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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
use api::{ColorF, DebugFlags, FontRenderMode, PremultipliedColorF, ExternalScrollId, MinimapData};
use api::units::*;
use plane_split::BspSplitter;
use crate::batch::{BatchBuilder, AlphaBatchBuilder, AlphaBatchContainer};
use crate::clip::{ClipStore, ClipTree};
use crate::command_buffer::{PrimitiveCommand, CommandBufferList, CommandBufferIndex};
use crate::debug_colors;
use crate::spatial_node::SpatialNodeType;
use crate::spatial_tree::{SpatialTree, SpatialNodeIndex};
use crate::composite::{CompositorKind, CompositeState, CompositeStatePreallocator};
use crate::debug_item::DebugItem;
use crate::gpu_cache::{GpuCache, GpuCacheHandle};
use crate::gpu_types::{PrimitiveHeaders, TransformPalette, ZBufferIdGenerator};
use crate::gpu_types::{QuadSegment, TransformData};
use crate::internal_types::{FastHashMap, PlaneSplitter, FrameId, FrameStamp};
use crate::picture::{DirtyRegion, SliceId, TileCacheInstance};
use crate::picture::{SurfaceInfo, SurfaceIndex};
use crate::picture::{SubpixelMode, RasterConfig, PictureCompositeMode};
use crate::prepare::prepare_primitives;
use crate::prim_store::{PictureIndex, PrimitiveScratchBuffer};
use crate::prim_store::{DeferredResolve, PrimitiveInstance};
use crate::profiler::{self, TransactionProfile};
use crate::render_backend::{DataStores, ScratchBuffer};
use crate::renderer::{GpuBufferF, GpuBufferBuilderF, GpuBufferI, GpuBufferBuilderI, GpuBufferBuilder};
use crate::render_target::{PictureCacheTarget, PictureCacheTargetKind};
use crate::render_target::{RenderTargetContext, RenderTargetKind, RenderTarget};
use crate::render_task_graph::{RenderTaskGraph, Pass, SubPassSurface};
use crate::render_task_graph::{RenderPass, RenderTaskGraphBuilder};
use crate::render_task::{RenderTaskKind, StaticRenderTaskSurface};
use crate::resource_cache::ResourceCache;
use crate::scene::{BuiltScene, SceneProperties};
use crate::space::SpaceMapper;
use crate::segment::SegmentBuilder;
use crate::surface::SurfaceBuilder;
use std::{f32, mem};
use crate::util::{VecHelper, Preallocator};
use crate::visibility::{update_prim_visibility, FrameVisibilityState, FrameVisibilityContext};
use crate::internal_types::{FrameVec, FrameMemory};
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct FrameBuilderConfig {
pub default_font_render_mode: FontRenderMode,
pub dual_source_blending_is_supported: bool,
/// True if we're running tests (i.e. via wrench).
pub testing: bool,
pub gpu_supports_fast_clears: bool,
pub gpu_supports_advanced_blend: bool,
pub advanced_blend_is_coherent: bool,
pub gpu_supports_render_target_partial_update: bool,
/// Whether ImageBufferKind::TextureExternal images must first be copied
/// to a regular texture before rendering.
pub external_images_require_copy: bool,
pub batch_lookback_count: usize,
pub background_color: Option<ColorF>,
pub compositor_kind: CompositorKind,
pub tile_size_override: Option<DeviceIntSize>,
pub max_surface_override: Option<usize>,
pub max_depth_ids: i32,
pub max_target_size: i32,
pub force_invalidation: bool,
pub is_software: bool,
pub low_quality_pinch_zoom: bool,
pub max_shared_surface_size: i32,
}
/// A set of common / global resources that are retained between
/// new display lists, such that any GPU cache handles can be
/// persisted even when a new display list arrives.
#[cfg_attr(feature = "capture", derive(Serialize))]
pub struct FrameGlobalResources {
/// The image shader block for the most common / default
/// set of image parameters (color white, stretch == rect.size).
pub default_image_handle: GpuCacheHandle,
/// A GPU cache config for drawing cut-out rectangle primitives.
/// This is used to 'cut out' overlay tiles where a compositor
/// surface exists.
pub default_black_rect_handle: GpuCacheHandle,
}
impl FrameGlobalResources {
pub fn empty() -> Self {
FrameGlobalResources {
default_image_handle: GpuCacheHandle::new(),
default_black_rect_handle: GpuCacheHandle::new(),
}
}
pub fn update(
&mut self,
gpu_cache: &mut GpuCache,
) {
if let Some(mut request) = gpu_cache.request(&mut self.default_image_handle) {
request.push(PremultipliedColorF::WHITE);
request.push(PremultipliedColorF::WHITE);
request.push([
-1.0, // -ve means use prim rect for stretch size
0.0,
0.0,
0.0,
]);
}
if let Some(mut request) = gpu_cache.request(&mut self.default_black_rect_handle) {
request.push(PremultipliedColorF::BLACK);
}
}
}
pub struct FrameScratchBuffer {
dirty_region_stack: Vec<DirtyRegion>,
surface_stack: Vec<(PictureIndex, SurfaceIndex)>,
}
impl Default for FrameScratchBuffer {
fn default() -> Self {
FrameScratchBuffer {
dirty_region_stack: Vec::new(),
surface_stack: Vec::new(),
}
}
}
impl FrameScratchBuffer {
pub fn begin_frame(&mut self) {
self.dirty_region_stack.clear();
self.surface_stack.clear();
}
}
/// Produces the frames that are sent to the renderer.
