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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/.
+
+//! This module contains the render task graph.
+//!
+//! Code associated with creating specific render tasks is in the render_task
+//! module.
+
+use api::units::*;
+use api::ImageFormat;
+use crate::gpu_cache::{GpuCache, GpuCacheAddress};
+use crate::internal_types::{TextureSource, CacheTextureId, FastHashMap, FastHashSet, FrameId};
+use crate::render_task::{StaticRenderTaskSurface, RenderTaskLocation, RenderTask};
+use crate::render_target::RenderTargetKind;
+use crate::render_task::{RenderTaskData, RenderTaskKind};
+use crate::resource_cache::ResourceCache;
+use crate::texture_pack::GuillotineAllocator;
+use crate::prim_store::DeferredResolve;
+use crate::image_source::{resolve_image, resolve_cached_render_task};
+use crate::util::VecHelper;
+use smallvec::SmallVec;
+use std::mem;
+use topological_sort::TopologicalSort;
+
+use crate::render_target::{RenderTargetList, ColorRenderTarget};
+use crate::render_target::{PictureCacheTarget, TextureCacheRenderTarget, AlphaRenderTarget};
+use crate::util::Allocation;
+use std::{usize, f32};
+
+/// According to apitrace, textures larger than 2048 break fast clear
+/// optimizations on some intel drivers. We sometimes need to go larger, but
+/// we try to avoid it.
+const MAX_SHARED_SURFACE_SIZE: i32 = 2048;
+
+/// If we ever need a larger texture than the ideal, we better round it up to a
+/// reasonable number in order to have a bit of leeway in case the size of this
+/// this target is changing each frame.
+const TEXTURE_DIMENSION_MASK: i32 = 0xFF;
+
+/// Allows initializing a render task directly into the render task buffer.
+///
+/// See utils::VecHelpers. RenderTask is fairly large so avoiding the move when
+/// pushing into the vector can save a lot of expensive memcpys on pages with many
+/// render tasks.
+pub struct RenderTaskAllocation<'a> {
+ pub alloc: Allocation<'a, RenderTask>,
+}
+
+impl<'l> RenderTaskAllocation<'l> {
+ #[inline(always)]
+ pub fn init(self, value: RenderTask) -> RenderTaskId {
+ RenderTaskId {
+ index: self.alloc.init(value) as u32,
+ }
+ }
+}
+
+#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)]
+#[derive(MallocSizeOf)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct RenderTaskId {
+ pub index: u32,
+}
+
+impl RenderTaskId {
+ pub const INVALID: RenderTaskId = RenderTaskId {
+ index: u32::MAX,
+ };
+}
+
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+#[derive(Debug, Copy, Clone, Hash, Eq, PartialEq, PartialOrd, Ord)]
+pub struct PassId(usize);
+
+impl PassId {
+ pub const MIN: PassId = PassId(0);
+ pub const MAX: PassId = PassId(!0 - 1);
+ pub const INVALID: PassId = PassId(!0 - 2);
+}
+
+/// An internal representation of a dynamic surface that tasks can be
+/// allocated into. Maintains some extra metadata about each surface
+/// during the graph build.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+struct Surface {
+ /// Whether this is a color or alpha render target
+ kind: RenderTargetKind,
+ /// Allocator for this surface texture
+ allocator: GuillotineAllocator,
+ /// We can only allocate into this for reuse if it's a shared surface
+ is_shared: bool,
+ /// The pass that we can free this surface after (guaranteed
+ /// to be the same for all tasks assigned to this surface)
+ free_after: PassId,
+}
+
+impl Surface {
+ /// Allocate a rect within a shared surfce. Returns None if the
+ /// format doesn't match, or allocation fails.
+ fn alloc_rect(
+ &mut self,
+ size: DeviceIntSize,
+ kind: RenderTargetKind,
+ is_shared: bool,
+ free_after: PassId,
+ ) -> Option<DeviceIntPoint> {
+ if self.kind == kind && self.is_shared == is_shared && self.free_after == free_after {
+ self.allocator
+ .allocate(&size)
+ .map(|(_slice, origin)| origin)
+ } else {
+ None
+ }
+ }
+}
+
+/// A sub-pass can draw to either a dynamic (temporary render target) surface,
+/// or a persistent surface (texture or picture cache).
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+#[derive(Debug)]
+pub enum SubPassSurface {
+ /// A temporary (intermediate) surface.
+ Dynamic {
+ /// The renderer texture id
+ texture_id: CacheTextureId,
+ /// Color / alpha render target
+ target_kind: RenderTargetKind,
+ /// The rectangle occupied by tasks in this surface. Used as a clear
+ /// optimization on some GPUs.
+ used_rect: DeviceIntRect,
+ },
+ Persistent {
+ /// Reference to the texture or picture cache surface being drawn to.
+ surface: StaticRenderTaskSurface,
+ },
+}
+
+/// A subpass is a specific render target, and a list of tasks to draw to it.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct SubPass {
+ /// The surface this subpass draws to
+ pub surface: SubPassSurface,
+ /// The tasks assigned to this subpass.
