other => panic!("Non-tiled image with no visible images detected! Properties {:?}", other), + } + } + + let src_color = render_tasks.resolve_location(image_instance.src_color, gpu_cache); + + let (uv_rect_address, texture_source) = match src_color { + Some(src) => src, + None => { + return; + } + }; + + let batch_params = BrushBatchParameters::shared( + BrushBatchKind::Image(texture_source.image_buffer_kind()), + TextureSet::prim_textured(texture_source), + prim_user_data, + uv_rect_address.as_int(), + ); + + debug_assert_ne!(image_instance.segment_instance_index, SegmentInstanceIndex::INVALID); + let (prim_cache_address, segments) = if image_instance.segment_instance_index == SegmentInstanceIndex::UNUSED { + (gpu_cache.get_address(&common_data.gpu_cache_handle), None) + } else { + let segment_instance = &ctx.scratch.segment_instances[image_instance.segment_instance_index]; + let segments = Some(&ctx.scratch.segments[segment_instance.segments_range]); + (gpu_cache.get_address(&segment_instance.gpu_cache_handle), segments) + }; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + common_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } else { + const VECS_PER_SPECIFIC_BRUSH: usize = 3; + let max_tiles_per_header = (MAX_VERTEX_TEXTURE_WIDTH - VECS_PER_SPECIFIC_BRUSH) / VECS_PER_SEGMENT; + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + // use temporary block storage since we don't know the number of visible tiles beforehand + let mut gpu_blocks = Vec::<GpuBlockData>::with_capacity(3 + max_tiles_per_header * 2); + for chunk in image_instance.visible_tiles.chunks(max_tiles_per_header) { + gpu_blocks.clear(); + gpu_blocks.push(image_data.color.premultiplied().into()); //color + gpu_blocks.push(PremultipliedColorF::WHITE.into()); //bg color + gpu_blocks.push([-1.0, 0.0, 0.0, 0.0].into()); //stretch size + // negative first value makes the shader code ignore it and use the local size instead + for tile in chunk { + let tile_rect = tile.local_rect.translate(-prim_rect.min.to_vector()); + gpu_blocks.push(tile_rect.into()); + gpu_blocks.push(GpuBlockData::EMPTY); + } + + let gpu_handle = gpu_cache.push_per_frame_blocks(&gpu_blocks); + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: image_instance.tight_local_clip_rect, + specific_prim_address: gpu_cache.get_address(&gpu_handle), + transform_id, + }; + let prim_header_index = prim_headers.push(&prim_header, z_id, prim_user_data); + + for (i, tile) in chunk.iter().enumerate() { + let (uv_rect_address, texture) = match render_tasks.resolve_location(tile.src_color, gpu_cache) { + Some(result) => result, + None => { + return; + } + }; + + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(BrushBatchKind::Image(texture.image_buffer_kind())), + textures, + }; + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + i as i32, + tile.edge_flags, + clip_task_address, + brush_flags | BrushFlags::SEGMENT_RELATIVE | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + uv_rect_address.as_int(), + ); + } + } + } + } + PrimitiveInstanceKind::LinearGradient { data_handle, ref visible_tiles_range, .. } => { + let prim_data = &ctx.data_stores.linear_grad[data_handle]; + + let mut prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: GpuCacheAddress::INVALID, + transform_id, + }; + + let blend_mode = if !prim_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let user_data = [extra_prim_gpu_address.unwrap(), 0, 0, 0]; + + if visible_tiles_range.is_empty() { + let batch_params = BrushBatchParameters::shared( + BrushBatchKind::LinearGradient, + TextureSet::UNTEXTURED, + user_data, + 0, + ); + + prim_header.specific_prim_address = gpu_cache.get_address(&prim_data.gpu_cache_handle); + + let prim_header_index = prim_headers.push(&prim_header, z_id, user_data); + + let segments = if prim_data.brush_segments.is_empty() { + None + } else { + Some(prim_data.brush_segments.as_slice()) + }; + self.add_segmented_prim_to_batch( + segments, + prim_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + prim_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } else { + let visible_tiles = &ctx.scratch.gradient_tiles[*visible_tiles_range]; + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let key = BatchKey { + blend_mode, + kind: BatchKind::Brush(BrushBatchKind::LinearGradient), + textures: BatchTextures::prim_untextured(clip_mask_texture_id), + }; + + for tile in