#[cfg_attr(feature = "capture", derive(Serialize))]
pub struct FrameBuilder {
pub globals: FrameGlobalResources,
#[cfg_attr(feature = "capture", serde(skip))]
prim_headers_prealloc: Preallocator,
#[cfg_attr(feature = "capture", serde(skip))]
composite_state_prealloc: CompositeStatePreallocator,
#[cfg_attr(feature = "capture", serde(skip))]
plane_splitters: Vec<PlaneSplitter>,
}
pub struct FrameBuildingContext<'a> {
pub global_device_pixel_scale: DevicePixelScale,
pub scene_properties: &'a SceneProperties,
pub global_screen_world_rect: WorldRect,
pub spatial_tree: &'a SpatialTree,
pub max_local_clip: LayoutRect,
pub debug_flags: DebugFlags,
pub fb_config: &'a FrameBuilderConfig,
pub root_spatial_node_index: SpatialNodeIndex,
}
pub struct FrameBuildingState<'a> {
pub rg_builder: &'a mut RenderTaskGraphBuilder,
pub clip_store: &'a mut ClipStore,
pub resource_cache: &'a mut ResourceCache,
pub gpu_cache: &'a mut GpuCache,
pub transforms: &'a mut TransformPalette,
pub segment_builder: SegmentBuilder,
pub surfaces: &'a mut Vec<SurfaceInfo>,
pub dirty_region_stack: Vec<DirtyRegion>,
pub composite_state: &'a mut CompositeState,
pub num_visible_primitives: u32,
pub plane_splitters: &'a mut [PlaneSplitter],
pub surface_builder: SurfaceBuilder,
pub cmd_buffers: &'a mut CommandBufferList,
pub clip_tree: &'a ClipTree,
pub frame_gpu_data: &'a mut GpuBufferBuilder,
}
impl<'a> FrameBuildingState<'a> {
/// Retrieve the current dirty region during primitive traversal.
pub fn current_dirty_region(&self) -> &DirtyRegion {
self.dirty_region_stack.last().unwrap()
}
/// Push a new dirty region for child primitives to cull / clip against.
pub fn push_dirty_region(&mut self, region: DirtyRegion) {
self.dirty_region_stack.push(region);
}
/// Pop the top dirty region from the stack.
pub fn pop_dirty_region(&mut self) {
self.dirty_region_stack.pop().unwrap();
}
/// Push a primitive command to a set of command buffers
pub fn push_prim(
&mut self,
cmd: &PrimitiveCommand,
spatial_node_index: SpatialNodeIndex,
targets: &[CommandBufferIndex],
) {
for cmd_buffer_index in targets {
let cmd_buffer = self.cmd_buffers.get_mut(*cmd_buffer_index);
cmd_buffer.add_prim(cmd, spatial_node_index);
}
}
/// Push a command to a set of command buffers
pub fn push_cmd(
&mut self,
cmd: &PrimitiveCommand,
targets: &[CommandBufferIndex],
) {
for cmd_buffer_index in targets {
let cmd_buffer = self.cmd_buffers.get_mut(*cmd_buffer_index);
cmd_buffer.add_cmd(cmd);
}
}
/// Set the active list of segments in a set of command buffers
pub fn set_segments(
&mut self,
segments: &[QuadSegment],
targets: &[CommandBufferIndex],
) {
for cmd_buffer_index in targets {
let cmd_buffer = self.cmd_buffers.get_mut(*cmd_buffer_index);
cmd_buffer.set_segments(segments);
}
}
}
/// Immutable context of a picture when processing children.
#[derive(Debug)]
pub struct PictureContext {
pub pic_index: PictureIndex,
pub surface_spatial_node_index: SpatialNodeIndex,
pub raster_spatial_node_index: SpatialNodeIndex,
/// The surface that this picture will render on.
pub surface_index: SurfaceIndex,
pub dirty_region_count: usize,
pub subpixel_mode: SubpixelMode,
}
/// Mutable state of a picture that gets modified when
/// the children are processed.
pub struct PictureState {
pub map_local_to_pic: SpaceMapper<LayoutPixel, PicturePixel>,
pub map_pic_to_world: SpaceMapper<PicturePixel, WorldPixel>,
}
impl FrameBuilder {
pub fn new() -> Self {
FrameBuilder {
globals: FrameGlobalResources::empty(),
prim_headers_prealloc: Preallocator::new(0),
composite_state_prealloc: CompositeStatePreallocator::default(),
plane_splitters: Vec::new(),
}
}
/// Compute the contribution (bounding rectangles, and resources) of layers and their
/// primitives in screen space.