+ pub task_ids: Vec<RenderTaskId>,
+}
+
+/// A pass expresses dependencies between tasks. Each pass consists of a number
+/// of subpasses.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct Pass {
+ /// The tasks assigned to this render pass
+ pub task_ids: Vec<RenderTaskId>,
+ /// The subpasses that make up this dependency pass
+ pub sub_passes: Vec<SubPass>,
+ /// A list of intermediate surfaces that can be invalidated after
+ /// this pass completes.
+ pub textures_to_invalidate: Vec<CacheTextureId>,
+}
+
+/// The RenderTaskGraph is the immutable representation of the render task graph. It is
+/// built by the RenderTaskGraphBuilder, and is constructed once per frame.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct RenderTaskGraph {
+ /// List of tasks added to the graph
+ pub tasks: Vec<RenderTask>,
+
+ /// The passes that were created, based on dependencies between tasks
+ pub passes: Vec<Pass>,
+
+ /// Current frame id, used for debug validation
+ frame_id: FrameId,
+
+ /// GPU specific data for each task that is made available to shaders
+ pub task_data: Vec<RenderTaskData>,
+
+ /// Total number of intermediate surfaces that will be drawn to, used for test validation.
+ #[cfg(test)]
+ surface_count: usize,
+
+ /// Total number of real allocated textures that will be drawn to, used for test validation.
+ #[cfg(test)]
+ unique_surfaces: FastHashSet<CacheTextureId>,
+}
+
+/// The persistent interface that is used during frame building to construct the
+/// frame graph.
+pub struct RenderTaskGraphBuilder {
+ /// List of tasks added to the builder
+ tasks: Vec<RenderTask>,
+
+ /// List of task roots
+ roots: FastHashSet<RenderTaskId>,
+
+ /// Current frame id, used for debug validation
+ frame_id: FrameId,
+
+ /// A list of texture surfaces that can be freed at the end of a pass. Retained
+ /// here to reduce heap allocations.
+ textures_to_free: FastHashSet<CacheTextureId>,
+
+ // Keep a map of `texture_id` to metadata about surfaces that are currently
+ // borrowed from the render target pool.
+ active_surfaces: FastHashMap<CacheTextureId, Surface>,
+}
+
+impl RenderTaskGraphBuilder {
+ /// Construct a new graph builder. Typically constructed once and maintained
+ /// over many frames, to avoid extra heap allocations where possible.
+ pub fn new() -> Self {
+ RenderTaskGraphBuilder {
+ tasks: Vec::new(),
+ roots: FastHashSet::default(),
+ frame_id: FrameId::INVALID,
+ textures_to_free: FastHashSet::default(),
+ active_surfaces: FastHashMap::default(),
+ }
+ }
+
+ pub fn frame_id(&self) -> FrameId {
+ self.frame_id
+ }
+
+ /// Begin a new frame
+ pub fn begin_frame(&mut self, frame_id: FrameId) {
+ self.frame_id = frame_id;
+ self.roots.clear();
+ }
+
+ /// Get immutable access to a task
+ // TODO(gw): There's only a couple of places that existing code needs to access
+ // a task during the building step. Perhaps we can remove this?
+ pub fn get_task(
+ &self,
+ task_id: RenderTaskId,
+ ) -> &RenderTask {
+ &self.tasks[task_id.index as usize]
+ }
+
+ /// Get mutable access to a task
+ // TODO(gw): There's only a couple of places that existing code needs to access
+ // a task during the building step. Perhaps we can remove this?
+ pub fn get_task_mut(
+ &mut self,
+ task_id: RenderTaskId,
+ ) -> &mut RenderTask {
+ &mut self.tasks[task_id.index as usize]
+ }
+
+ /// Add a new task to the graph.
+ pub fn add(&mut self) -> RenderTaskAllocation {
+ // Assume every task is a root to start with
+ self.roots.insert(
+ RenderTaskId { index: self.tasks.len() as u32 }
+ );
+
+ RenderTaskAllocation {
+ alloc: self.tasks.alloc(),
+ }
+ }
+
+ /// Express a dependency, such that `task_id` depends on `input` as a texture source.
+ pub fn add_dependency(
+ &mut self,
+ task_id: RenderTaskId,
+ input: RenderTaskId,
+ ) {
+ self.tasks[task_id.index as usize].children.push(input);
+
+ // Once a task is an input, it's no longer a root
+ self.roots.remove(&input);
+ }
+
+ /// End the graph building phase and produce the immutable task graph for this frame
+ pub fn end_frame(
+ &mut self,
+ resource_cache: &mut ResourceCache,
+ gpu_cache: &mut GpuCache,
+ deferred_resolves: &mut Vec<DeferredResolve>,
+ ) -> RenderTaskGraph {
+ // Copy the render tasks over to the immutable graph output
+ let task_count = self.tasks.len();
+ let tasks = mem::replace(
+ &mut self.tasks,
+ Vec::with_capacity(task_count),
+ );
+
+ let mut graph = RenderTaskGraph {
+ tasks,
+ passes: Vec::new(),
+ task_data: Vec::with_capacity(task_count),
+ frame_id: self.frame_id,
+ #[cfg(test)]
+ surface_count: 0,
+ #[cfg(test)]
+ unique_surfaces: FastHashSet::default(),
+ };
+
+ // First, use a topological sort of the dependency graph to split the task set in to
+ // a list of passes. This is necessary because when we have a complex graph (e.g. due
+ // to a large number of sibling backdrop-filter primitives) traversing it via a simple
+ // recursion can be too slow. The second pass determines when the last time a render task
+ // is used as an input, and assigns what pass the surface backing that render task can
+ // be freed (the surface is then returned to the render target pool and may be aliased
+ // or reused during subsequent passes).