visible_tiles { + let tile_prim_header = PrimitiveHeader { + specific_prim_address: gpu_cache.get_address(&tile.handle), + local_rect: tile.local_rect, + local_clip_rect: tile.local_clip_rect, + ..prim_header + }; + let prim_header_index = prim_headers.push(&tile_prim_header, z_id, user_data); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + prim_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + 0, + ); + } + } + } + PrimitiveInstanceKind::CachedLinearGradient { data_handle, ref visible_tiles_range, .. } => { + let prim_data = &ctx.data_stores.linear_grad[data_handle]; + let common_data = &prim_data.common; + + let src_color = render_tasks.resolve_location(prim_data.src_color, gpu_cache); + + let (uv_rect_address, texture_source) = match src_color { + Some(src) => src, + None => { + return; + } + }; + + let textures = TextureSet::prim_textured(texture_source); + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: gpu_cache.get_address(&common_data.gpu_cache_handle), + transform_id, + }; + + let prim_user_data = ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(); + + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let batch_kind = BrushBatchKind::Image(texture_source.image_buffer_kind()); + + if visible_tiles_range.is_empty() { + let batch_params = BrushBatchParameters::shared( + batch_kind, + textures, + prim_user_data, + uv_rect_address.as_int(), + ); + + let segments = if prim_data.brush_segments.is_empty() { + None + } else { + Some(&prim_data.brush_segments[..]) + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + common_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } else { + let visible_tiles = &ctx.scratch.gradient_tiles[*visible_tiles_range]; + + let (clip_task_address, clip_mask) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(batch_kind), + textures: BatchTextures { + input: textures, + clip_mask, + }, + }; + + for tile in visible_tiles { + let tile_prim_header = PrimitiveHeader { + local_rect: tile.local_rect, + local_clip_rect: tile.local_clip_rect, + ..prim_header + }; + let prim_header_index = prim_headers.push(&tile_prim_header, z_id, prim_user_data); + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + prim_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + uv_rect_address.as_int(), + ); + } + } + } + PrimitiveInstanceKind::RadialGradient { data_handle, ref visible_tiles_range, .. } => { + let prim_data = &ctx.data_stores.radial_grad[data_handle]; + let common_data = &prim_data.common; + + let src_color = render_tasks.resolve_location(prim_data.src_color, gpu_cache); + + let (uv_rect_address, texture_source) = match src_color { + Some(src) => src, + None => { + return; + } + }; + + let textures = TextureSet::prim_textured(texture_source); + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: gpu_cache.get_address(&common_data.gpu_cache_handle), + transform_id, + }; + + let prim_user_data = ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(); + + + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let batch_kind = BrushBatchKind::Image(texture_source.image_buffer_kind()); + + if visible_tiles_range.is_empty() { + let batch_params = BrushBatchParameters::shared( + batch_kind, + textures, + prim_user_data, + uv_rect_address.as_int(), + ); + + let segments = if prim_data.brush_segments.is_empty() { + None + } else { + Some(&prim_data.brush_segments[..]) + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + prim_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } else { + let visible_tiles = &ctx.scratch.gradient_tiles[*visible_tiles_range]; + + let (clip_task_address, clip_mask) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(batch_kind), + textures: BatchTextures { + input: textures, + clip_mask, + }, + }; + + for tile in visible_tiles { + let tile_prim_header = PrimitiveHeader { + local_rect: tile.local_rect, + local_clip_rect: tile.local_clip_rect, + ..prim_header + }; + let prim_header_index = prim_headers.push(&tile_prim_header, z_id, prim_user_data); + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + prim_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + uv_rect_address.as_int(), + ); + } + } + + } + PrimitiveInstanceKind::ConicGradient { data_handle, ref visible_tiles_range, .. } => { + let prim_data = &ctx.data_stores.conic_grad[data_handle]; + let common_data = &prim_data.common; + + let src_color = render_tasks.resolve_location(prim_data.src_color, gpu_cache); + + let (uv_rect_address, texture_source) = match src_color { + Some(src) => src, + None => { + return; + } + }; + + let textures = TextureSet::prim_textured(texture_source); + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: gpu_cache.get_address(&common_data.gpu_cache_handle), + transform_id, + }; + + let prim_user_data = ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Local, + opacity: 1.0, + }.encode(); + + + let blend_mode = if !common_data.opacity.is_opaque || + prim_info.clip_task_index != ClipTaskIndex::INVALID || + transform_kind == TransformedRectKind::Complex || + is_anti_aliased + { + BlendMode::PremultipliedAlpha + } else { + BlendMode::None + }; + + let batch_kind = BrushBatchKind::Image(texture_source.image_buffer_kind()); + + if visible_tiles_range.is_empty() { + let batch_params = BrushBatchParameters::shared( + batch_kind, + textures, + prim_user_data, + uv_rect_address.as_int(), + ); + + let segments = if prim_data.brush_segments.is_empty() { + None + } else { + Some(&prim_data.brush_segments[..]) + }; + + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + batch_params.prim_user_data, + ); + + self.add_segmented_prim_to_batch( + segments, + common_data.opacity, + &batch_params, + blend_mode, + batch_features, + brush_flags, + prim_data.edge_aa_mask, + prim_header_index, + bounding_rect, + transform_kind, + z_id, + prim_info.clip_task_index, + ctx, + render_tasks, + ); + } else { + let visible_tiles = &ctx.scratch.gradient_tiles[*visible_tiles_range]; + + let (clip_task_address, clip_mask) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(batch_kind), + textures: BatchTextures { + input: textures, + clip_mask, + }, + }; + + for tile in visible_tiles { + let tile_prim_header = PrimitiveHeader { + local_rect: tile.local_rect, + local_clip_rect: tile.local_clip_rect, + ..prim_header + }; + let prim_header_index = prim_headers.push(&tile_prim_header, z_id, prim_user_data); + + self.add_brush_instance_to_batches( + batch_key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + prim_data.edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + uv_rect_address.as_int(), + ); + } + } + } + PrimitiveInstanceKind::BackdropCapture { .. } => {} + PrimitiveInstanceKind::BackdropRender { pic_index, .. } => { + let prim_cache_address = gpu_cache.get_address(&ctx.globals.default_image_handle); + let blend_mode = BlendMode::PremultipliedAlpha; + let pic_task_id = ctx.prim_store.pictures[pic_index.0].primary_render_task_id; + + let prim_header = PrimitiveHeader { + local_rect: prim_rect, + local_clip_rect: prim_info.clip_chain.local_clip_rect, + specific_prim_address: prim_cache_address, + transform_id, + }; + + let (clip_task_address, clip_mask_texture_id) = ctx.get_prim_clip_task_and_texture( + prim_info.clip_task_index, + render_tasks, + ).unwrap(); + + let kind = BatchKind::Brush( + BrushBatchKind::Image(ImageBufferKind::Texture2D) + ); + let (_, texture) = render_tasks.resolve_location( + pic_task_id, + gpu_cache, + ).unwrap(); + let textures = BatchTextures::prim_textured( + texture, + clip_mask_texture_id, + ); + let key = BatchKey::new( + kind, + blend_mode, + textures, + ); + let prim_header_index = prim_headers.push( + &prim_header, + z_id, + ImageBrushData { + color_mode: ShaderColorMode::Image, + alpha_type: AlphaType::PremultipliedAlpha, + raster_space: RasterizationSpace::Screen, + opacity: 1.0, + }.encode(), + ); + + let pic_task = &render_tasks[pic_task_id.unwrap()]; + let pic_info = match pic_task.kind { + RenderTaskKind::Picture(ref info) => info, + _ => panic!("bug: not a picture"), + }; + let target_rect = pic_task.get_target_rect(); + + let backdrop_rect = DeviceRect::from_origin_and_size( + pic_info.content_origin, + target_rect.size().to_f32(), + ); + + let map_prim_to_backdrop = SpaceMapper::new_with_target( + pic_info.surface_spatial_node_index, + prim_spatial_node_index, + WorldRect::max_rect(), + ctx.spatial_tree, + ); + + let points = [ + map_prim_to_backdrop.map_point(prim_rect.top_left()), + map_prim_to_backdrop.map_point(prim_rect.top_right()), + map_prim_to_backdrop.map_point(prim_rect.bottom_left()), + map_prim_to_backdrop.map_point(prim_rect.bottom_right()), + ]; + + if points.iter().any(|p| p.is_none()) { + return; + } + + let uvs = [ + calculate_screen_uv(points[0].unwrap() * pic_info.device_pixel_scale, backdrop_rect), + calculate_screen_uv(points[1].unwrap() * pic_info.device_pixel_scale, backdrop_rect), + calculate_screen_uv(points[2].unwrap() * pic_info.device_pixel_scale, backdrop_rect), + calculate_screen_uv(points[3].unwrap() * pic_info.device_pixel_scale, backdrop_rect), + ]; + + // TODO (gw): This is a hack that provides the GPU cache blocks for an + // ImageSource. We should update the GPU cache interfaces to + // allow pushing per-frame blocks via a request interface. + let gpu_blocks = &[ + GpuBlockData::from([ + target_rect.min.x as f32, + target_rect.min.y as f32, + target_rect.max.x as f32, + target_rect.max.y as f32, + ]), + GpuBlockData::from([0.0; 4]), + GpuBlockData::from(uvs[0]), + GpuBlockData::from(uvs[1]), + GpuBlockData::from(uvs[2]), + GpuBlockData::from(uvs[3]), + ]; + let uv_rect_handle = gpu_cache.push_per_frame_blocks(gpu_blocks); + + self.add_brush_instance_to_batches( + key, + batch_features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + EdgeAaSegmentMask::all(), + clip_task_address, + brush_flags, + prim_header_index, + uv_rect_handle.as_int(gpu_cache), + ); + } + } + } + + /// Add a single segment instance to a batch. + /// + /// `edge_aa_mask` Specifies the edges that are *allowed* to have anti-aliasing, if and only + /// if the segments enable it. + /// In other words passing EdgeAaSegmentFlags::all() does not necessarily mean all edges will + /// be anti-aliased, only that they could be. + fn add_segment_to_batch( + &mut self, + segment: &BrushSegment, + segment_data: &SegmentInstanceData, + segment_index: i32, + batch_kind: BrushBatchKind, + prim_header_index: PrimitiveHeaderIndex, + alpha_blend_mode: BlendMode, + features: BatchFeatures, + brush_flags: BrushFlags, + edge_aa_mask: EdgeAaSegmentMask, + bounding_rect: &PictureRect, + transform_kind: TransformedRectKind, + z_id: ZBufferId, + prim_opacity: PrimitiveOpacity, + clip_task_index: ClipTaskIndex, + ctx: &RenderTargetContext, + render_tasks: &RenderTaskGraph, + ) { + debug_assert!(clip_task_index != ClipTaskIndex::INVALID); + + // Get GPU address of clip task for this segment, or None if + // the entire segment is clipped out. + if let Some((clip_task_address, clip_mask)) = ctx.get_clip_task_and_texture( + clip_task_index, + segment_index, + render_tasks, + ) { + // If a got a valid (or OPAQUE) clip task address, add the segment. + let is_inner = segment.edge_flags.is_empty(); + let needs_blending = !prim_opacity.is_opaque || + clip_task_address != OPAQUE_TASK_ADDRESS || + (!is_inner && transform_kind == TransformedRectKind::Complex) || + brush_flags.contains(BrushFlags::FORCE_AA); + + let textures = BatchTextures { + input: segment_data.textures, + clip_mask, + }; + + let batch_key = BatchKey { + blend_mode: if needs_blending { alpha_blend_mode } else { BlendMode::None }, + kind: BatchKind::Brush(batch_kind), + textures, + }; + + self.add_brush_instance_to_batches( + batch_key, + features, + bounding_rect, + z_id, + segment_index, + segment.edge_flags & edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION | segment.brush_flags, + prim_header_index, + segment_data.specific_resource_address, + ); + } + } + + /// Add any segment(s) from a brush to batches. + /// + /// `edge_aa_mask` Specifies the edges that are *allowed* to have anti-aliasing, if and only + /// if the segments enable it. + /// In other words passing EdgeAaSegmentFlags::all() does not necessarily mean all edges will + /// be anti-aliased, only that they could be. + fn add_segmented_prim_to_batch( + &mut self, + brush_segments: Option<&[BrushSegment]>, + prim_opacity: PrimitiveOpacity, + params: &BrushBatchParameters, + blend_mode: BlendMode, + features: BatchFeatures, + brush_flags: BrushFlags, + edge_aa_mask: EdgeAaSegmentMask, + prim_header_index: PrimitiveHeaderIndex, + bounding_rect: &PictureRect, + transform_kind: TransformedRectKind, + z_id: ZBufferId, + clip_task_index: ClipTaskIndex, + ctx: &RenderTargetContext, + render_tasks: &RenderTaskGraph, + ) { + match (brush_segments, ¶ms.segment_data) { + (Some(ref brush_segments), SegmentDataKind::Instanced(ref segment_data)) => { + // In this case, we have both a list of segments, and a list of + // per-segment instance data. Zip them together to build batches. + debug_assert_eq!