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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+
+use api::units::*;
+use api::{ColorF, ImageFormat, LineOrientation, BorderStyle};
+use crate::batch::{AlphaBatchBuilder, AlphaBatchContainer, BatchTextures};
+use crate::batch::{ClipBatcher, BatchBuilder};
+use crate::command_buffer::CommandBufferList;
+use crate::spatial_tree::SpatialTree;
+use crate::clip::ClipStore;
+use crate::frame_builder::{FrameGlobalResources};
+use crate::gpu_cache::{GpuCache, GpuCacheAddress};
+use crate::gpu_types::{BorderInstance, SvgFilterInstance, BlurDirection, BlurInstance, PrimitiveHeaders, ScalingInstance};
+use crate::gpu_types::{TransformPalette, ZBufferIdGenerator};
+use crate::internal_types::{FastHashMap, TextureSource, CacheTextureId};
+use crate::picture::{SliceId, SurfaceInfo, ResolvedSurfaceTexture, TileCacheInstance};
+use crate::prim_store::{PrimitiveInstance, PrimitiveStore, PrimitiveScratchBuffer};
+use crate::prim_store::gradient::{
+ FastLinearGradientInstance, LinearGradientInstance, RadialGradientInstance,
+ ConicGradientInstance,
+};
+use crate::renderer::{GpuBufferBuilder};
+use crate::render_backend::DataStores;
+use crate::render_task::{RenderTaskKind, RenderTaskAddress};
+use crate::render_task::{RenderTask, ScalingTask, SvgFilterInfo};
+use crate::render_task_graph::{RenderTaskGraph, RenderTaskId};
+use crate::resource_cache::ResourceCache;
+use crate::spatial_tree::SpatialNodeIndex;
+
+
+const STYLE_SOLID: i32 = ((BorderStyle::Solid as i32) << 8) | ((BorderStyle::Solid as i32) << 16);
+const STYLE_MASK: i32 = 0x00FF_FF00;
+
+/// A tag used to identify the output format of a `RenderTarget`.
+#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub enum RenderTargetKind {
+ Color, // RGBA8
+ Alpha, // R8
+}
+
+/// Identifies a given `RenderTarget` in a `RenderTargetList`.
+#[derive(Debug, Copy, Clone)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct RenderTargetIndex(pub usize);
+
+pub struct RenderTargetContext<'a, 'rc> {
+ pub global_device_pixel_scale: DevicePixelScale,
+ pub prim_store: &'a PrimitiveStore,
+ pub resource_cache: &'rc mut ResourceCache,
+ pub use_dual_source_blending: bool,
+ pub use_advanced_blending: bool,
+ pub break_advanced_blend_batches: bool,
+ pub batch_lookback_count: usize,
+ pub spatial_tree: &'a SpatialTree,
+ pub data_stores: &'a DataStores,
+ pub surfaces: &'a [SurfaceInfo],
+ pub scratch: &'a PrimitiveScratchBuffer,
+ pub screen_world_rect: WorldRect,
+ pub globals: &'a FrameGlobalResources,
+ pub tile_caches: &'a FastHashMap<SliceId, Box<TileCacheInstance>>,
+ pub root_spatial_node_index: SpatialNodeIndex,
+}
+
+/// Represents a number of rendering operations on a surface.
+///
+/// In graphics parlance, a "render target" usually means "a surface (texture or
+/// framebuffer) bound to the output of a shader". This trait has a slightly
+/// different meaning, in that it represents the operations on that surface
+/// _before_ it's actually bound and rendered. So a `RenderTarget` is built by
+/// the `RenderBackend` by inserting tasks, and then shipped over to the
+/// `Renderer` where a device surface is resolved and the tasks are transformed
+/// into draw commands on that surface.
+///
+/// We express this as a trait to generalize over color and alpha surfaces.
+/// a given `RenderTask` will draw to one or the other, depending on its type
+/// and sometimes on its parameters. See `RenderTask::target_kind`.
+pub trait RenderTarget {
+ /// Creates a new RenderTarget of the given type.