+
+ let mut pass_count = 0;
+ let mut passes = Vec::new();
+ let mut task_sorter = TopologicalSort::<RenderTaskId>::new();
+
+ // Iterate the task list, and add all the dependencies to the topo sort
+ for (parent_id, task) in graph.tasks.iter().enumerate() {
+ let parent_id = RenderTaskId { index: parent_id as u32 };
+
+ for child_id in &task.children {
+ task_sorter.add_dependency(
+ parent_id,
+ *child_id,
+ );
+ }
+ }
+
+ // Pop the sorted passes off the topological sort
+ loop {
+ // Get the next set of tasks that can be drawn
+ let tasks = task_sorter.pop_all();
+
+ // If there are no tasks left, we're done
+ if tasks.is_empty() {
+ // If the task sorter itself isn't empty but we couldn't pop off any
+ // tasks, that implies a circular dependency in the task graph
+ assert!(task_sorter.is_empty());
+ break;
+ } else {
+ // Assign the `render_on` field to the task
+ for task_id in &tasks {
+ graph.tasks[task_id.index as usize].render_on = PassId(pass_count);
+ }
+
+ // Store the task list for this pass, used later for `assign_free_pass`.
+ passes.push(tasks);
+ pass_count += 1;
+ }
+ }
+
+ // Always create at least one pass for root tasks
+ pass_count = pass_count.max(1);
+
+ // Determine which pass each task can be freed on, which depends on which is
+ // the last task that has this as an input. This must be done in top-down
+ // pass order to ensure that RenderTaskLocation::Existing references are
+ // visited in the correct order
+ for pass in passes {
+ for task_id in pass {
+ assign_free_pass(
+ task_id,
+ &mut graph,
+ );
+ }
+ }
+
+ // Construct passes array for tasks to be assigned to below
+ for _ in 0 .. pass_count {
+ graph.passes.push(Pass {
+ task_ids: Vec::new(),
+ sub_passes: Vec::new(),
+ textures_to_invalidate: Vec::new(),
+ });
+ }
+
+ // Assign tasks to each pass based on their `render_on` attribute
+ for (index, task) in graph.tasks.iter().enumerate() {
+ if task.kind.is_a_rendering_operation() {
+ let id = RenderTaskId { index: index as u32 };
+ graph.passes[task.render_on.0].task_ids.push(id);
+ }
+ }
+
+ // At this point, tasks are assigned to each dependency pass. Now we
+ // can go through each pass and create sub-passes, assigning each task
+ // to a target and destination rect.
+ assert!(self.active_surfaces.is_empty());
+
+ for (pass_id, pass) in graph.passes.iter_mut().enumerate().rev() {
+ assert!(self.textures_to_free.is_empty());
+
+ for task_id in &pass.task_ids {
+
+ let task_location = graph.tasks[task_id.index as usize].location.clone();
+
+ match task_location {
+ RenderTaskLocation::Unallocated { size } => {
+ let task = &mut graph.tasks[task_id.index as usize];
+
+ let mut location = None;
+ let kind = task.kind.target_kind();
+
+ // If a task is used as part of an existing-chain then we can't
+ // safely share it (nor would we want to).
+ let can_use_shared_surface =
+ task.kind.can_use_shared_surface() &&
+ task.free_after != PassId::INVALID;
+
+ if can_use_shared_surface {
+ // If we can use a shared surface, step through the existing shared
+ // surfaces for this subpass, and see if we can allocate the task
+ // to one of these targets.
+ for sub_pass in &mut pass.sub_passes {
+ if let SubPassSurface::Dynamic { texture_id, ref mut used_rect, .. } = sub_pass.surface {
+ let surface = self.active_surfaces.get_mut(&texture_id).unwrap();
+ if let Some(p) = surface.alloc_rect(size, kind, true, task.free_after) {
+ location = Some((texture_id, p));
+ *used_rect = used_rect.union(&DeviceIntRect::from_origin_and_size(p, size));
+ sub_pass.task_ids.push(*task_id);
+ break;
+ }
+ }
+ }
+ }
+
+ if location.is_none() {
+ // If it wasn't possible to allocate the task to a shared surface, get a new
+ // render target from the resource cache pool/
+
+ // If this is a really large task, don't bother allocating it as a potential
+ // shared surface for other tasks.