fn build_layer_screen_rects_and_cull_layers(
&mut self,
scene: &mut BuiltScene,
global_screen_world_rect: WorldRect,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
rg_builder: &mut RenderTaskGraphBuilder,
global_device_pixel_scale: DevicePixelScale,
scene_properties: &SceneProperties,
transform_palette: &mut TransformPalette,
data_stores: &mut DataStores,
scratch: &mut ScratchBuffer,
debug_flags: DebugFlags,
composite_state: &mut CompositeState,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
spatial_tree: &SpatialTree,
cmd_buffers: &mut CommandBufferList,
frame_gpu_data: &mut GpuBufferBuilder,
profile: &mut TransactionProfile,
) {
profile_scope!("build_layer_screen_rects_and_cull_layers");
let root_spatial_node_index = spatial_tree.root_reference_frame_index();
const MAX_CLIP_COORD: f32 = 1.0e9;
// Reset all plane splitters. These are retained from frame to frame to reduce
// per-frame allocations
self.plane_splitters.resize_with(scene.num_plane_splitters, BspSplitter::new);
for splitter in &mut self.plane_splitters {
splitter.reset();
}
let frame_context = FrameBuildingContext {
global_device_pixel_scale,
scene_properties,
global_screen_world_rect,
spatial_tree,
max_local_clip: LayoutRect {
min: LayoutPoint::new(-MAX_CLIP_COORD, -MAX_CLIP_COORD),
max: LayoutPoint::new(MAX_CLIP_COORD, MAX_CLIP_COORD),
},
debug_flags,
fb_config: &scene.config,
root_spatial_node_index,
};
scene.picture_graph.build_update_passes(
&mut scene.prim_store.pictures,
&frame_context,
);
scene.picture_graph.assign_surfaces(
&mut scene.prim_store.pictures,
&mut scene.surfaces,
tile_caches,
&frame_context,
);
scene.picture_graph.propagate_bounding_rects(
&mut scene.prim_store.pictures,
&mut scene.surfaces,
&frame_context,
);
{
profile_scope!("UpdateVisibility");
profile_marker!("UpdateVisibility");
profile.start_time(profiler::FRAME_VISIBILITY_TIME);
let visibility_context = FrameVisibilityContext {
global_device_pixel_scale,
spatial_tree,
global_screen_world_rect,
debug_flags,
scene_properties,
config: scene.config,
root_spatial_node_index,
};
for pic_index in scene.tile_cache_pictures.iter().rev() {
let pic = &mut scene.prim_store.pictures[pic_index.0];
match pic.raster_config {
Some(RasterConfig { surface_index, composite_mode: PictureCompositeMode::TileCache { slice_id }, .. }) => {
let tile_cache = tile_caches
.get_mut(&slice_id)
.expect("bug: non-existent tile cache");
let mut visibility_state = FrameVisibilityState {
surface_stack: scratch.frame.surface_stack.take(),
resource_cache,
gpu_cache,
clip_store: &mut scene.clip_store,
scratch,
data_stores,
composite_state,
clip_tree: &mut scene.clip_tree,
rg_builder,
};
// If we have a tile cache for this picture, see if any of the
// relative transforms have changed, which means we need to
// re-map the dependencies of any child primitives.
let surface = &scene.surfaces[surface_index.0];
let world_culling_rect = tile_cache.pre_update(
surface.unclipped_local_rect,
surface_index,
&visibility_context,
&mut visibility_state,
);
// Push a new surface, supplying the list of clips that should be
// ignored, since they are handled by clipping when drawing this surface.
visibility_state.push_surface(
*pic_index,
surface_index,
);
visibility_state.clip_tree.push_clip_root_node(tile_cache.shared_clip_node_id);
update_prim_visibility(
*pic_index,
None,
&world_culling_rect,
&mut scene.prim_store,
&mut scene.prim_instances,
&mut scene.surfaces,
true,
&visibility_context,
&mut visibility_state,
tile_cache,
profile,
);
// Build the dirty region(s) for this tile cache.
tile_cache.post_update(
&visibility_context,
&mut visibility_state,
);
visibility_state.clip_tree.pop_clip_root();
visibility_state.pop_surface();
visibility_state.scratch.frame.surface_stack = visibility_state.surface_stack.take();
}
_ => {
panic!("bug: not a tile cache");
}
}
}
profile.end_time(profiler::FRAME_VISIBILITY_TIME);
}
profile.start_time(profiler::FRAME_PREPARE_TIME);
let mut frame_state = FrameBuildingState {
rg_builder,
clip_store: &mut scene.clip_store,
resource_cache,
gpu_cache,
transforms: transform_palette,
segment_builder: SegmentBuilder::new(),
surfaces: &mut scene.surfaces,
dirty_region_stack: scratch.frame.dirty_region_stack.take(),
composite_state,
num_visible_primitives: 0,
plane_splitters: &mut self.plane_splitters,
surface_builder: SurfaceBuilder::new(),
cmd_buffers,
clip_tree: &mut scene.clip_tree,
frame_gpu_data,
};
// Push a default dirty region which culls primitives
// against the screen world rect, in absence of any
// other dirty regions.
