/* 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/. */ //! Rendering logic related to the vertex shaders and their states, uncluding //! - Vertex Array Objects //! - vertex layout descriptors //! - textures bound at vertex stage use std::{marker::PhantomData, mem, num::NonZeroUsize, ops}; use api::units::*; use crate::{ device::{ Device, Texture, TextureFilter, TextureUploader, UploadPBOPool, VertexUsageHint, VAO, }, frame_builder::Frame, gpu_types::{PrimitiveHeaderI, PrimitiveHeaderF, TransformData}, internal_types::Swizzle, render_task::RenderTaskData, }; pub const VERTEX_TEXTURE_EXTRA_ROWS: i32 = 10; pub const MAX_VERTEX_TEXTURE_WIDTH: usize = webrender_build::MAX_VERTEX_TEXTURE_WIDTH; pub mod desc { use crate::device::{VertexAttribute, VertexAttributeKind, VertexDescriptor}; pub const PRIM_INSTANCES: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[VertexAttribute { name: "aData", count: 4, kind: VertexAttributeKind::I32, }], }; pub const BLUR: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aBlurRenderTaskAddress", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aBlurSourceTaskAddress", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aBlurDirection", count: 1, kind: VertexAttributeKind::I32, }, ], }; pub const LINE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aLocalSize", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aWavyLineThickness", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aStyle", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aAxisSelect", count: 1, kind: VertexAttributeKind::F32, }, ], }; pub const FAST_LINEAR_GRADIENT: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor0", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor1", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aAxisSelect", count: 1, kind: VertexAttributeKind::F32, }, ], }; pub const LINEAR_GRADIENT: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aStartPoint", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aEndPoint", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aScale", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aExtendMode", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aGradientStopsAddress", count: 1, kind: VertexAttributeKind::I32, }, ], }; pub const RADIAL_GRADIENT: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aCenter", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aScale", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aStartRadius", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aEndRadius", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aXYRatio", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aExtendMode", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aGradientStopsAddress", count: 1, kind: VertexAttributeKind::I32, }, ], }; pub const CONIC_GRADIENT: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aCenter", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aScale", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aStartOffset", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aEndOffset", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aAngle", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aExtendMode", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aGradientStopsAddress", count: 1, kind: VertexAttributeKind::I32, }, ], }; pub const BORDER: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTaskOrigin", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor0", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor1", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aFlags", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aWidths", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aRadii", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipParams1", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipParams2", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const SCALE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aScaleTargetRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aScaleSourceRect", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const CLIP_RECT: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ // common clip attributes VertexAttribute { name: "aClipDeviceArea", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipOrigins", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aDevicePixelScale", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aTransformIds", count: 2, kind: VertexAttributeKind::I32, }, // specific clip attributes VertexAttribute { name: "aClipLocalPos", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipLocalRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipMode", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRect_TL", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRadii_TL", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRect_TR", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRadii_TR", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRect_BL", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRadii_BL", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRect_BR", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipRadii_BR", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const