+
+ let can_use_shared_surface = can_use_shared_surface &&
+ size.width <= MAX_SHARED_SURFACE_SIZE &&
+ size.height <= MAX_SHARED_SURFACE_SIZE;
+
+ let surface_size = if can_use_shared_surface {
+ DeviceIntSize::new(
+ MAX_SHARED_SURFACE_SIZE,
+ MAX_SHARED_SURFACE_SIZE,
+ )
+ } else {
+ // Round up size here to avoid constant re-allocs during resizing
+ DeviceIntSize::new(
+ (size.width + TEXTURE_DIMENSION_MASK) & !TEXTURE_DIMENSION_MASK,
+ (size.height + TEXTURE_DIMENSION_MASK) & !TEXTURE_DIMENSION_MASK,
+ )
+ };
+
+ let format = match kind {
+ RenderTargetKind::Color => ImageFormat::RGBA8,
+ RenderTargetKind::Alpha => ImageFormat::R8,
+ };
+
+ // Get render target of appropriate size and format from resource cache
+ let texture_id = resource_cache.get_or_create_render_target_from_pool(
+ surface_size,
+ format,
+ );
+
+ // Allocate metadata we need about this surface while it's active
+ let mut surface = Surface {
+ kind,
+ allocator: GuillotineAllocator::new(Some(surface_size)),
+ is_shared: can_use_shared_surface,
+ free_after: task.free_after,
+ };
+
+ // Allocation of the task must fit in this new surface!
+ let p = surface.alloc_rect(
+ size,
+ kind,
+ can_use_shared_surface,
+ task.free_after,
+ ).expect("bug: alloc must succeed!");
+
+ location = Some((texture_id, p));
+
+ // Store the metadata about this newly active surface. We should never
+ // get a target surface with the same texture_id as a currently active surface.
+ let _prev_surface = self.active_surfaces.insert(texture_id, surface);
+ assert!(_prev_surface.is_none());
+
+ // Store some information about surface allocations if in test mode
+ #[cfg(test)]
+ {
+ graph.surface_count += 1;
+ graph.unique_surfaces.insert(texture_id);
+ }
+
+ // Add the target as a new subpass for this render pass.
+ pass.sub_passes.push(SubPass {
+ surface: SubPassSurface::Dynamic {
+ texture_id,
+ target_kind: kind,
+ used_rect: DeviceIntRect::from_origin_and_size(p, size),
+ },
+ task_ids: vec![*task_id],
+ });
+ }
+
+ // By now, we must have allocated a surface and rect for this task, so assign it!
+ assert!(location.is_some());
+ task.location = RenderTaskLocation::Dynamic {
+ texture_id: location.unwrap().0,
+ rect: DeviceIntRect::from_origin_and_size(location.unwrap().1, size),
+ };
+ }
+ RenderTaskLocation::Existing { parent_task_id, size: existing_size, .. } => {
+ let parent_task_location = graph.tasks[parent_task_id.index as usize].location.clone();
+
+ match parent_task_location {
+ RenderTaskLocation::Unallocated { .. } |
+ RenderTaskLocation::CacheRequest { .. } |
+ RenderTaskLocation::Existing { .. } => {
+ panic!("bug: reference to existing task must be allocated by now");
+ }
+ RenderTaskLocation::Dynamic { texture_id, rect, .. } => {
+ assert_eq!(existing_size, rect.size());
+
+ let kind = graph.tasks[parent_task_id.index as usize].kind.target_kind();
+
+ // A sub-pass is always created in this case, as existing tasks by definition can't be shared.
+ pass.sub_passes.push(SubPass {
+ surface: SubPassSurface::Dynamic {
+ texture_id,
+ target_kind: kind,
+ used_rect: rect, // clear will be skipped due to no-op check anyway
+ },
+ task_ids: vec![*task_id],
+ });
+
+ let task = &mut graph.tasks[task_id.index as usize];
+ task.location = parent_task_location;
+ }
+ RenderTaskLocation::Static { .. } => {
+ unreachable!("bug: not possible since we don't dup static locations");
+ }
+ }
+ }
+ RenderTaskLocation::Static { ref surface, .. } => {
+ // No need to allocate for this surface, since it's a persistent
+ // target. Instead, just create a new sub-pass for it.
+ pass.sub_passes.push(SubPass {
+ surface: SubPassSurface::Persistent {
+ surface: surface.clone(),
+ },
+ task_ids: vec![*task_id],
+ });
+ }
+ RenderTaskLocation::CacheRequest { .. } => {
+ // No need to allocate nor to create a sub-path for read-only locations.
+ }
+ RenderTaskLocation::Dynamic { .. } => {
+ // Dynamic tasks shouldn't be allocated by this point
+ panic!("bug: encountered an already allocated task");
+ }
+ }
+
+ // Return the shared surfaces from this pass
+ let task = &graph.tasks[task_id.index as usize];
+ for child_id in &task.children {
+ let child_task = &graph.tasks[child_id.index as usize];
+ match child_task.location {
+ RenderTaskLocation::Unallocated { .. } |
+ RenderTaskLocation::Existing { .. } => panic!("bug: must be allocated"),
+ RenderTaskLocation::Dynamic { texture_id, .. } => {
+ // If this task can be freed after this pass, include it in the
+ // unique set of textures to be returned to the render target pool below.
+ if child_task.free_after == PassId(pass_id) {
+ self.textures_to_free.insert(texture_id);
+ }
+ }
+ RenderTaskLocation::Static { .. } => {}
+ RenderTaskLocation::CacheRequest { .. } => {}
+ }
+ }
+ }
+
+ // Return no longer used textures to the pool, so that they can be reused / aliased
+ // by later passes.