let mut default_dirty_region = DirtyRegion::new(
root_spatial_node_index,
);
default_dirty_region.add_dirty_region(
frame_context.global_screen_world_rect.cast_unit(),
frame_context.spatial_tree,
);
frame_state.push_dirty_region(default_dirty_region);
for pic_index in &scene.tile_cache_pictures {
if let Some((pic_context, mut pic_state, mut prim_list)) = scene
.prim_store
.pictures[pic_index.0]
.take_context(
*pic_index,
None,
SubpixelMode::Allow,
&mut frame_state,
&frame_context,
data_stores,
&mut scratch.primitive,
tile_caches,
)
{
profile_marker!("PreparePrims");
prepare_primitives(
&mut scene.prim_store,
&mut prim_list,
&pic_context,
&mut pic_state,
&frame_context,
&mut frame_state,
data_stores,
&mut scratch.primitive,
tile_caches,
&mut scene.prim_instances,
);
let pic = &mut scene.prim_store.pictures[pic_index.0];
pic.restore_context(
*pic_index,
prim_list,
pic_context,
&scene.prim_instances,
&frame_context,
&mut frame_state,
);
}
}
frame_state.pop_dirty_region();
frame_state.surface_builder.finalize();
profile.end_time(profiler::FRAME_PREPARE_TIME);
profile.set(profiler::VISIBLE_PRIMITIVES, frame_state.num_visible_primitives);
scratch.frame.dirty_region_stack = frame_state.dirty_region_stack.take();
{
profile_marker!("BlockOnResources");
resource_cache.block_until_all_resources_added(
gpu_cache,
profile,
);
}
}
pub fn build(
&mut self,
scene: &mut BuiltScene,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
rg_builder: &mut RenderTaskGraphBuilder,
stamp: FrameStamp,
device_origin: DeviceIntPoint,
scene_properties: &SceneProperties,
data_stores: &mut DataStores,
scratch: &mut ScratchBuffer,
debug_flags: DebugFlags,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
spatial_tree: &mut SpatialTree,
dirty_rects_are_valid: bool,
profile: &mut TransactionProfile,
minimap_data: FastHashMap<ExternalScrollId, MinimapData>,
mut frame_memory: FrameMemory,
) -> Frame {
profile_scope!("build");
profile_marker!("BuildFrame");
frame_memory.begin_frame(stamp.frame_id());
profile.set(profiler::PRIMITIVES, scene.prim_instances.len());
profile.set(profiler::PICTURE_CACHE_SLICES, scene.tile_cache_config.picture_cache_slice_count);
scratch.begin_frame();
gpu_cache.begin_frame(stamp);
resource_cache.begin_frame(stamp, gpu_cache, profile);
// TODO(gw): Follow up patches won't clear this, as they'll be assigned
// statically during scene building.
scene.surfaces.clear();
self.globals.update(gpu_cache);
spatial_tree.update_tree(scene_properties);
let mut transform_palette = spatial_tree.build_transform_palette(&frame_memory);
scene.clip_store.begin_frame(&mut scratch.clip_store);
rg_builder.begin_frame(stamp.frame_id());
// TODO(dp): Remove me completely!!
let global_device_pixel_scale = DevicePixelScale::new(1.0);
let output_size = scene.output_rect.size();
let screen_world_rect = (scene.output_rect.to_f32() / global_device_pixel_scale).round_out();
let mut composite_state = CompositeState::new(
scene.config.compositor_kind,
scene.config.max_depth_ids,
dirty_rects_are_valid,
scene.config.low_quality_pinch_zoom,
&frame_memory,
);
self.composite_state_prealloc.preallocate(&mut composite_state);
let mut cmd_buffers = CommandBufferList::new();
// TODO(gw): Recycle backing vec buffers for gpu buffer builder between frames
let mut gpu_buffer_builder = GpuBufferBuilder {
f32: GpuBufferBuilderF::new(&frame_memory),
i32: GpuBufferBuilderI::new(&frame_memory),
};
self.build_layer_screen_rects_and_cull_layers(
scene,
screen_world_rect,
resource_cache,
gpu_cache,
rg_builder,
global_device_pixel_scale,
scene_properties,
&mut transform_palette,
data_stores,
scratch,
debug_flags,
&mut composite_state,
tile_caches,
spatial_tree,
&mut cmd_buffers,
&mut gpu_buffer_builder,
profile,
);
self.render_minimap(&mut scratch.primitive, &spatial_tree, minimap_data);
profile.start_time(profiler::FRAME_BATCHING_TIME);
let mut deferred_resolves = frame_memory.new_vec();
// Finish creating the frame graph and build it.
let render_tasks = rg_builder.end_frame(
resource_cache,
gpu_cache,
&mut deferred_resolves,
scene.config.max_shared_surface_size,
&frame_memory,
);
let mut passes = frame_memory.new_vec();
let mut has_texture_cache_tasks = false;
let mut prim_headers = PrimitiveHeaders::new(&frame_memory);
self.prim_headers_prealloc.preallocate_framevec(&mut prim_headers.headers_int);
self.prim_headers_prealloc.preallocate_framevec(&mut prim_headers.headers_float);
{
profile_marker!("Batching");
// Used to generated a unique z-buffer value per primitive.