CLIP_BOX_SHADOW: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ // common clip attributes VertexAttribute { name: "aClipDeviceArea", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipOrigins", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aDevicePixelScale", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aTransformIds", count: 2, kind: VertexAttributeKind::I32, }, // specific clip attributes VertexAttribute { name: "aClipDataResourceAddress", count: 2, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aClipSrcRectSize", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipMode", count: 1, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aStretchMode", count: 2, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aClipDestRect", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const CLIP_IMAGE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ // common clip attributes VertexAttribute { name: "aClipDeviceArea", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipOrigins", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aDevicePixelScale", count: 1, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aTransformIds", count: 2, kind: VertexAttributeKind::I32, }, // specific clip attributes VertexAttribute { name: "aClipTileRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aClipDataResourceAddress", count: 2, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aClipLocalRect", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const GPU_CACHE_UPDATE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[ VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U16Norm, }, VertexAttribute { name: "aValue", count: 4, kind: VertexAttributeKind::F32, }, ], instance_attributes: &[], }; pub const RESOLVE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[VertexAttribute { name: "aRect", count: 4, kind: VertexAttributeKind::F32, }], }; pub const SVG_FILTER: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aFilterRenderTaskAddress", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterInput1TaskAddress", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterInput2TaskAddress", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterKind", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterInputCount", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterGenericInt", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aFilterExtraDataAddress", count: 2, kind: VertexAttributeKind::U16, }, ], }; pub const VECTOR_STENCIL: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aFromPosition", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aCtrlPosition", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aToPosition", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aFromNormal", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aCtrlNormal", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aToNormal", count: 2, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aPathID", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aPad", count: 1, kind: VertexAttributeKind::U16, }, ], }; pub const VECTOR_COVER: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aTargetRect", count: 4, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aStencilOrigin", count: 2, kind: VertexAttributeKind::I32, }, VertexAttribute { name: "aSubpixel", count: 1, kind: VertexAttributeKind::U16, }, VertexAttribute { name: "aPad", count: 1, kind: VertexAttributeKind::U16, }, ], }; pub const COMPOSITE: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aLocalRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aDeviceClipRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aParams", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aUvRect0", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aUvRect1", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aUvRect2", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aTransform", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const CLEAR: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "aRect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "aColor", count: 4, kind: VertexAttributeKind::F32, }, ], }; pub const COPY: VertexDescriptor = VertexDescriptor { vertex_attributes: &[VertexAttribute { name: "aPosition", count: 2, kind: VertexAttributeKind::U8Norm, }], instance_attributes: &[ VertexAttribute { name: "a_src_rect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "a_dst_rect", count: 4, kind: VertexAttributeKind::F32, }, VertexAttribute { name: "a_dst_texture_size", count: 2, kind: VertexAttributeKind::F32, }, ], }; } #[derive(Debug, Copy, Clone, PartialEq)] pub enum VertexArrayKind { Primitive, Blur, ClipImage, ClipRect, ClipBoxShadow, VectorStencil, VectorCover, Border, Scale, LineDecoration, FastLinearGradient, LinearGradient, RadialGradient, ConicGradient, Resolve, SvgFilter, Composite, Clear, Copy, } pub struct VertexDataTexture { texture: Option, format: api::ImageFormat, _marker: PhantomData, } impl VertexDataTexture { pub fn new(format: api::ImageFormat) -> Self { Self { texture: None, format, _marker: PhantomData, } } /// Returns a borrow of the GPU texture. Panics if it hasn't been initialized. pub fn texture(&self) -> &Texture { self.texture.as_ref().unwrap() } /// Returns an estimate of the GPU memory consumed by this VertexDataTexture. pub fn size_in_bytes(&self) -> usize { self.texture.as_ref().map_or(0, |t| t.size_in_bytes()) } pub fn update<'a>( &'a mut self, device: &mut Device, texture_uploader: &mut TextureUploader<'a>, data: &mut Vec, ) { debug_assert!