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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/. */
/*
TODO:
Recycle GpuBuffers in a pool (support return from render thread)
Efficiently allow writing to buffer (better push interface)
Support other texel types (e.g. i32)
*/
use crate::renderer::MAX_VERTEX_TEXTURE_WIDTH;
use api::units::{DeviceIntRect, DeviceIntSize, LayoutRect};
use api::{ColorF, PremultipliedColorF};
use crate::device::Texel;
use crate::render_task_graph::{RenderTaskGraph, RenderTaskId};
unsafe impl Texel for GpuBufferBlock {}
/// A single texel in RGBAF32 texture - 16 bytes.
#[derive(Copy, Clone, Debug, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferBlock {
data: [f32; 4],
}
#[derive(Copy, Debug, Clone, MallocSizeOf, Eq, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferAddress {
pub u: u16,
pub v: u16,
}
impl GpuBufferAddress {
#[allow(dead_code)]
pub fn as_int(self) -> i32 {
// TODO(gw): Temporarily encode GPU Cache addresses as a single int.
// In the future, we can change the PrimitiveInstanceData struct
// to use 2x u16 for the vertex attribute instead of an i32.
self.v as i32 * MAX_VERTEX_TEXTURE_WIDTH as i32 + self.u as i32
}
}
impl GpuBufferBlock {
pub const EMPTY: Self = GpuBufferBlock { data: [0.0; 4] };
}
impl Into<GpuBufferBlock> for LayoutRect {
fn into(self) -> GpuBufferBlock {
GpuBufferBlock {
data: [
self.min.x,
self.min.y,
self.max.x,
self.max.y,
],
}
}
}
impl Into<GpuBufferBlock> for ColorF {
fn into(self) -> GpuBufferBlock {
GpuBufferBlock {
data: [
self.r,
self.g,
self.b,
self.a,
],
}
}
}
impl Into<GpuBufferBlock> for PremultipliedColorF {
fn into(self) -> GpuBufferBlock {
GpuBufferBlock {
data: [
self.r,
self.g,
self.b,
self.a,
],
}
}
}
impl Into<GpuBufferBlock> for DeviceIntRect {
fn into(self) -> GpuBufferBlock {
GpuBufferBlock {
data: [
self.min.x as f32,
self.min.y as f32,
self.max.x as f32,
self.max.y as f32,
],
}
}
}
/// Record a patch to the GPU buffer for a render task
struct DeferredBlock {
task_id: RenderTaskId,
index: usize,
}
/// Interface to allow writing multiple GPU blocks, possibly of different types
pub struct GpuBufferWriter<'a> {
buffer: &'a mut Vec<GpuBufferBlock>,
deferred: &'a mut Vec<DeferredBlock>,
index: usize,
block_count: usize,
}
impl<'a> GpuBufferWriter<'a> {
fn new(
buffer: &'a mut Vec<GpuBufferBlock>,
deferred: &'a mut Vec<DeferredBlock>,
index: usize,
block_count: usize,
) -> Self {
GpuBufferWriter {
buffer,
deferred,
index,
block_count,
}
}
/// Push one (16 byte) block of data in to the writer
pub fn push_one<B>(&mut self, block: B) where B: Into<GpuBufferBlock> {
self.buffer.push(block.into());
}
/// Push a reference to a render task in to the writer. Once the render
/// task graph is resolved, this will be patched with the UV rect of the task
pub fn push_render_task(&mut self, task_id: RenderTaskId) {
self.deferred.push(DeferredBlock {
task_id,
index: self.buffer.len(),
});
self.buffer.push(GpuBufferBlock::EMPTY);
}
/// Close this writer, returning the GPU address of this set of block(s).
pub fn finish(self) -> GpuBufferAddress {
assert_eq!(self.buffer.len(), self.index + self.block_count);
GpuBufferAddress {
u: (self.index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
v: (self.index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
}
}
}
impl<'a> Drop for GpuBufferWriter<'a> {
fn drop(&mut self) {
assert_eq!(self.buffer.len(), self.index + self.block_count, "Claimed block_count was not written");
}
}
pub struct GpuBufferBuilder {
data: Vec<GpuBufferBlock>,
deferred: Vec<DeferredBlock>,
}
impl GpuBufferBuilder {
pub fn new() -> Self {
GpuBufferBuilder {
data: Vec::new(),
deferred: Vec::new(),
}
}
#[allow(dead_code)]
pub fn push(
&mut self,
blocks: &[GpuBufferBlock],
) -> GpuBufferAddress {
assert!(blocks.len() < MAX_VERTEX_TEXTURE_WIDTH);
if self.data.len() + blocks.len() >= MAX_VERTEX_TEXTURE_WIDTH {
while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
self.data.push(GpuBufferBlock::EMPTY);
}
}
let index = self.data.len();
self.data.extend_from_slice(blocks);
GpuBufferAddress {
u: (index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
v: (index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
}
}
/// Begin writing a specific number of blocks
pub fn write_blocks(
&mut self,
block_count: usize,
) -> GpuBufferWriter {
assert!(block_count < MAX_VERTEX_TEXTURE_WIDTH);
if self.data.len() + block_count >= MAX_VERTEX_TEXTURE_WIDTH {
while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
self.data.push(GpuBufferBlock::EMPTY);
}
}
let index = self.data.len();
GpuBufferWriter::new(
&mut self.data,
&mut self.deferred,
index,
block_count,
)
}
pub fn finalize(
mut self,
render_tasks: &RenderTaskGraph,
) -> GpuBuffer {
let required_len = (self.data.len() + MAX_VERTEX_TEXTURE_WIDTH-1) & !(MAX_VERTEX_TEXTURE_WIDTH-1);
for _ in 0 .. required_len - self.data.len() {
self.data.push(GpuBufferBlock::EMPTY);
}
let len = self.data.len();
assert!(len % MAX_VERTEX_TEXTURE_WIDTH == 0);
// At this point, we know that the render task graph has been built, and we can
// query the location of any dynamic (render target) or static (texture cache)
// task. This allows us to patch the UV rects in to the GPU buffer before upload
// to the GPU.
for block in self.deferred.drain(..) {
let render_task = &render_tasks[block.task_id];
let target_rect = render_task.get_target_rect();
self.data[block.index] = target_rect.into();
}
GpuBuffer {
data: self.data,
size: DeviceIntSize::new(MAX_VERTEX_TEXTURE_WIDTH as i32, (len / MAX_VERTEX_TEXTURE_WIDTH) as i32),
}
}
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBuffer {
pub data: Vec<GpuBufferBlock>,
pub size: DeviceIntSize,
}
impl GpuBuffer {
pub fn is_empty(&self) -> bool {
self.data.is_empty()
}
}
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