+ for texture_id in self.textures_to_free.drain() {
+ resource_cache.return_render_target_to_pool(texture_id);
+ self.active_surfaces.remove(&texture_id).unwrap();
+ pass.textures_to_invalidate.push(texture_id);
+ }
+ }
+
+ // By now, all surfaces that were borrowed from the render target pool must
+ // be returned to the resource cache, or we are leaking intermediate surfaces!
+ assert!(self.active_surfaces.is_empty());
+
+ // Each task is now allocated to a surface and target rect. Write that to the
+ // GPU blocks and task_data. After this point, the graph is returned and is
+ // considered to be immutable for the rest of the frame building process.
+
+ for task in &mut graph.tasks {
+ // First check whether the render task texture and uv rects are managed
+ // externally. This is the case for image tasks and cached tasks. In both
+ // cases it results in a finding the information in the texture cache.
+ let cache_item = if let Some(ref cache_handle) = task.cache_handle {
+ Some(resolve_cached_render_task(
+ cache_handle,
+ resource_cache,
+ ))
+ } else if let RenderTaskKind::Image(request) = &task.kind {
+ Some(resolve_image(
+ *request,
+ resource_cache,
+ gpu_cache,
+ deferred_resolves,
+ ))
+ } else {
+ // General case (non-cached non-image tasks).
+ None
+ };
+
+ if let Some(cache_item) = cache_item {
+ // Update the render task even if the item is invalid.
+ // We'll handle it later and it's easier to not have to
+ // deal with unexpected location variants like
+ // RenderTaskLocation::CacheRequest when we do.
+ let source = cache_item.texture_id;
+ task.uv_rect_handle = cache_item.uv_rect_handle;
+ task.location = RenderTaskLocation::Static {
+ surface: StaticRenderTaskSurface::ReadOnly { source },
+ rect: cache_item.uv_rect,
+ };
+ }
+ // Give the render task an opportunity to add any
+ // information to the GPU cache, if appropriate.
+ let target_rect = task.get_target_rect();
+
+ task.write_gpu_blocks(
+ target_rect,
+ gpu_cache,
+ );
+
+ graph.task_data.push(
+ task.kind.write_task_data(target_rect)
+ );
+ }
+
+ graph
+ }
+}
+
+impl RenderTaskGraph {
+ /// Print the render task graph to console
+ #[allow(dead_code)]
+ pub fn print(
+ &self,
+ ) {
+ debug!("-- RenderTaskGraph --");
+
+ for (i, task) in self.tasks.iter().enumerate() {
+ debug!("Task {} [{}]: render_on={} free_after={} children={:?}",
+ i,
+ task.kind.as_str(),
+ task.render_on.0,
+ task.free_after.0,
+ task.children,
+ );
+ }
+
+ for (p, pass) in self.passes.iter().enumerate() {
+ debug!("Pass {}:", p);
+
+ for (s, sub_pass) in pass.sub_passes.iter().enumerate() {
+ debug!("\tSubPass {}: {:?}",
+ s,
+ sub_pass.surface,
+ );
+
+ for task_id in &sub_pass.task_ids {
+ debug!("\t\tTask {:?}", task_id.index);
+ }
+ }
+ }
+ }
+
+ pub fn resolve_location(
+ &self,
+ task_id: impl Into<Option<RenderTaskId>>,
+ gpu_cache: &GpuCache,
+ ) -> Option<(GpuCacheAddress, TextureSource)> {
+ self.resolve_impl(task_id.into()?, gpu_cache)
+ }
+
+ fn resolve_impl(
+ &self,
+ task_id: RenderTaskId,
+ gpu_cache: &GpuCache,
+ ) -> Option<(GpuCacheAddress, TextureSource)> {
+ let task = &self[task_id];
+ let texture_source = task.get_texture_source();
+
+ if let TextureSource::Invalid = texture_source {
+ return None;
+ }
+
+ let uv_address = task.get_texture_address(gpu_cache);
+
+ Some((uv_address, texture_source))
+ }
+
+
+ /// Return the surface and texture counts, used for testing
+ #[cfg(test)]
+ pub fn surface_counts(&self) -> (usize, usize) {
+ (self.surface_count, self.unique_surfaces.len())
+ }
+
+ /// Return current frame id, used for validation
+ #[cfg(debug_assertions)]
+ pub fn frame_id(&self) -> FrameId {
+ self.frame_id
+ }
+}
+
+/// Batching uses index access to read information about tasks
+impl std::ops::Index<RenderTaskId> for RenderTaskGraph {
+ type Output = RenderTask;
+ fn index(&self, id: RenderTaskId) -> &RenderTask {
+ &self.tasks[id.index as usize]
+ }
+}
+
+fn assign_free_pass(
+ id: RenderTaskId,
+ graph: &mut RenderTaskGraph,
+) {
+ let task = &mut graph.tasks[id.index as usize];
+ let render_on = task.render_on;
+
+ let mut child_task_ids: SmallVec<[RenderTaskId; 8]> = SmallVec::new();
+ child_task_ids.extend_from_slice(&task.children);
+
+ for child_id in child_task_ids {
+ let child_location = graph.tasks[child_id.index as usize].location.clone();
+
+ // Each dynamic child task can free its backing surface after the last
+ // task that references it as an input. Using min here ensures the
+ // safe time to free this surface in the presence of multiple paths
+ // to this task from the root(s).