(mem::size_of::() % 16 == 0); let texels_per_item = mem::size_of::() / 16; let items_per_row = MAX_VERTEX_TEXTURE_WIDTH / texels_per_item; debug_assert_ne!(items_per_row, 0); // Ensure we always end up with a texture when leaving this method. let mut len = data.len(); if len == 0 { if self.texture.is_some() { return; } data.reserve(items_per_row); len = items_per_row; } else { // Extend the data array to have enough capacity to upload at least // a multiple of the row size. This ensures memory safety when the // array is passed to OpenGL to upload to the GPU. let extra = len % items_per_row; if extra != 0 { let padding = items_per_row - extra; data.reserve(padding); len += padding; } } let needed_height = (len / items_per_row) as i32; let existing_height = self .texture .as_ref() .map_or(0, |t| t.get_dimensions().height); // Create a new texture if needed. // // These textures are generally very small, which is why we don't bother // with incremental updates and just re-upload every frame. For most pages // they're one row each, and on stress tests like css-francine they end up // in the 6-14 range. So we size the texture tightly to what we need (usually // 1), and shrink it if the waste would be more than `VERTEX_TEXTURE_EXTRA_ROWS` // rows. This helps with memory overhead, especially because there are several // instances of these textures per Renderer. if needed_height > existing_height || needed_height + VERTEX_TEXTURE_EXTRA_ROWS < existing_height { // Drop the existing texture, if any. if let Some(t) = self.texture.take() { device.delete_texture(t); } let texture = device.create_texture( api::ImageBufferKind::Texture2D, self.format, MAX_VERTEX_TEXTURE_WIDTH as i32, // Ensure height is at least two to work around // https://bugs.chromium.org/p/angleproject/issues/detail?id=3039 needed_height.max(2), TextureFilter::Nearest, None, ); self.texture = Some(texture); } // Note: the actual width can be larger than the logical one, with a few texels // of each row unused at the tail. This is needed because there is still hardware // (like Intel iGPUs) that prefers power-of-two sizes of textures ([1]). // // [1] https://software.intel.com/en-us/articles/opengl-performance-tips-power-of-two-textures-have-better-performance let logical_width = if needed_height == 1 { data.len() * texels_per_item } else { MAX_VERTEX_TEXTURE_WIDTH - (MAX_VERTEX_TEXTURE_WIDTH % texels_per_item) }; let rect = DeviceIntRect::from_size( DeviceIntSize::new(logical_width as i32, needed_height), ); debug_assert!(len <= data.capacity(), "CPU copy will read out of bounds"); texture_uploader.upload( device, self.texture(), rect, None, None, data.as_ptr(), len, ); } pub fn deinit(mut self, device: &mut Device) { if let Some(t) = self.texture.take() { device.delete_texture(t); } } } pub struct VertexDataTextures { prim_header_f_texture: VertexDataTexture, prim_header_i_texture: VertexDataTexture, transforms_texture: VertexDataTexture, render_task_texture: VertexDataTexture, } impl VertexDataTextures { pub fn new() -> Self { VertexDataTextures { prim_header_f_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32), prim_header_i_texture: VertexDataTexture::new(api::ImageFormat::RGBAI32), transforms_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32), render_task_texture: VertexDataTexture::new(api::ImageFormat::RGBAF32), } } pub fn update(&mut self, device: &mut Device, pbo_pool: &mut UploadPBOPool, frame: &mut Frame) { let mut texture_uploader = device.upload_texture(pbo_pool); self.prim_header_f_texture.update( device, &mut texture_uploader, &mut frame.prim_headers.headers_float, ); self.prim_header_i_texture.update( device, &mut texture_uploader, &mut frame.prim_headers.headers_int, ); self.transforms_texture .update(device, &mut texture_uploader, &mut frame.transform_palette); self.render_task_texture.update( device, &mut texture_uploader, &mut frame.render_tasks.task_data, ); // Flush and drop the texture uploader now, so that // we can borrow the textures to bind them. texture_uploader.flush(device); device.bind_texture( super::TextureSampler::PrimitiveHeadersF, &self.prim_header_f_texture.texture(), Swizzle::default(), ); device.bind_texture( super::TextureSampler::PrimitiveHeadersI, &self.prim_header_i_texture.texture(), Swizzle::default(), ); device.bind_texture( super::TextureSampler::TransformPalette, &self.transforms_texture.texture(), Swizzle::default(), ); device.bind_texture( super::TextureSampler::RenderTasks, &self.render_task_texture.texture(), Swizzle::default(), ); } pub