+ fn new(
+ texture_id: CacheTextureId,
+ screen_size: DeviceIntSize,
+ gpu_supports_fast_clears: bool,
+ used_rect: DeviceIntRect,
+ ) -> Self;
+
+ /// Optional hook to provide additional processing for the target at the
+ /// end of the build phase.
+ fn build(
+ &mut self,
+ _ctx: &mut RenderTargetContext,
+ _gpu_cache: &mut GpuCache,
+ _render_tasks: &RenderTaskGraph,
+ _prim_headers: &mut PrimitiveHeaders,
+ _transforms: &mut TransformPalette,
+ _z_generator: &mut ZBufferIdGenerator,
+ _prim_instances: &[PrimitiveInstance],
+ _cmd_buffers: &CommandBufferList,
+ ) {
+ }
+
+ /// Associates a `RenderTask` with this target. That task must be assigned
+ /// to a region returned by invoking `allocate()` on this target.
+ ///
+ /// TODO(gw): It's a bit odd that we need the deferred resolves and mutable
+ /// GPU cache here. They are typically used by the build step above. They
+ /// are used for the blit jobs to allow resolve_image to be called. It's a
+ /// bit of extra overhead to store the image key here and the resolve them
+ /// in the build step separately. BUT: if/when we add more texture cache
+ /// target jobs, we might want to tidy this up.
+ fn add_task(
+ &mut self,
+ task_id: RenderTaskId,
+ ctx: &RenderTargetContext,
+ gpu_cache: &mut GpuCache,
+ render_tasks: &RenderTaskGraph,
+ clip_store: &ClipStore,
+ transforms: &mut TransformPalette,
+ );
+
+ fn needs_depth(&self) -> bool;
+ fn texture_id(&self) -> CacheTextureId;
+}
+
+/// A series of `RenderTarget` instances, serving as the high-level container
+/// into which `RenderTasks` are assigned.
+///
+/// During the build phase, we iterate over the tasks in each `RenderPass`. For
+/// each task, we invoke `allocate()` on the `RenderTargetList`, which in turn
+/// attempts to allocate an output region in the last `RenderTarget` in the
+/// list. If allocation fails (or if the list is empty), a new `RenderTarget` is
+/// created and appended to the list. The build phase then assign the task into
+/// the target associated with the final allocation.
+///
+/// The result is that each `RenderPass` is associated with one or two
+/// `RenderTargetLists`, depending on whether we have all our tasks have the
+/// same `RenderTargetKind`. The lists are then shipped to the `Renderer`, which
+/// allocates a device texture array, with one slice per render target in the
+/// list.
+///
+/// The upshot of this scheme is that it maximizes batching. In a given pass,
+/// we need to do a separate batch for each individual render target. But with
+/// the texture array, we can expose the entirety of the previous pass to each
+/// task in the current pass in a single batch, which generally allows each
+/// task to be drawn in a single batch regardless of how many results from the
+/// previous pass it depends on.
+///
+/// Note that in some cases (like drop-shadows), we can depend on the output of
+/// a pass earlier than the immediately-preceding pass.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct RenderTargetList<T> {
+ pub format: ImageFormat,
+ pub targets: Vec<T>,
+}
+
+impl<T: RenderTarget> RenderTargetList<T> {
+ pub fn new(
+ format: ImageFormat,
+ ) -> Self {
+ RenderTargetList {
+ format,
+ targets: Vec::new(),
+ }
+ }
+
+ pub fn build(
+ &mut self,
+ ctx: &mut RenderTargetContext,
+ gpu_cache: &mut GpuCache,
+ render_tasks: &RenderTaskGraph,
+ prim_headers: &mut PrimitiveHeaders,
+ transforms: &mut TransformPalette,
+ z_generator: &mut ZBufferIdGenerator,
+ prim_instances: &[PrimitiveInstance],
+ cmd_buffers: &CommandBufferList,
+ ) {
+ if self.targets.is_empty() {
+ return;
+ }
+
+ for target in &mut self.targets {
+ target.build(
+ ctx,
+ gpu_cache,
+ render_tasks,
+ prim_headers,
+ transforms,
+ z_generator,
+ prim_instances,
+ cmd_buffers,
+ );
+ }
+ }
+
+ pub fn needs_depth(&self) -> bool {
+ self.targets.iter().any(|target| target.needs_depth())
+ }
+}
+
+
+/// Contains the work (in the form of instance arrays) needed to fill a color
+/// color output surface (RGBA8).