+ match child_location {
+ RenderTaskLocation::CacheRequest { .. } => {}
+ RenderTaskLocation::Static { .. } => {
+ // never get freed anyway, so can leave untouched
+ // (could validate that they remain at PassId::MIN)
+ }
+ RenderTaskLocation::Dynamic { .. } => {
+ panic!("bug: should not be allocated yet");
+ }
+ RenderTaskLocation::Unallocated { .. } => {
+ let child_task = &mut graph.tasks[child_id.index as usize];
+
+ if child_task.free_after != PassId::INVALID {
+ child_task.free_after = child_task.free_after.min(render_on);
+ }
+ }
+ RenderTaskLocation::Existing { parent_task_id, .. } => {
+ let parent_task = &mut graph.tasks[parent_task_id.index as usize];
+ parent_task.free_after = PassId::INVALID;
+
+ let child_task = &mut graph.tasks[child_id.index as usize];
+
+ if child_task.free_after != PassId::INVALID {
+ child_task.free_after = child_task.free_after.min(render_on);
+ }
+ }
+ }
+ }
+}
+
+/// A render pass represents a set of rendering operations that don't depend on one
+/// another.
+///
+/// A render pass can have several render targets if there wasn't enough space in one
+/// target to do all of the rendering for that pass. See `RenderTargetList`.
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct RenderPass {
+ /// The subpasses that describe targets being rendered to in this pass
+ pub alpha: RenderTargetList<AlphaRenderTarget>,
+ pub color: RenderTargetList<ColorRenderTarget>,
+ pub texture_cache: FastHashMap<CacheTextureId, TextureCacheRenderTarget>,
+ pub picture_cache: Vec<PictureCacheTarget>,
+ pub textures_to_invalidate: Vec<CacheTextureId>,
+}
+
+impl RenderPass {
+ /// Creates an intermediate off-screen pass.
+ pub fn new(src: &Pass) -> Self {
+ RenderPass {
+ color: RenderTargetList::new(
+ ImageFormat::RGBA8,
+ ),
+ alpha: RenderTargetList::new(
+ ImageFormat::R8,
+ ),
+ texture_cache: FastHashMap::default(),
+ picture_cache: Vec::new(),
+ textures_to_invalidate: src.textures_to_invalidate.clone(),
+ }
+ }
+}
+
+// Dump an SVG visualization of the render graph for debugging purposes
+#[cfg(feature = "capture")]
+pub fn dump_render_tasks_as_svg(
+ render_tasks: &RenderTaskGraph,
+ output: &mut dyn std::io::Write,
+) -> std::io::Result<()> {
+ use svg_fmt::*;
+
+ let node_width = 80.0;
+ let node_height = 30.0;
+ let vertical_spacing = 8.0;
+ let horizontal_spacing = 20.0;
+ let margin = 10.0;
+ let text_size = 10.0;
+
+ let mut pass_rects = Vec::new();
+ let mut nodes = vec![None; render_tasks.tasks.len()];
+
+ let mut x = margin;
+ let mut max_y: f32 = 0.0;
+
+ #[derive(Clone)]
+ struct Node {
+ rect: Rectangle,
+ label: Text,
+ size: Text,
+ }
+
+ for pass in render_tasks.passes.iter().rev() {
+ let mut layout = VerticalLayout::new(x, margin, node_width);
+
+ for task_id in &pass.task_ids {
+ let task_index = task_id.index as usize;
+ let task = &render_tasks.tasks[task_index];
+
+ let rect = layout.push_rectangle(node_height);
+
+ let tx = rect.x + rect.w / 2.0;
+ let ty = rect.y + 10.0;
+
+ let label = text(tx, ty, format!("{}", task.kind.as_str()));
+ let size = text(tx, ty + 12.0, format!("{:?}", task.location.size()));
+
+ nodes[task_index] = Some(Node { rect, label, size });
+
+ layout.advance(vertical_spacing);
+ }
+
+ pass_rects.push(layout.total_rectangle());
+
+ x += node_width + horizontal_spacing;
+ max_y = max_y.max(layout.y + margin);
+ }
+
+ let mut links = Vec::new();
+ for node_index in 0..nodes.len() {
+ if nodes[node_index].is_none() {
+ continue;
+ }
+
+ let task = &render_tasks.tasks[node_index];
+ for dep in &task.children {
+ let dep_index = dep.index as usize;
+
+ if let (&Some(ref node), &Some(ref dep_node)) = (&nodes[node_index], &nodes[dep_index]) {
+ links.push((
+ dep_node.rect.x + dep_node.rect.w,
+ dep_node.rect.y + dep_node.rect.h / 2.0,
+ node.rect.x,
+ node.rect.y + node.rect.h / 2.0,
+ ));
+ }
+ }
+ }
+
+ let svg_w = x + margin;
+ let svg_h = max_y + margin;
+ writeln!(output, "{}", BeginSvg { w: svg_w, h: svg_h })?;
+
+ // Background.