fn size_in_bytes(&self) -> usize { self.prim_header_f_texture.size_in_bytes() + self.prim_header_i_texture.size_in_bytes() + self.transforms_texture.size_in_bytes() + self.render_task_texture.size_in_bytes() } pub fn deinit(self, device: &mut Device) { self.transforms_texture.deinit(device); self.prim_header_f_texture.deinit(device); self.prim_header_i_texture.deinit(device); self.render_task_texture.deinit(device); } } pub struct RendererVAOs { prim_vao: VAO, blur_vao: VAO, clip_rect_vao: VAO, clip_box_shadow_vao: VAO, clip_image_vao: VAO, border_vao: VAO, line_vao: VAO, scale_vao: VAO, fast_linear_gradient_vao: VAO, linear_gradient_vao: VAO, radial_gradient_vao: VAO, conic_gradient_vao: VAO, resolve_vao: VAO, svg_filter_vao: VAO, composite_vao: VAO, clear_vao: VAO, copy_vao: VAO, } impl RendererVAOs { pub fn new(device: &mut Device, indexed_quads: Option) -> Self { const QUAD_INDICES: [u16; 6] = [0, 1, 2, 2, 1, 3]; const QUAD_VERTICES: [[u8; 2]; 4] = [[0, 0], [0xFF, 0], [0, 0xFF], [0xFF, 0xFF]]; let instance_divisor = if indexed_quads.is_some() { 0 } else { 1 }; let prim_vao = device.create_vao(&desc::PRIM_INSTANCES, instance_divisor); device.bind_vao(&prim_vao); match indexed_quads { Some(count) => { assert!(count.get() < u16::MAX as usize); let quad_indices = (0 .. count.get() as u16) .flat_map(|instance| QUAD_INDICES.iter().map(move |&index| instance * 4 + index)) .collect::>(); device.update_vao_indices(&prim_vao, &quad_indices, VertexUsageHint::Static); let quad_vertices = (0 .. count.get() as u16) .flat_map(|_| QUAD_VERTICES.iter().cloned()) .collect::>(); device.update_vao_main_vertices(&prim_vao, &quad_vertices, VertexUsageHint::Static); } None => { device.update_vao_indices(&prim_vao, &QUAD_INDICES, VertexUsageHint::Static); device.update_vao_main_vertices(&prim_vao, &QUAD_VERTICES, VertexUsageHint::Static); } } RendererVAOs { blur_vao: device.create_vao_with_new_instances(&desc::BLUR, &prim_vao), clip_rect_vao: device.create_vao_with_new_instances(&desc::CLIP_RECT, &prim_vao), clip_box_shadow_vao: device .create_vao_with_new_instances(&desc::CLIP_BOX_SHADOW, &prim_vao), clip_image_vao: device.create_vao_with_new_instances(&desc::CLIP_IMAGE, &prim_vao), border_vao: device.create_vao_with_new_instances(&desc::BORDER, &prim_vao), scale_vao: device.create_vao_with_new_instances(&desc::SCALE, &prim_vao), line_vao: device.create_vao_with_new_instances(&desc::LINE, &prim_vao), fast_linear_gradient_vao: device.create_vao_with_new_instances(&desc::FAST_LINEAR_GRADIENT, &prim_vao), linear_gradient_vao: device.create_vao_with_new_instances(&desc::LINEAR_GRADIENT, &prim_vao), radial_gradient_vao: device.create_vao_with_new_instances(&desc::RADIAL_GRADIENT, &prim_vao), conic_gradient_vao: device.create_vao_with_new_instances(&desc::CONIC_GRADIENT, &prim_vao), resolve_vao: device.create_vao_with_new_instances(&desc::RESOLVE, &prim_vao), svg_filter_vao: device.create_vao_with_new_instances(&desc::SVG_FILTER, &prim_vao), composite_vao: device.create_vao_with_new_instances(&desc::COMPOSITE, &prim_vao), clear_vao: device.create_vao_with_new_instances(&desc::CLEAR, &prim_vao), copy_vao: device.create_vao_with_new_instances(&desc::COPY, &prim_vao), prim_vao, } } pub fn deinit(self, device: &mut Device) { device.delete_vao(self.prim_vao); device.delete_vao(self.resolve_vao); device.delete_vao(self.clip_rect_vao); device.delete_vao(self.clip_box_shadow_vao); device.delete_vao(self.clip_image_vao); device.delete_vao(self.fast_linear_gradient_vao); device.delete_vao(self.linear_gradient_vao); device.delete_vao(self.radial_gradient_vao); device.delete_vao(self.conic_gradient_vao); device.delete_vao(self.blur_vao); device.delete_vao(self.line_vao); device.delete_vao(self.border_vao); device.delete_vao(self.scale_vao); device.delete_vao(self.svg_filter_vao); device.delete_vao(self.composite_vao); device.delete_vao(self.clear_vao); device.delete_vao(self.copy_vao); } } impl ops::Index for RendererVAOs { type Output = VAO; fn index(&self, kind: VertexArrayKind) -> &VAO { match kind { VertexArrayKind::Primitive => &self.prim_vao, VertexArrayKind::ClipImage => &self.clip_image_vao, VertexArrayKind::ClipRect => &self.clip_rect_vao, VertexArrayKind::ClipBoxShadow => &self.clip_box_shadow_vao, VertexArrayKind::Blur => &self.blur_vao, VertexArrayKind::VectorStencil | VertexArrayKind::VectorCover => unreachable!(), VertexArrayKind::Border => &self.border_vao, VertexArrayKind::Scale => &self.scale_vao, VertexArrayKind::LineDecoration => &self.line_vao, VertexArrayKind::FastLinearGradient => &self.fast_linear_gradient_vao, VertexArrayKind::LinearGradient => &self.linear_gradient_vao, VertexArrayKind::RadialGradient => &self.radial_gradient_vao, VertexArrayKind::ConicGradient => &self.conic_gradient_vao, VertexArrayKind::Resolve => &self.resolve_vao, VertexArrayKind::SvgFilter => &self.svg_filter_vao, VertexArrayKind::Composite => &self.composite_vao, VertexArrayKind::Clear => &self.clear_vao, VertexArrayKind::Copy => &self.copy_vao, } } }