+///
+/// See `RenderTarget`.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct ColorRenderTarget {
+ pub alpha_batch_containers: Vec<AlphaBatchContainer>,
+ // List of blur operations to apply for this render target.
+ pub vertical_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>,
+ pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>,
+ pub scalings: FastHashMap<TextureSource, Vec<ScalingInstance>>,
+ pub svg_filters: Vec<(BatchTextures, Vec<SvgFilterInstance>)>,
+ pub blits: Vec<BlitJob>,
+ alpha_tasks: Vec<RenderTaskId>,
+ screen_size: DeviceIntSize,
+ pub texture_id: CacheTextureId,
+ // Track the used rect of the render target, so that
+ // we can set a scissor rect and only clear to the
+ // used portion of the target as an optimization.
+ pub used_rect: DeviceIntRect,
+ pub resolve_ops: Vec<ResolveOp>,
+ pub clear_color: Option<ColorF>,
+}
+
+impl RenderTarget for ColorRenderTarget {
+ fn new(
+ texture_id: CacheTextureId,
+ screen_size: DeviceIntSize,
+ _: bool,
+ used_rect: DeviceIntRect,
+ ) -> Self {
+ ColorRenderTarget {
+ alpha_batch_containers: Vec::new(),
+ vertical_blurs: FastHashMap::default(),
+ horizontal_blurs: FastHashMap::default(),
+ scalings: FastHashMap::default(),
+ svg_filters: Vec::new(),
+ blits: Vec::new(),
+ alpha_tasks: Vec::new(),
+ screen_size,
+ texture_id,
+ used_rect,
+ resolve_ops: Vec::new(),
+ clear_color: Some(ColorF::TRANSPARENT),
+ }
+ }
+
+ fn build(
+ &mut self,
+ ctx: &mut RenderTargetContext,
+ gpu_cache: &mut GpuCache,
+ render_tasks: &RenderTaskGraph,
+ prim_headers: &mut PrimitiveHeaders,
+ transforms: &mut TransformPalette,
+ z_generator: &mut ZBufferIdGenerator,
+ prim_instances: &[PrimitiveInstance],
+ cmd_buffers: &CommandBufferList,
+ ) {
+ profile_scope!("build");
+ let mut merged_batches = AlphaBatchContainer::new(None);
+ let mut gpu_buffer_builder = GpuBufferBuilder::new();
+
+ for task_id in &self.alpha_tasks {
+ profile_scope!("alpha_task");
+ let task = &render_tasks[*task_id];
+
+ match task.kind {
+ RenderTaskKind::Picture(ref pic_task) => {
+ let target_rect = task.get_target_rect();
+
+ let scissor_rect = if pic_task.can_merge {
+ None
+ } else {
+ Some(target_rect)
+ };
+
+ if !pic_task.can_use_shared_surface {
+ self.clear_color = pic_task.clear_color;
+ }
+
+ // TODO(gw): The type names of AlphaBatchBuilder and BatchBuilder
+ // are still confusing. Once more of the picture caching
+ // improvement code lands, the AlphaBatchBuilder and
+ // AlphaBatchList types will be collapsed into one, which
+ // should simplify coming up with better type names.