+ writeln!(output,
+ " {}",
+ rectangle(0.0, 0.0, svg_w, svg_h)
+ .inflate(1.0, 1.0)
+ .fill(rgb(50, 50, 50))
+ )?;
+
+ // Passes.
+ for rect in pass_rects {
+ writeln!(output,
+ " {}",
+ rect.inflate(3.0, 3.0)
+ .border_radius(4.0)
+ .opacity(0.4)
+ .fill(black())
+ )?;
+ }
+
+ // Links.
+ for (x1, y1, x2, y2) in links {
+ dump_task_dependency_link(output, x1, y1, x2, y2);
+ }
+
+ // Tasks.
+ for node in &nodes {
+ if let Some(node) = node {
+ writeln!(output,
+ " {}",
+ node.rect
+ .clone()
+ .fill(black())
+ .border_radius(3.0)
+ .opacity(0.5)
+ .offset(0.0, 2.0)
+ )?;
+ writeln!(output,
+ " {}",
+ node.rect
+ .clone()
+ .fill(rgb(200, 200, 200))
+ .border_radius(3.0)
+ .opacity(0.8)
+ )?;
+
+ writeln!(output,
+ " {}",
+ node.label
+ .clone()
+ .size(text_size)
+ .align(Align::Center)
+ .color(rgb(50, 50, 50))
+ )?;
+ writeln!(output,
+ " {}",
+ node.size
+ .clone()
+ .size(text_size * 0.7)
+ .align(Align::Center)
+ .color(rgb(50, 50, 50))
+ )?;
+ }
+ }
+
+ writeln!(output, "{}", EndSvg)
+}
+
+#[allow(dead_code)]
+fn dump_task_dependency_link(
+ output: &mut dyn std::io::Write,
+ x1: f32, y1: f32,
+ x2: f32, y2: f32,
+) {
+ use svg_fmt::*;
+
+ // If the link is a straight horizontal line and spans over multiple passes, it
+ // is likely to go straight though unrelated nodes in a way that makes it look like
+ // they are connected, so we bend the line upward a bit to avoid that.
+ let simple_path = (y1 - y2).abs() > 1.0 || (x2 - x1) < 45.0;
+
+ let mid_x = (x1 + x2) / 2.0;
+ if simple_path {
+ write!(output, " {}",
+ path().move_to(x1, y1)
+ .cubic_bezier_to(mid_x, y1, mid_x, y2, x2, y2)
+ .fill(Fill::None)
+ .stroke(Stroke::Color(rgb(100, 100, 100), 3.0))
+ ).unwrap();
+ } else {
+ let ctrl1_x = (mid_x + x1) / 2.0;
+ let ctrl2_x = (mid_x + x2) / 2.0;
+ let ctrl_y = y1 - 25.0;
+ write!(output, " {}",
+ path().move_to(x1, y1)
+ .cubic_bezier_to(ctrl1_x, y1, ctrl1_x, ctrl_y, mid_x, ctrl_y)
+ .cubic_bezier_to(ctrl2_x, ctrl_y, ctrl2_x, y2, x2, y2)
+ .fill(Fill::None)
+ .stroke(Stroke::Color(rgb(100, 100, 100), 3.0))
+ ).unwrap();
+ }
+}
+
+/// Construct a picture cache render task location for testing
+#[cfg(test)]
+fn pc_target(
+ surface_id: u64,
+ tile_x: i32,
+ tile_y: i32,
+) -> RenderTaskLocation {
+ use crate::{
+ composite::{NativeSurfaceId, NativeTileId},
+ picture::ResolvedSurfaceTexture,
+ };
+
+ let width = 512;
+ let height = 512;
+
+ RenderTaskLocation::Static {
+ surface: StaticRenderTaskSurface::PictureCache {
+ surface: ResolvedSurfaceTexture::Native {
+ id: NativeTileId {
+ surface_id: NativeSurfaceId(surface_id),
+ x: tile_x,
+ y: tile_y,
+ },
+ size: DeviceIntSize::new(width, height),
+ },
+ },
+ rect: DeviceIntSize::new(width, height).into(),
+ }
+}
+
+#[cfg(test)]
+impl RenderTaskGraphBuilder {
+ fn test_expect(
+ mut self,
+ pass_count: usize,
+ total_surface_count: usize,
+ unique_surfaces: &[(i32, i32, ImageFormat)],
+ ) {
+ use crate::internal_types::FrameStamp;
+ use api::{DocumentId, IdNamespace};
+
+ let mut rc = ResourceCache::new_for_testing();
+ let mut gc = GpuCache::new();
+
+ let mut frame_stamp = FrameStamp::first(DocumentId::new(IdNamespace(1), 1));
+ frame_stamp.advance();
+ gc.prepare_for_frames();
+ gc.begin_frame(frame_stamp);
+
+ let g = self.end_frame(&mut rc, &mut gc, &mut Vec::new());
+ g.print();
+
+ assert_eq!(g.passes.len(), pass_count);
+ assert_eq!(g.surface_counts(), (total_surface_count, unique_surfaces.len()));
+
+ rc.validate_surfaces(unique_surfaces);
+ }
+}
+
+/// Construct a testing render task with given location
+#[cfg(test)]
+fn task_location(location: RenderTaskLocation) -> RenderTask {
+ RenderTask::new_test(
+ location,
+ RenderTargetKind::Color,
+ )
+}
+
+/// Construct a dynamic render task location for testing
+#[cfg(test)]
+fn task_dynamic(size: i32) -> RenderTask {
+ RenderTask::new_test(
+ RenderTaskLocation::Unallocated { size: DeviceIntSize::new(size, size) },
+ RenderTargetKind::Color,
+ )
+}
+
+#[test]
+fn fg_test_1() {
+ // Test that a root target can be used as an input for readbacks