let mut z_generator = ZBufferIdGenerator::new(scene.config.max_depth_ids);
let use_dual_source_blending = scene.config.dual_source_blending_is_supported;
for pass in render_tasks.passes.iter().rev() {
let mut ctx = RenderTargetContext {
global_device_pixel_scale,
prim_store: &scene.prim_store,
clip_store: &scene.clip_store,
resource_cache,
use_dual_source_blending,
use_advanced_blending: scene.config.gpu_supports_advanced_blend,
break_advanced_blend_batches: !scene.config.advanced_blend_is_coherent,
batch_lookback_count: scene.config.batch_lookback_count,
spatial_tree,
data_stores,
surfaces: &scene.surfaces,
scratch: &mut scratch.primitive,
screen_world_rect,
globals: &self.globals,
tile_caches,
root_spatial_node_index: spatial_tree.root_reference_frame_index(),
frame_memory: &mut frame_memory,
};
let pass = build_render_pass(
pass,
output_size,
&mut ctx,
gpu_cache,
&mut gpu_buffer_builder,
&render_tasks,
&scene.clip_store,
&mut transform_palette,
&mut prim_headers,
&mut z_generator,
scene.config.gpu_supports_fast_clears,
&scene.prim_instances,
&cmd_buffers,
);
has_texture_cache_tasks |= !pass.texture_cache.is_empty();
has_texture_cache_tasks |= !pass.picture_cache.is_empty();
passes.push(pass);
}
let mut ctx = RenderTargetContext {
global_device_pixel_scale,
clip_store: &scene.clip_store,
prim_store: &scene.prim_store,
resource_cache,
use_dual_source_blending,
use_advanced_blending: scene.config.gpu_supports_advanced_blend,
break_advanced_blend_batches: !scene.config.advanced_blend_is_coherent,
batch_lookback_count: scene.config.batch_lookback_count,
spatial_tree,
data_stores,
surfaces: &scene.surfaces,
scratch: &mut scratch.primitive,
screen_world_rect,
globals: &self.globals,
tile_caches,
root_spatial_node_index: spatial_tree.root_reference_frame_index(),
frame_memory: &mut frame_memory,
};
self.build_composite_pass(
scene,
&mut ctx,
gpu_cache,
&mut deferred_resolves,
&mut composite_state,
);
}
profile.end_time(profiler::FRAME_BATCHING_TIME);
let gpu_cache_frame_id = gpu_cache.end_frame(profile).frame_id();
resource_cache.end_frame(profile);
self.prim_headers_prealloc.record_vec(&prim_headers.headers_int);
self.composite_state_prealloc.record(&composite_state);
composite_state.end_frame();
scene.clip_store.end_frame(&mut scratch.clip_store);
scratch.end_frame();
let gpu_buffer_f = gpu_buffer_builder.f32.finalize(&render_tasks);
let gpu_buffer_i = gpu_buffer_builder.i32.finalize(&render_tasks);
Frame {
device_rect: DeviceIntRect::from_origin_and_size(
device_origin,
scene.output_rect.size(),
),
passes,
transform_palette: transform_palette.finish(),
render_tasks,
deferred_resolves,
gpu_cache_frame_id,
has_been_rendered: false,
has_texture_cache_tasks,
prim_headers,
debug_items: mem::replace(&mut scratch.primitive.debug_items, Vec::new()),
composite_state,
gpu_buffer_f,
gpu_buffer_i,
allocator_memory: frame_memory,
}
}
fn render_minimap(
&self,
scratch: &mut PrimitiveScratchBuffer,
spatial_tree: &SpatialTree,
minimap_data_store: FastHashMap<ExternalScrollId, MinimapData>) {
// TODO: Replace minimap_data_store with Option<FastHastMap>?
if minimap_data_store.is_empty() {
return
}
// In our main walk over the spatial tree (below), for nodes inside a
// subtree rooted at a root-content node, we need some information from
// that enclosing root-content node. To collect this information, do an
// preliminary walk over the spatial tree now and collect the root-content
// info in a HashMap.
struct RootContentInfo {
transform: LayoutToWorldTransform,
clip: LayoutRect
}
let mut root_content_info = FastHashMap::<ExternalScrollId, RootContentInfo>::default();
spatial_tree.visit_nodes(|index, node| {
if let SpatialNodeType::ScrollFrame(ref scroll_frame_info) = node.node_type {
if let Some(minimap_data) = minimap_data_store.get(&scroll_frame_info.external_id) {
if minimap_data.is_root_content {
let transform = spatial_tree.get_world_viewport_transform(index).into_transform();
root_content_info.insert(scroll_frame_info.external_id, RootContentInfo{
transform,
clip: scroll_frame_info.viewport_rect
});
}
}
}
});
// This is the main walk over the spatial tree. For every scroll frame node which
// has minimap data, compute the rects we want to render for that minimap in world
// coordinates and add them to `scratch.debug_items`.