+ let alpha_batch_builder = AlphaBatchBuilder::new(
+ self.screen_size,
+ ctx.break_advanced_blend_batches,
+ ctx.batch_lookback_count,
+ *task_id,
+ (*task_id).into(),
+ );
+
+ let mut batch_builder = BatchBuilder::new(alpha_batch_builder);
+ let cmd_buffer = cmd_buffers.get(pic_task.cmd_buffer_index);
+
+ cmd_buffer.iter_prims(&mut |cmd, spatial_node_index| {
+ batch_builder.add_prim_to_batch(
+ cmd,
+ spatial_node_index,
+ ctx,
+ gpu_cache,
+ render_tasks,
+ prim_headers,
+ transforms,
+ pic_task.raster_spatial_node_index,
+ pic_task.surface_spatial_node_index,
+ z_generator,
+ prim_instances,
+ &mut gpu_buffer_builder,
+ );
+ });
+
+ let alpha_batch_builder = batch_builder.finalize();
+
+ alpha_batch_builder.build(
+ &mut self.alpha_batch_containers,
+ &mut merged_batches,
+ target_rect,
+ scissor_rect,
+ );
+ }
+ _ => {
+ unreachable!();
+ }
+ }
+ }
+
+ if !merged_batches.is_empty() {
+ self.alpha_batch_containers.push(merged_batches);
+ }
+ }
+
+ fn texture_id(&self) -> CacheTextureId {
+ self.texture_id
+ }
+
+ fn add_task(
+ &mut self,
+ task_id: RenderTaskId,
+ _ctx: &RenderTargetContext,
+ gpu_cache: &mut GpuCache,
+ render_tasks: &RenderTaskGraph,
+ _: &ClipStore,
+ _: &mut TransformPalette,
+ ) {
+ profile_scope!("add_task");
+ let task = &render_tasks[task_id];
+
+ match task.kind {
+ RenderTaskKind::VerticalBlur(..) => {
+ add_blur_instances(
+ &mut self.vertical_blurs,
+ BlurDirection::Vertical,
+ task_id.into(),
+ task.children[0],
+ render_tasks,
+ );
+ }
+ RenderTaskKind::HorizontalBlur(..) => {
+ add_blur_instances(
+ &mut self.horizontal_blurs,
+ BlurDirection::Horizontal,
+ task_id.into(),
+ task.children[0],
+ render_tasks,
+ );
+ }
+ RenderTaskKind::Picture(ref pic_task) => {
+ if let Some(ref resolve_op) = pic_task.resolve_op {
+ self.resolve_ops.push(resolve_op.clone());
+ }
+ self.alpha_tasks.push(task_id);
+ }
+ RenderTaskKind::SvgFilter(ref task_info) => {
+ add_svg_filter_instances(
+ &mut self.svg_filters,
+ render_tasks,
+ &task_info.info,
+ task_id,
+ task.children.get(0).cloned(),
+ task.children.get(1).cloned(),
+ task_info.extra_gpu_cache_handle.map(|handle| gpu_cache.get_address(&handle)),
+ )
+ }
+ RenderTaskKind::Image(..) |
+ RenderTaskKind::Cached(..) |
+ RenderTaskKind::ClipRegion(..) |
+ RenderTaskKind::Border(..) |
+ RenderTaskKind::CacheMask(..) |
+ RenderTaskKind::FastLinearGradient(..) |
+ RenderTaskKind::LinearGradient(..) |
+ RenderTaskKind::RadialGradient(..) |
+ RenderTaskKind::ConicGradient(..) |
+ RenderTaskKind::TileComposite(..) |
+ RenderTaskKind::LineDecoration(..) => {
+ panic!("Should not be added to color target!");
+ }
+ RenderTaskKind::Readback(..) => {}
+ RenderTaskKind::Scaling(ref info) => {
+ add_scaling_instances(
+ info,
+ &mut self.scalings,
+ task,
+ task.children.first().map(|&child| &render_tasks[child]),
+ );
+ }
+ RenderTaskKind::Blit(ref task_info) => {
+ let target_rect = task
+ .get_target_rect();
+ self.blits.push(BlitJob {
+ source: task_info.source,
+ target_rect,
+ });
+ }
+ #[cfg(test)]
+ RenderTaskKind::Test(..) => {}
+ }
+ }
+
+ fn needs_depth(&self) -> bool {
+ self.alpha_batch_containers.iter().any(|ab| {
+ !ab.opaque_batches.is_empty()
+ })
+ }
+}
+
+/// Contains the work (in the form of instance arrays) needed to fill an alpha
+/// output surface (R8).