+ // This functionality isn't currently used, but will be in future.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let root_target = pc_target(0, 0, 0);
+
+ let root = gb.add().init(task_location(root_target.clone()));
+
+ let readback = gb.add().init(task_dynamic(100));
+ gb.add_dependency(readback, root);
+
+ let mix_blend_content = gb.add().init(task_dynamic(50));
+
+ let content = gb.add().init(task_location(root_target));
+ gb.add_dependency(content, readback);
+ gb.add_dependency(content, mix_blend_content);
+
+ gb.test_expect(3, 1, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ ]);
+}
+
+#[test]
+fn fg_test_3() {
+ // Test that small targets are allocated in a shared surface, and that large
+ // tasks are allocated in a rounded up texture size.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
+
+ let child_pic_0 = gb.add().init(task_dynamic(128));
+ let child_pic_1 = gb.add().init(task_dynamic(3000));
+
+ gb.add_dependency(pc_root, child_pic_0);
+ gb.add_dependency(pc_root, child_pic_1);
+
+ gb.test_expect(2, 2, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ (3072, 3072, ImageFormat::RGBA8),
+ ]);
+}
+
+#[test]
+fn fg_test_4() {
+ // Test that for a simple dependency chain of tasks, that render
+ // target surfaces are aliased and reused between passes where possible.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
+
+ let child_pic_0 = gb.add().init(task_dynamic(128));
+ let child_pic_1 = gb.add().init(task_dynamic(128));
+ let child_pic_2 = gb.add().init(task_dynamic(128));
+
+ gb.add_dependency(pc_root, child_pic_0);
+ gb.add_dependency(child_pic_0, child_pic_1);
+ gb.add_dependency(child_pic_1, child_pic_2);
+
+ gb.test_expect(4, 3, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ (2048, 2048, ImageFormat::RGBA8),
+ ]);
+}
+
+#[test]
+fn fg_test_5() {
+ // Test that a task that is used as an input by direct parent and also
+ // distance ancestor are scheduled correctly, and allocates the correct
+ // number of passes, taking advantage of surface reuse / aliasing where feasible.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
+
+ let child_pic_0 = gb.add().init(task_dynamic(128));
+ let child_pic_1 = gb.add().init(task_dynamic(64));
+ let child_pic_2 = gb.add().init(task_dynamic(32));
+ let child_pic_3 = gb.add().init(task_dynamic(16));
+
+ gb.add_dependency(pc_root, child_pic_0);
+ gb.add_dependency(child_pic_0, child_pic_1);
+ gb.add_dependency(child_pic_1, child_pic_2);
+ gb.add_dependency(child_pic_2, child_pic_3);
+ gb.add_dependency(pc_root, child_pic_3);
+
+ gb.test_expect(5, 4, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ (2048, 2048, ImageFormat::RGBA8),
+ (2048, 2048, ImageFormat::RGBA8),
+ ]);
+}
+
+#[test]
+fn fg_test_6() {
+ // Test that a task that is used as an input dependency by two parent
+ // tasks is correctly allocated and freed.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let pc_root_1 = gb.add().init(task_location(pc_target(0, 0, 0)));
+ let pc_root_2 = gb.add().init(task_location(pc_target(0, 1, 0)));
+
+ let child_pic = gb.add().init(task_dynamic(128));
+
+ gb.add_dependency(pc_root_1, child_pic);
+ gb.add_dependency(pc_root_2, child_pic);
+
+ gb.test_expect(2, 1, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ ]);
+}
+
+#[test]
+fn fg_test_7() {
+ // Test that a standalone surface is not incorrectly used to
+ // allocate subsequent shared task rects.
+
+ let mut gb = RenderTaskGraphBuilder::new();
+
+ let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
+
+ let child0 = gb.add().init(task_dynamic(16));
+ let child1 = gb.add().init(task_dynamic(16));
+
+ let child2 = gb.add().init(task_dynamic(16));
+ let child3 = gb.add().init(task_dynamic(16));
+
+ gb.add_dependency(pc_root, child0);
+ gb.add_dependency(child0, child1);
+ gb.add_dependency(pc_root, child1);
+
+ gb.add_dependency(pc_root, child2);
+ gb.add_dependency(child2, child3);
+
+ gb.test_expect(3, 3, &[
+ (2048, 2048, ImageFormat::RGBA8),
+ (2048, 2048, ImageFormat::RGBA8),
+ (2048, 2048, ImageFormat::RGBA8),
+ ]);
+}