(brush_segments.len(), segment_data.len()); + for (segment_index, (segment, segment_data)) in brush_segments + .iter() + .zip(segment_data.iter()) + .enumerate() + { + self.add_segment_to_batch( + segment, + segment_data, + segment_index as i32, + params.batch_kind, + prim_header_index, + blend_mode, + features, + brush_flags, + edge_aa_mask, + bounding_rect, + transform_kind, + z_id, + prim_opacity, + clip_task_index, + ctx, + render_tasks, + ); + } + } + (Some(ref brush_segments), SegmentDataKind::Shared(ref segment_data)) => { + // A list of segments, but the per-segment data is common + // between all segments. + for (segment_index, segment) in brush_segments + .iter() + .enumerate() + { + self.add_segment_to_batch( + segment, + segment_data, + segment_index as i32, + params.batch_kind, + prim_header_index, + blend_mode, + features, + brush_flags, + edge_aa_mask, + bounding_rect, + transform_kind, + z_id, + prim_opacity, + clip_task_index, + ctx, + render_tasks, + ); + } + } + (None, SegmentDataKind::Shared(ref segment_data)) => { + // No segments, and thus no per-segment instance data. + // Note: the blend mode already takes opacity into account + + let (clip_task_address, clip_mask) = ctx.get_prim_clip_task_and_texture( + clip_task_index, + render_tasks, + ).unwrap(); + + let textures = BatchTextures { + input: segment_data.textures, + clip_mask, + }; + + let batch_key = BatchKey { + blend_mode, + kind: BatchKind::Brush(params.batch_kind), + textures, + }; + + self.add_brush_instance_to_batches( + batch_key, + features, + bounding_rect, + z_id, + INVALID_SEGMENT_INDEX, + edge_aa_mask, + clip_task_address, + brush_flags | BrushFlags::PERSPECTIVE_INTERPOLATION, + prim_header_index, + segment_data.specific_resource_address, + ); + } + (None, SegmentDataKind::Instanced(..)) => { + // We should never hit the case where there are no segments, + // but a list of segment instance data. + unreachable!(); + } + } + } +} + +/// Either a single texture / user data for all segments, +/// or a list of one per segment. +enum SegmentDataKind { + Shared(SegmentInstanceData), + Instanced(SmallVec<[SegmentInstanceData; 8]>), +} + +/// The parameters that are specific to a kind of brush, +/// used by the common method to add a brush to batches. +struct BrushBatchParameters { + batch_kind: BrushBatchKind, + prim_user_data: [i32; 4], + segment_data: SegmentDataKind, +} + +impl BrushBatchParameters { + /// This brush instance has a list of per-segment + /// instance data. + fn instanced( + batch_kind: BrushBatchKind, + prim_user_data: [i32; 4], + segment_data: SmallVec<[SegmentInstanceData; 8]>, + ) -> Self { + BrushBatchParameters { + batch_kind, + prim_user_data, + segment_data: SegmentDataKind::Instanced(segment_data), + } + } + + /// This brush instance shares the per-segment data + /// across all segments. + fn shared( + batch_kind: BrushBatchKind, + textures: TextureSet, + prim_user_data: [i32; 4], + specific_resource_address: i32, + ) -> Self { + BrushBatchParameters { + batch_kind, + prim_user_data, + segment_data: SegmentDataKind::Shared( + SegmentInstanceData { + textures, + specific_resource_address, + } + ), + } + } +} + +/// A list of clip instances to be drawn into a target. +#[derive(Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct ClipBatchList { + /// Rectangle draws fill up the rectangles with rounded corners. + pub slow_rectangles: Vec<ClipMaskInstanceRect>, + pub fast_rectangles: Vec<ClipMaskInstanceRect>, + /// Image draws apply the image masking. + pub images: FastHashMap<(TextureSource, Option<DeviceIntRect>), Vec<ClipMaskInstanceImage>>, + pub box_shadows: FastHashMap<TextureSource, Vec<ClipMaskInstanceBoxShadow>>, +} + +impl ClipBatchList { + fn new() -> Self { + ClipBatchList { + slow_rectangles: Vec::new(), + fast_rectangles: Vec::new(), + images: FastHashMap::default(), + box_shadows: FastHashMap::default(), + } + } +} + +/// Batcher managing draw calls into the clip mask (in the RT cache). +#[derive(Debug)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct ClipBatcher { + /// The first clip in each clip task. This will overwrite all pixels + /// in the clip region, so we can skip doing a clear and write with + /// blending disabled, which is a big performance win on Intel GPUs. + pub primary_clips: ClipBatchList, + /// Any subsequent clip masks (rare) for a clip task get drawn in + /// a second pass with multiplicative blending enabled. + pub secondary_clips: ClipBatchList, + + gpu_supports_fast_clears: bool, +} + +impl ClipBatcher { + pub fn new( + gpu_supports_fast_clears: bool, + ) -> Self { + ClipBatcher { + primary_clips: ClipBatchList::new(), + secondary_clips: ClipBatchList::new(), + gpu_supports_fast_clears, + } + } + + pub fn add_clip_region( + &mut self, + local_pos: LayoutPoint, + sub_rect: DeviceRect, + clip_data: ClipData, + task_origin: DevicePoint, + screen_origin: DevicePoint, + device_pixel_scale: f32, + ) { + let instance = ClipMaskInstanceRect { + common: ClipMaskInstanceCommon { + clip_transform_id: TransformPaletteId::IDENTITY, + prim_transform_id: TransformPaletteId::IDENTITY, + sub_rect, + task_origin, + screen_origin, + device_pixel_scale, + }, + local_pos, + clip_data, + }; + + self.primary_clips.slow_rectangles.push(instance); + } + + /// Where appropriate, draw a clip rectangle as a small series of tiles, + /// instead of one large rectangle. + fn add_tiled_clip_mask( + &mut self, + mask_screen_rect: DeviceRect, + local_clip_rect: LayoutRect, + clip_spatial_node_index: SpatialNodeIndex, + spatial_tree: &SpatialTree, + world_rect: &WorldRect, + global_device_pixel_scale: DevicePixelScale, + common: &ClipMaskInstanceCommon, + is_first_clip: bool, + ) -> bool { + // Only try to draw in tiles if the clip mark is big enough. + if mask_screen_rect.area() < CLIP_RECTANGLE_AREA_THRESHOLD { + return false; + } + + let mask_screen_rect_size = mask_screen_rect.size().to_i32(); + let clip_spatial_node = spatial_tree.get_spatial_node(clip_spatial_node_index); + + // Only support clips that are axis-aligned to the root coordinate space, + // for now, to simplify the logic below. This handles the vast majority + // of real world cases, but could be expanded in future if needed. + if clip_spatial_node.coordinate_system_id != CoordinateSystemId::root() { + return false; + } + + // Get the world rect of the clip rectangle. If we can't transform it due + // to the matrix, just fall back to drawing the entire clip mask. + let transform = spatial_tree.get_world_transform( + clip_spatial_node_index, + ); + let world_clip_rect = match project_rect( + &transform.into_transform(), + &local_clip_rect, + &world_rect, + ) { + Some(rect) => rect, + None => return false, + }; + + // Work out how many tiles to draw this clip mask in, stretched across the + // device rect of the primitive clip mask. + let world_device_rect = world_clip_rect * global_device_pixel_scale; + let x_tiles = (mask_screen_rect_size.width + CLIP_RECTANGLE_TILE_SIZE-1) / CLIP_RECTANGLE_TILE_SIZE; + let y_tiles = (mask_screen_rect_size.height + CLIP_RECTANGLE_TILE_SIZE-1) / CLIP_RECTANGLE_TILE_SIZE; + + // Because we only run this code path for axis-aligned rects (the root coord system check above), + // and only for rectangles (not rounded etc), the world_device_rect is not conservative - we know + // that there is no inner_rect, and the world_device_rect should be the real, axis-aligned clip rect. + let mask_origin = mask_screen_rect.min.to_vector(); + let clip_list = self.get_batch_list(is_first_clip); + + for y in 0 .. y_tiles { + for x in 0 .. x_tiles { + let p0 = DeviceIntPoint::new( + x * CLIP_RECTANGLE_TILE_SIZE, + y * CLIP_RECTANGLE_TILE_SIZE, + ); + let p1 = DeviceIntPoint::new( + (p0.x + CLIP_RECTANGLE_TILE_SIZE).min(mask_screen_rect_size.width), + (p0.y + CLIP_RECTANGLE_TILE_SIZE).min(mask_screen_rect_size.height), + ); + let normalized_sub_rect = DeviceIntRect { + min: p0, + max: p1, + }.to_f32(); + let world_sub_rect = normalized_sub_rect.translate(mask_origin); + + // If the clip rect completely contains this tile rect, then drawing + // these pixels would be redundant - since this clip can't possibly + // affect the pixels in this tile, skip them! + if !world_device_rect.contains_box(&world_sub_rect) { + clip_list.slow_rectangles.push(ClipMaskInstanceRect { + common: ClipMaskInstanceCommon { + sub_rect: normalized_sub_rect, + ..