+///
+/// See `RenderTarget`.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct AlphaRenderTarget {
+ pub clip_batcher: ClipBatcher,
+ // List of blur operations to apply for this render target.
+ pub vertical_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>,
+ pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>,
+ pub scalings: FastHashMap<TextureSource, Vec<ScalingInstance>>,
+ pub zero_clears: Vec<RenderTaskId>,
+ pub one_clears: Vec<RenderTaskId>,
+ pub texture_id: CacheTextureId,
+}
+
+impl RenderTarget for AlphaRenderTarget {
+ fn new(
+ texture_id: CacheTextureId,
+ _: DeviceIntSize,
+ gpu_supports_fast_clears: bool,
+ _: DeviceIntRect,
+ ) -> Self {
+ AlphaRenderTarget {
+ clip_batcher: ClipBatcher::new(gpu_supports_fast_clears),
+ vertical_blurs: FastHashMap::default(),
+ horizontal_blurs: FastHashMap::default(),
+ scalings: FastHashMap::default(),
+ zero_clears: Vec::new(),
+ one_clears: Vec::new(),
+ texture_id,
+ }
+ }
+
+ fn texture_id(&self) -> CacheTextureId {
+ self.texture_id
+ }
+
+ fn add_task(
+ &mut self,
+ task_id: RenderTaskId,
+ ctx: &RenderTargetContext,
+ gpu_cache: &mut GpuCache,
+ render_tasks: &RenderTaskGraph,
+ clip_store: &ClipStore,
+ transforms: &mut TransformPalette,
+ ) {
+ profile_scope!("add_task");
+ let task = &render_tasks[task_id];
+ let target_rect = task.get_target_rect();
+
+ match task.kind {
+ RenderTaskKind::Image(..) |
+ RenderTaskKind::Cached(..) |
+ RenderTaskKind::Readback(..) |
+ RenderTaskKind::Picture(..) |
+ RenderTaskKind::Blit(..) |
+ RenderTaskKind::Border(..) |
+ RenderTaskKind::LineDecoration(..) |
+ RenderTaskKind::FastLinearGradient(..) |
+ RenderTaskKind::LinearGradient(..) |
+ RenderTaskKind::RadialGradient(..) |
+ RenderTaskKind::ConicGradient(..) |
+ RenderTaskKind::TileComposite(..) |
+ RenderTaskKind::SvgFilter(..) => {
+ panic!("BUG: should not be added to alpha target!");
+ }
+ RenderTaskKind::VerticalBlur(..) => {
+ self.zero_clears.push(task_id);
+ add_blur_instances(
+ &mut self.vertical_blurs,
+ BlurDirection::Vertical,
+ task_id.into(),
+ task.children[0],
+ render_tasks,
+ );
+ }
+ RenderTaskKind::HorizontalBlur(..) => {
+ self.zero_clears.push(task_id);
+ add_blur_instances(
+ &mut self.horizontal_blurs,
+ BlurDirection::Horizontal,
+ task_id.into(),
+ task.children[0],
+ render_tasks,
+ );
+ }
+ RenderTaskKind::CacheMask(ref task_info) => {
+ let clear_to_one = self.clip_batcher.add(
+ task_info.clip_node_range,
+ task_info.root_spatial_node_index,
+ render_tasks,
+ gpu_cache,
+ clip_store,
+ transforms,
+ task_info.actual_rect,
+ task_info.device_pixel_scale,
+ target_rect.min.to_f32(),
+ task_info.actual_rect.min,
+ ctx,
+ );
+ if task_info.clear_to_one || clear_to_one {
+ self.one_clears.push(task_id);
+ }
+ }
+ RenderTaskKind::ClipRegion(ref region_task) => {
+ if region_task.clear_to_one {
+ self.one_clears.push(task_id);
+ }
+ let device_rect = DeviceRect::from_size(
+ target_rect.size().to_f32(),
+ );
+ self.clip_batcher.add_clip_region(
+ region_task.local_pos,
+ device_rect,
+ region_task.clip_data.clone(),