spatial_tree.visit_nodes(|index, node| {
if let SpatialNodeType::ScrollFrame(ref scroll_frame_info) = node.node_type {
if let Some(minimap_data) = minimap_data_store.get(&scroll_frame_info.external_id) {
const HORIZONTAL_PADDING: f32 = 5.0;
const VERTICAL_PADDING: f32 = 10.0;
const PAGE_BORDER_COLOR: ColorF = debug_colors::BLACK;
const BACKGROUND_COLOR: ColorF = ColorF { r: 0.3, g: 0.3, b: 0.3, a: 0.3};
const DISPLAYPORT_BACKGROUND_COLOR: ColorF = ColorF { r: 1.0, g: 1.0, b: 1.0, a: 0.4};
const LAYOUT_PORT_COLOR: ColorF = debug_colors::RED;
const VISUAL_PORT_COLOR: ColorF = debug_colors::BLUE;
const DISPLAYPORT_COLOR: ColorF = debug_colors::LIME;
let viewport = scroll_frame_info.viewport_rect;
// Scale the minimap to make it 100px wide (if there's space), and the full height
// of the scroll frame's viewport, minus some padding. Position it at the left edge
// of the scroll frame's viewport.
let scale_factor_x = 100f32.min(viewport.width() - (2.0 * HORIZONTAL_PADDING))
/ minimap_data.scrollable_rect.width();
let scale_factor_y = (viewport.height() - (2.0 * VERTICAL_PADDING))
/ minimap_data.scrollable_rect.height();
if scale_factor_x <= 0.0 || scale_factor_y <= 0.0 {
return;
}
let transform = LayoutTransform::scale(scale_factor_x, scale_factor_y, 1.0)
.then_translate(LayoutVector3D::new(HORIZONTAL_PADDING, VERTICAL_PADDING, 0.0))
.then_translate(LayoutVector3D::new(viewport.min.x, viewport.min.y, 0.0));
// Transforms for transforming rects in this scroll frame's local coordintes, to world coordinates.
// For scroll frames inside a root-content subtree, we apply this transform in two parts
// (local to root-content, and root-content to world), so that we can make additional
// adjustments in root-content space. For scroll frames outside of a root-content subtree,
// the entire world transform will be in `local_to_root_content`.
let world_transform = spatial_tree
.get_world_viewport_transform(index)
.into_transform();
let mut local_to_root_content =
world_transform.with_destination::<LayoutPixel>();
let mut root_content_to_world = LayoutToWorldTransform::default();
let mut root_content_clip = None;
if minimap_data.root_content_scroll_id != 0 {
if let Some(RootContentInfo{transform: root_content_transform, clip}) = root_content_info.get(&ExternalScrollId(minimap_data.root_content_scroll_id, minimap_data.root_content_pipeline_id)) {
// Exclude the root-content node's zoom transform from `local_to_root_content`.
// This ensures that the minimap remains unaffected by pinch-zooming
// (in essence, remaining attached to the *visual* viewport, rather than to
// the *layout* viewport which is what happens by default).
let zoom_transform = minimap_data.zoom_transform;
local_to_root_content = world_transform
.then(&root_content_transform.inverse().unwrap())
.then(&zoom_transform.inverse().unwrap());
root_content_to_world = root_content_transform.clone();
root_content_clip = Some(clip);
}
}
let mut add_rect = |rect, border, fill| -> Option<()> {
const STROKE_WIDTH: f32 = 2.0;
// Place rect in scroll frame's local coordinate space
let transformed_rect = transform.outer_transformed_box2d(&rect)?;
// Transform to world coordinates, using root-content coords as an intermediate step.
let mut root_content_rect = local_to_root_content.outer_transformed_box2d(&transformed_rect)?;
// In root-content coords, apply the root content node's viewport clip.
// This prevents subframe minimaps from leaking into the chrome area when the root
// scroll frame is scrolled.
// TODO: The minimaps of nested subframes can still leak outside of the viewports of
// their containing subframes. Should have a more proper fix for this.
if let Some(clip) = root_content_clip {
root_content_rect = root_content_rect.intersection(clip)?;
}
let world_rect = root_content_to_world.outer_transformed_box2d(&root_content_rect)?;
scratch.push_debug_rect_with_stroke_width(world_rect, border, STROKE_WIDTH);
// Add world coordinate rects to scratch.debug_items
if let Some(fill_color) = fill {
let interior_world_rect = WorldRect::new(
world_rect.min + WorldVector2D::new(STROKE_WIDTH, STROKE_WIDTH),
world_rect.max - WorldVector2D::new(STROKE_WIDTH, STROKE_WIDTH)
);
scratch.push_debug_rect(interior_world_rect * DevicePixelScale::new(1.0), 1, border, fill_color);
}
Some(())
};
add_rect(minimap_data.scrollable_rect, PAGE_BORDER_COLOR, Some(BACKGROUND_COLOR));
add_rect(minimap_data.displayport, DISPLAYPORT_COLOR, Some(DISPLAYPORT_BACKGROUND_COLOR));
// Only render a distinct layout viewport for the root content.