*common + }, + local_pos: local_clip_rect.min, + clip_data: ClipData::uniform(local_clip_rect.size(), 0.0, ClipMode::Clip), + }); + } + } + } + + true + } + + /// Retrieve the correct clip batch list to append to, depending + /// on whether this is the first clip mask for a clip task. + fn get_batch_list( + &mut self, + is_first_clip: bool, + ) -> &mut ClipBatchList { + if is_first_clip && !self.gpu_supports_fast_clears { + &mut self.primary_clips + } else { + &mut self.secondary_clips + } + } + + pub fn add( + &mut self, + clip_node_range: ClipNodeRange, + root_spatial_node_index: SpatialNodeIndex, + render_tasks: &RenderTaskGraph, + gpu_cache: &GpuCache, + clip_store: &ClipStore, + transforms: &mut TransformPalette, + actual_rect: DeviceRect, + surface_device_pixel_scale: DevicePixelScale, + task_origin: DevicePoint, + screen_origin: DevicePoint, + ctx: &RenderTargetContext, + ) -> bool { + let mut is_first_clip = true; + let mut clear_to_one = false; + + for i in 0 .. clip_node_range.count { + let clip_instance = clip_store.get_instance_from_range(&clip_node_range, i); + let clip_node = &ctx.data_stores.clip[clip_instance.handle]; + + let clip_transform_id = transforms.get_id( + clip_node.item.spatial_node_index, + ctx.root_spatial_node_index, + ctx.spatial_tree, + ); + + // For clip mask images, we need to map from the primitive's layout space to + // the target space, as the cs_clip_image shader needs to forward transform + // the local image bounds, rather than backwards transform the target bounds + // as in done in write_clip_tile_vertex. + let prim_transform_id = match clip_node.item.kind { + ClipItemKind::Image { .. } => { + transforms.get_id( + clip_node.item.spatial_node_index, + root_spatial_node_index, + ctx.spatial_tree, + ) + } + _ => { + transforms.get_id( + root_spatial_node_index, + ctx.root_spatial_node_index, + ctx.spatial_tree, + ) + } + }; + + let common = ClipMaskInstanceCommon { + sub_rect: DeviceRect::from_size(actual_rect.size()), + task_origin, + screen_origin, + device_pixel_scale: surface_device_pixel_scale.0, + clip_transform_id, + prim_transform_id, + }; + + let added_clip = match clip_node.item.kind { + ClipItemKind::Image { image, rect, .. } => { + let request = ImageRequest { + key: image, + rendering: ImageRendering::Auto, + tile: None, + }; + + let map_local_to_raster = SpaceMapper::new_with_target( + root_spatial_node_index, + clip_node.item.spatial_node_index, + WorldRect::max_rect(), + ctx.spatial_tree, + ); + + let mut add_image = |request: ImageRequest, tile_rect: LayoutRect, sub_rect: DeviceRect| { + let cache_item = match ctx.resource_cache.get_cached_image(request) { + Ok(item) => item, + Err(..) => { + warn!("Warnings: skip a image mask"); + debug!("request: {:?}", request); + return; + } + }; + + // If the clip transform is axis-aligned, we can skip any need for scissoring + // by clipping the local clip rect with the backwards transformed target bounds. + // If it is not axis-aligned, then we pass the local clip rect through unmodified + // to the shader and also set up a scissor rect for the overall target bounds to + // ensure nothing is drawn outside the target. If for some reason we can't map the + // rect back to local space, we also fall back to just using a scissor rectangle. + let raster_rect = + sub_rect.translate(actual_rect.min.to_vector()) / surface_device_pixel_scale; + let (clip_transform_id, local_rect, scissor) = match map_local_to_raster.unmap(&raster_rect) { + Some(local_rect) + if clip_transform_id.transform_kind() == TransformedRectKind::AxisAligned && + !map_local_to_raster.get_transform().has_perspective_component() => { + match local_rect.intersection(&rect) { + Some(local_rect) => (clip_transform_id, local_rect, None), + None => return, + } + } + _ => { + // If for some reason inverting the transform failed, then don't consider + // the transform to be axis-aligned if it was. + (clip_transform_id.override_transform_kind(TransformedRectKind::Complex), + rect, + Some(common.sub_rect + .translate(task_origin.to_vector()) + .round_out() + .to_i32())) + } + }; + + self.get_batch_list(is_first_clip) + .images + .entry((cache_item.texture_id, scissor)) + .or_insert_with(Vec::new) + .push(ClipMaskInstanceImage { + common: ClipMaskInstanceCommon { + sub_rect, + clip_transform_id, + ..common + }, + resource_address: gpu_cache.get_address(&cache_item.uv_rect_handle), + tile_rect, + local_rect, + }); + }; + + let clip_spatial_node = ctx.spatial_tree.get_spatial_node(clip_node.item.spatial_node_index); + let clip_is_axis_aligned = clip_spatial_node.coordinate_system_id == CoordinateSystemId::root(); + + if clip_instance.has_visible_tiles() { + let sub_rect_bounds = actual_rect.size().into(); + + for tile in clip_store.visible_mask_tiles(&clip_instance) { + let tile_sub_rect = if clip_is_axis_aligned { + let tile_raster_rect = map_local_to_raster + .map(&tile.tile_rect) + .expect("bug: should always map as axis-aligned"); + let tile_device_rect = tile_raster_rect * surface_device_pixel_scale; + tile_device_rect + .translate(-actual_rect.min.to_vector()) + .round_out() + .intersection(&sub_rect_bounds) + } else { + Some(common.sub_rect) + }; + + if let Some(tile_sub_rect) = tile_sub_rect { + assert!