+ target_rect.min.to_f32(),
+ DevicePoint::zero(),
+ region_task.device_pixel_scale.0,
+ );
+ }
+ RenderTaskKind::Scaling(ref info) => {
+ add_scaling_instances(
+ info,
+ &mut self.scalings,
+ task,
+ task.children.first().map(|&child| &render_tasks[child]),
+ );
+ }
+ #[cfg(test)]
+ RenderTaskKind::Test(..) => {}
+ }
+ }
+
+ fn needs_depth(&self) -> bool {
+ false
+ }
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+#[derive(Debug, PartialEq, Clone)]
+pub struct ResolveOp {
+ pub src_task_ids: Vec<RenderTaskId>,
+ pub dest_task_id: RenderTaskId,
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub enum PictureCacheTargetKind {
+ Draw {
+ alpha_batch_container: AlphaBatchContainer,
+ },
+ Blit {
+ task_id: RenderTaskId,
+ sub_rect_offset: DeviceIntVector2D,
+ },
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct PictureCacheTarget {
+ pub surface: ResolvedSurfaceTexture,
+ pub kind: PictureCacheTargetKind,
+ pub clear_color: Option<ColorF>,
+ pub dirty_rect: DeviceIntRect,
+ pub valid_rect: DeviceIntRect,
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct TextureCacheRenderTarget {
+ pub target_kind: RenderTargetKind,
+ pub horizontal_blurs: FastHashMap<TextureSource, Vec<BlurInstance>>,
+ pub blits: Vec<BlitJob>,
+ pub border_segments_complex: Vec<BorderInstance>,
+ pub border_segments_solid: Vec<BorderInstance>,
+ pub clears: Vec<DeviceIntRect>,
+ pub line_decorations: Vec<LineDecorationJob>,
+ pub fast_linear_gradients: Vec<FastLinearGradientInstance>,
+ pub linear_gradients: Vec<LinearGradientInstance>,
+ pub radial_gradients: Vec<RadialGradientInstance>,
+ pub conic_gradients: Vec<ConicGradientInstance>,
+}
+
+impl TextureCacheRenderTarget {
+ pub fn new(target_kind: RenderTargetKind) -> Self {
+ TextureCacheRenderTarget {
+ target_kind,
+ horizontal_blurs: FastHashMap::default(),
+ blits: vec![],
+ border_segments_complex: vec![],
+ border_segments_solid: vec![],
+ clears: vec![],
+ line_decorations: vec![],
+ fast_linear_gradients: vec![],
+ linear_gradients: vec![],
+ radial_gradients: vec![],
+ conic_gradients: vec![],
+ }
+ }
+
+ pub fn add_task(
+ &mut self,
+ task_id: RenderTaskId,
+ render_tasks: &RenderTaskGraph,
+ ) {
+ profile_scope!("add_task");
+ let task_address = task_id.into();
+
+ let task = &render_tasks[task_id];
+ let target_rect = task.get_target_rect();
+
+ match task.kind {
+ RenderTaskKind::LineDecoration(ref info) => {
+ self.clears.push(target_rect);
+
+ self.line_decorations.push(LineDecorationJob {
+ task_rect: target_rect.to_f32(),
+ local_size: info.local_size,
+ style: info.style as i32,
+ axis_select: match info.orientation {
+ LineOrientation::Horizontal => 0.0,
+ LineOrientation::Vertical => 1.0,
+ },
+ wavy_line_thickness: info.wavy_line_thickness,
+ });
+ }
+ RenderTaskKind::HorizontalBlur(..) => {
+ add_blur_instances(
+ &mut self.horizontal_blurs,
+ BlurDirection::Horizontal,
+ task_address,
+ task.children[0],
+ render_tasks,
+ );
+ }
+ RenderTaskKind::Blit(ref task_info) => {
+ // Add a blit job to copy from an existing render
+ // task to this target.