// For other scroll frames, the visual and layout viewports coincide.
if minimap_data.is_root_content {
add_rect(minimap_data.layout_viewport, LAYOUT_PORT_COLOR, None);
}
add_rect(minimap_data.visual_viewport, VISUAL_PORT_COLOR, None);
}
}
});
}
fn build_composite_pass(
&self,
scene: &BuiltScene,
ctx: &RenderTargetContext,
gpu_cache: &mut GpuCache,
deferred_resolves: &mut FrameVec<DeferredResolve>,
composite_state: &mut CompositeState,
) {
for pic_index in &scene.tile_cache_pictures {
let pic = &ctx.prim_store.pictures[pic_index.0];
match pic.raster_config {
Some(RasterConfig { composite_mode: PictureCompositeMode::TileCache { slice_id }, .. }) => {
// Tile cache instances are added to the composite config, rather than
// directly added to batches. This allows them to be drawn with various
// present modes during render, such as partial present etc.
let tile_cache = &ctx.tile_caches[&slice_id];
let map_local_to_world = SpaceMapper::new_with_target(
ctx.root_spatial_node_index,
tile_cache.spatial_node_index,
ctx.screen_world_rect,
ctx.spatial_tree,
);
let world_clip_rect = map_local_to_world
.map(&tile_cache.local_clip_rect)
.expect("bug: unable to map clip rect");
let device_clip_rect = (world_clip_rect * ctx.global_device_pixel_scale).round();
composite_state.push_surface(
tile_cache,
device_clip_rect,
ctx.resource_cache,
gpu_cache,
deferred_resolves,
);
}
_ => {
panic!("bug: found a top-level prim that isn't a tile cache");
}
}
}
}
}
/// Processes this pass to prepare it for rendering.
///
/// Among other things, this allocates output regions for each of our tasks
/// (added via `add_render_task`) in a RenderTarget and assigns it into that
/// target.
pub fn build_render_pass(
src_pass: &Pass,
screen_size: DeviceIntSize,
ctx: &mut RenderTargetContext,
gpu_cache: &mut GpuCache,
gpu_buffer_builder: &mut GpuBufferBuilder,
render_tasks: &RenderTaskGraph,
clip_store: &ClipStore,
transforms: &mut TransformPalette,
prim_headers: &mut PrimitiveHeaders,
z_generator: &mut ZBufferIdGenerator,
gpu_supports_fast_clears: bool,
prim_instances: &[PrimitiveInstance],
cmd_buffers: &CommandBufferList,
) -> RenderPass {
profile_scope!("build_render_pass");
// TODO(gw): In this initial frame graph work, we try to maintain the existing
// build_render_pass code as closely as possible, to make the review
// simpler and reduce chance of regressions. However, future work should
// include refactoring this to more closely match the built frame graph.
let mut pass = RenderPass::new(src_pass, ctx.frame_memory);
for sub_pass in &src_pass.sub_passes {
match sub_pass.surface {
SubPassSurface::Dynamic { target_kind, texture_id, used_rect } => {
match target_kind {
RenderTargetKind::Color => {
let mut target = RenderTarget::new(
RenderTargetKind::Color,
false,
texture_id,
screen_size,
gpu_supports_fast_clears,
Some(used_rect),
&ctx.frame_memory,
);
for task_id in &sub_pass.task_ids {
target.add_task(
*task_id,
ctx,
gpu_cache,
gpu_buffer_builder,
render_tasks,
clip_store,
transforms,
);
}
pass.color.targets.push(target);
}
RenderTargetKind::Alpha => {
let mut target = RenderTarget::new(
RenderTargetKind::Alpha,
false,
texture_id,
screen_size,
gpu_supports_fast_clears,
Some(used_rect),
&ctx.frame_memory,
);
for task_id in &sub_pass.task_ids {
target.add_task(
*task_id,
ctx,
gpu_cache,
gpu_buffer_builder,
render_tasks,
clip_store,
transforms,
);
}
pass.alpha.targets.push(target);
}
}
}
SubPassSurface::Persistent { surface: StaticRenderTaskSurface::PictureCache { ref surface, .. }, .. } => {
assert_eq!(sub_pass.task_ids.len(), 1);
let task_id = sub_pass.task_ids[0];
let task = &render_tasks[task_id];
let target_rect = task.get_target_rect();
match task.kind {
RenderTaskKind::Picture(ref pic_task) => {
let cmd_buffer = cmd_buffers.get(pic_task.cmd_buffer_index);
let scissor_rect = pic_task.scissor_rect.expect("bug: must be set for cache tasks");
let valid_rect = pic_task.valid_rect.expect("bug: must be set for cache tasks");
let batcher = AlphaBatchBuilder::new(
screen_size,
ctx.break_advanced_blend_batches,
ctx.batch_lookback_count,
task_id,
task_id.into(),
&ctx.frame_memory,
);
let mut batch_builder = BatchBuilder::new(batcher);
cmd_buffer.iter_prims(&mut |cmd, spatial_node_index, segments| {
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,
gpu_buffer_builder,
segments,
);
});
let batcher = batch_builder.finalize();
let mut batch_containers = ctx.frame_memory.new_vec();
let mut alpha_batch_container = AlphaBatchContainer::new(
Some(scissor_rect),