(sub_rect_bounds.contains_box(&tile_sub_rect)); + add_image( + request.with_tile(tile.tile_offset), + tile.tile_rect, + tile_sub_rect, + ) + } + } + } else { + add_image(request, rect, common.sub_rect) + } + + // If this is the first clip and either there is a transform or the image rect + // doesn't cover the entire task, then request a clear so that pixels outside + // the image boundaries will be properly initialized. + if is_first_clip && + (!clip_is_axis_aligned || + !(map_local_to_raster.map(&rect).expect("bug: should always map as axis-aligned") + * surface_device_pixel_scale).contains_box(&actual_rect)) { + clear_to_one = true; + } + + true + } + ClipItemKind::BoxShadow { ref source } => { + let task_id = source + .render_task + .expect("bug: render task handle not allocated"); + let (uv_rect_address, texture) = render_tasks.resolve_location(task_id, gpu_cache).unwrap(); + + self.get_batch_list(is_first_clip) + .box_shadows + .entry(texture) + .or_insert_with(Vec::new) + .push(ClipMaskInstanceBoxShadow { + common, + resource_address: uv_rect_address, + shadow_data: BoxShadowData { + src_rect_size: source.original_alloc_size, + clip_mode: source.clip_mode as i32, + stretch_mode_x: source.stretch_mode_x as i32, + stretch_mode_y: source.stretch_mode_y as i32, + dest_rect: source.prim_shadow_rect, + }, + }); + + true + } + ClipItemKind::Rectangle { rect, mode: ClipMode::ClipOut } => { + self.get_batch_list(is_first_clip) + .slow_rectangles + .push(ClipMaskInstanceRect { + common, + local_pos: rect.min, + clip_data: ClipData::uniform(rect.size(), 0.0, ClipMode::ClipOut), + }); + + true + } + ClipItemKind::Rectangle { rect, mode: ClipMode::Clip } => { + if clip_instance.flags.contains(ClipNodeFlags::SAME_COORD_SYSTEM) { + false + } else { + if self.add_tiled_clip_mask( + actual_rect, + rect, + clip_node.item.spatial_node_index, + ctx.spatial_tree, + &ctx.screen_world_rect, + ctx.global_device_pixel_scale, + &common, + is_first_clip, + ) { + clear_to_one |= is_first_clip; + } else { + self.get_batch_list(is_first_clip) + .slow_rectangles + .push(ClipMaskInstanceRect { + common, + local_pos: rect.min, + clip_data: ClipData::uniform(rect.size(), 0.0, ClipMode::Clip), + }); + } + + true + } + } + ClipItemKind::RoundedRectangle { rect, ref radius, mode, .. } => { + let batch_list = self.get_batch_list(is_first_clip); + let instance = ClipMaskInstanceRect { + common, + local_pos: rect.min, + clip_data: ClipData::rounded_rect(rect.size(), radius, mode), + }; + if clip_instance.flags.contains(ClipNodeFlags::USE_FAST_PATH) { + batch_list.fast_rectangles.push(instance); + } else { + batch_list.slow_rectangles.push(instance); + } + + true + } + }; + + is_first_clip &= !added_clip; + } + + clear_to_one + } +} + +impl<'a, 'rc> RenderTargetContext<'a, 'rc> { + /// Retrieve the GPU task address for a given clip task instance. + /// Returns None if the segment was completely clipped out. + /// Returns Some(OPAQUE_TASK_ADDRESS) if no clip mask is needed. + /// Returns Some(task_address) if there was a valid clip mask. + fn get_clip_task_and_texture( + &self, + clip_task_index: ClipTaskIndex, + offset: i32, + render_tasks: &RenderTaskGraph, + ) -> Option<(RenderTaskAddress, TextureSource)> { + match self.scratch.clip_mask_instances[clip_task_index.0 as usize + offset as usize] { + ClipMaskKind::Mask(task_id) => { + Some(( + task_id.into(), + TextureSource::TextureCache( + render_tasks[task_id].get_target_texture(), + Swizzle::default(), + ) + )) + } + ClipMaskKind::None => { + Some((OPAQUE_TASK_ADDRESS, TextureSource::Invalid)) + } + ClipMaskKind::Clipped => { + None + } + } + } + + /// Helper function to get the clip task address for a + /// non-segmented primitive. + fn get_prim_clip_task_and_texture( + &self, + clip_task_index: ClipTaskIndex, + render_tasks: &RenderTaskGraph, + ) -> Option<(RenderTaskAddress, TextureSource)> { + self.get_clip_task_and_texture( + clip_task_index, + 0, + render_tasks, + ) + } +} |