+ self.blits.push(BlitJob {
+ source: task_info.source,
+ target_rect,
+ });
+ }
+ RenderTaskKind::Border(ref task_info) => {
+ self.clears.push(target_rect);
+
+ let task_origin = target_rect.min.to_f32();
+ // TODO(gw): Clone here instead of a move of this vec, since the frame
+ // graph is immutable by this point. It's rare that borders
+ // are drawn since they are persisted in the texture cache,
+ // but perhaps this could be improved in future.
+ let instances = task_info.instances.clone();
+ for mut instance in instances {
+ // TODO(gw): It may be better to store the task origin in
+ // the render task data instead of per instance.
+ instance.task_origin = task_origin;
+ if instance.flags & STYLE_MASK == STYLE_SOLID {
+ self.border_segments_solid.push(instance);
+ } else {
+ self.border_segments_complex.push(instance);
+ }
+ }
+ }
+ RenderTaskKind::FastLinearGradient(ref task_info) => {
+ self.fast_linear_gradients.push(task_info.to_instance(&target_rect));
+ }
+ RenderTaskKind::LinearGradient(ref task_info) => {
+ self.linear_gradients.push(task_info.to_instance(&target_rect));
+ }
+ RenderTaskKind::RadialGradient(ref task_info) => {
+ self.radial_gradients.push(task_info.to_instance(&target_rect));
+ }
+ RenderTaskKind::ConicGradient(ref task_info) => {
+ self.conic_gradients.push(task_info.to_instance(&target_rect));
+ }
+ RenderTaskKind::Image(..) |
+ RenderTaskKind::Cached(..) |
+ RenderTaskKind::VerticalBlur(..) |
+ RenderTaskKind::Picture(..) |
+ RenderTaskKind::ClipRegion(..) |
+ RenderTaskKind::CacheMask(..) |
+ RenderTaskKind::Readback(..) |
+ RenderTaskKind::Scaling(..) |
+ RenderTaskKind::TileComposite(..) |
+ RenderTaskKind::SvgFilter(..) => {
+ panic!("BUG: unexpected task kind for texture cache target");
+ }
+ #[cfg(test)]
+ RenderTaskKind::Test(..) => {}
+ }
+ }
+}
+
+fn add_blur_instances(
+ instances: &mut FastHashMap<TextureSource, Vec<BlurInstance>>,
+ blur_direction: BlurDirection,
+ task_address: RenderTaskAddress,
+ src_task_id: RenderTaskId,
+ render_tasks: &RenderTaskGraph,
+) {
+ let source = render_tasks[src_task_id].get_texture_source();
+
+ let instance = BlurInstance {
+ task_address,
+ src_task_address: src_task_id.into(),
+ blur_direction,
+ };
+
+ instances
+ .entry(source)
+ .or_insert(Vec::new())
+ .push(instance);
+}
+
+fn add_scaling_instances(
+ task: &ScalingTask,
+ instances: &mut FastHashMap<TextureSource, Vec<ScalingInstance>>,
+ target_task: &RenderTask,
+ source_task: Option<&RenderTask>,
+) {
+ let target_rect = target_task
+ .get_target_rect()
+ .inner_box(task.padding)
+ .to_f32();
+
+ let source = source_task.unwrap().get_texture_source();
+
+ let source_rect = source_task.unwrap().get_target_rect().to_f32();
+
+ instances
+ .entry(source)
+ .or_insert(Vec::new())
+ .push(ScalingInstance {
+ target_rect,
+ source_rect,
+ });
+}
+
+fn add_svg_filter_instances(
+ instances: &mut Vec<(BatchTextures, Vec<SvgFilterInstance>)>,
+ render_tasks: &RenderTaskGraph,
+ filter: &SvgFilterInfo,
+ task_id: RenderTaskId,
+ input_1_task: Option<RenderTaskId>,