&ctx.frame_memory
);
batcher.build(
&mut batch_containers,
&mut alpha_batch_container,
target_rect,
None,
);
debug_assert!(batch_containers.is_empty());
let target = PictureCacheTarget {
surface: surface.clone(),
clear_color: pic_task.clear_color,
kind: PictureCacheTargetKind::Draw {
alpha_batch_container,
},
dirty_rect: scissor_rect,
valid_rect,
};
pass.picture_cache.push(target);
}
RenderTaskKind::TileComposite(ref tile_task) => {
let target = PictureCacheTarget {
surface: surface.clone(),
clear_color: Some(tile_task.clear_color),
kind: PictureCacheTargetKind::Blit {
task_id: tile_task.task_id.expect("bug: no source task_id set"),
sub_rect_offset: tile_task.sub_rect_offset,
},
dirty_rect: tile_task.scissor_rect,
valid_rect: tile_task.valid_rect,
};
pass.picture_cache.push(target);
}
_ => {
unreachable!();
}
};
}
SubPassSurface::Persistent { surface: StaticRenderTaskSurface::TextureCache { target_kind, texture, .. } } => {
let texture = pass.texture_cache
.entry(texture)
.or_insert_with(||
RenderTarget::new(
target_kind,
true,
texture,
screen_size,
gpu_supports_fast_clears,
None,
&ctx.frame_memory
)
);
for task_id in &sub_pass.task_ids {
texture.add_task(
*task_id,
ctx,
gpu_cache,
gpu_buffer_builder,
render_tasks,
clip_store,
transforms,
);
}
}
SubPassSurface::Persistent { surface: StaticRenderTaskSurface::ReadOnly { .. } } => {
panic!("Should not create a render pass for read-only task locations.");
}
}
}
pass.color.build(
ctx,
gpu_cache,
render_tasks,
prim_headers,
transforms,
z_generator,
prim_instances,
cmd_buffers,
gpu_buffer_builder,
);
pass.alpha.build(
ctx,
gpu_cache,
render_tasks,
prim_headers,
transforms,
z_generator,
prim_instances,
cmd_buffers,
gpu_buffer_builder,
);
for target in &mut pass.texture_cache.values_mut() {
target.build(
ctx,
gpu_cache,
render_tasks,
prim_headers,
transforms,
z_generator,
prim_instances,
cmd_buffers,
gpu_buffer_builder,
);
}
pass
}
/// A rendering-oriented representation of the frame built by the render backend
/// and presented to the renderer.
///
/// # Safety
///
/// The frame's allocator memory must be dropped after all of the frame's containers.
/// This is handled in the renderer and in `RenderedDocument`'s Drop implementation.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Frame {
/// The rectangle to show the frame in, on screen.
pub device_rect: DeviceIntRect,
pub passes: FrameVec<RenderPass>,
pub transform_palette: FrameVec<TransformData>,
pub render_tasks: RenderTaskGraph,
pub prim_headers: PrimitiveHeaders,
/// The GPU cache frame that the contents of Self depend on
pub gpu_cache_frame_id: FrameId,
/// List of textures that we don't know about yet
/// from the backend thread. The render thread
/// will use a callback to resolve these and
/// patch the data structures.
pub deferred_resolves: FrameVec<DeferredResolve>,
/// True if this frame contains any render tasks
/// that write to the texture cache.
pub has_texture_cache_tasks: bool,
/// True if this frame has been drawn by the
/// renderer.
pub has_been_rendered: bool,
/// Debugging information to overlay for this frame.
pub debug_items: Vec<DebugItem>,
/// Contains picture cache tiles, and associated information.
/// Used by the renderer to composite tiles into the framebuffer,
/// or hand them off to an OS compositor.
pub composite_state: CompositeState,
/// Main GPU data buffer constructed (primarily) during the prepare
/// pass for primitives that were visible and dirty.
pub gpu_buffer_f: GpuBufferF,
pub gpu_buffer_i: GpuBufferI,
/// The backing store for the frame's allocator.
///
/// # Safety
///
/// Must not be dropped while frame allocations are alive.
///
/// Rust has deterministic drop order [1]. We rely on `allocator_memory`
/// being the last member of the `Frame` struct so that it is dropped
/// after the frame's containers.
///
pub allocator_memory: FrameMemory,
}
impl Frame {
// This frame must be flushed if it writes to the
// texture cache, and hasn't been drawn yet.
pub fn must_be_drawn(&self) -> bool {
self.has_texture_cache_tasks && !self.has_been_rendered
}
// Returns true if this frame doesn't alter what is on screen currently.
pub fn is_nop(&self) -> bool {
// If there are no off-screen passes, that implies that there are no
// picture cache tiles, and no texture cache tasks being updates. If this
// is the case, we can consider the frame a nop (higher level checks
// test if a composite is needed due to picture cache surfaces moving
// or external surfaces being updated).
self.passes.is_empty()
}
}