+ input_2_task: Option<RenderTaskId>,
+ extra_data_address: Option<GpuCacheAddress>,
+) {
+ let mut textures = BatchTextures::empty();
+
+ if let Some(id) = input_1_task {
+ textures.input.colors[0] = render_tasks[id].get_texture_source();
+ }
+
+ if let Some(id) = input_2_task {
+ textures.input.colors[1] = render_tasks[id].get_texture_source();
+ }
+
+ let kind = match filter {
+ SvgFilterInfo::Blend(..) => 0,
+ SvgFilterInfo::Flood(..) => 1,
+ SvgFilterInfo::LinearToSrgb => 2,
+ SvgFilterInfo::SrgbToLinear => 3,
+ SvgFilterInfo::Opacity(..) => 4,
+ SvgFilterInfo::ColorMatrix(..) => 5,
+ SvgFilterInfo::DropShadow(..) => 6,
+ SvgFilterInfo::Offset(..) => 7,
+ SvgFilterInfo::ComponentTransfer(..) => 8,
+ SvgFilterInfo::Identity => 9,
+ SvgFilterInfo::Composite(..) => 10,
+ };
+
+ let input_count = match filter {
+ SvgFilterInfo::Flood(..) => 0,
+
+ SvgFilterInfo::LinearToSrgb |
+ SvgFilterInfo::SrgbToLinear |
+ SvgFilterInfo::Opacity(..) |
+ SvgFilterInfo::ColorMatrix(..) |
+ SvgFilterInfo::Offset(..) |
+ SvgFilterInfo::ComponentTransfer(..) |
+ SvgFilterInfo::Identity => 1,
+
+ // Not techincally a 2 input filter, but we have 2 inputs here: original content & blurred content.
+ SvgFilterInfo::DropShadow(..) |
+ SvgFilterInfo::Blend(..) |
+ SvgFilterInfo::Composite(..) => 2,
+ };
+
+ let generic_int = match filter {
+ SvgFilterInfo::Blend(mode) => *mode as u16,
+ SvgFilterInfo::ComponentTransfer(data) =>
+ (data.r_func.to_int() << 12 |
+ data.g_func.to_int() << 8 |
+ data.b_func.to_int() << 4 |
+ data.a_func.to_int()) as u16,
+ SvgFilterInfo::Composite(operator) =>
+ operator.as_int() as u16,
+ SvgFilterInfo::LinearToSrgb |
+ SvgFilterInfo::SrgbToLinear |
+ SvgFilterInfo::Flood(..) |
+ SvgFilterInfo::Opacity(..) |
+ SvgFilterInfo::ColorMatrix(..) |
+ SvgFilterInfo::DropShadow(..) |
+ SvgFilterInfo::Offset(..) |
+ SvgFilterInfo::Identity => 0,
+ };
+
+ let instance = SvgFilterInstance {
+ task_address: task_id.into(),
+ input_1_task_address: input_1_task.map(|id| id.into()).unwrap_or(RenderTaskAddress(0)),
+ input_2_task_address: input_2_task.map(|id| id.into()).unwrap_or(RenderTaskAddress(0)),
+ kind,
+ input_count,
+ generic_int,
+ extra_data_address: extra_data_address.unwrap_or(GpuCacheAddress::INVALID),
+ };
+
+ for (ref mut batch_textures, ref mut batch) in instances.iter_mut() {
+ if let Some(combined_textures) = batch_textures.combine_textures(textures) {
+ batch.push(instance);
+ // Update the batch textures to the newly combined batch textures
+ *batch_textures = combined_textures;
+ return;
+ }
+ }
+
+ instances.push((textures, vec![instance]));
+}
+
+// Information required to do a blit from a source to a target.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct BlitJob {
+ pub source: RenderTaskId,
+ pub target_rect: DeviceIntRect,
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+#[derive(Clone, Debug)]
+pub struct LineDecorationJob {
+ pub task_rect: DeviceRect,
+ pub local_size: LayoutSize,
+ pub wavy_line_thickness: f32,
+ pub style: i32,
+ pub axis_select: f32,
+}