blob: 8ea53442ecf21cae14ae140131a30a39f37c914a [file]
// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
//! Fine rasterization stage of the rendering pipeline.
//!
//! This module implements the fine rasterization phase, which processes tiles at the pixel level.
//! It supports both high-precision (f32) and low-precision (u8) rendering paths, along with
//! various paint types including solid colors, gradients, images, and blurred rounded rectangles.
mod common;
mod highp;
mod lowp;
use crate::coarse::depth::DepthBuffer;
use crate::coarse::{CommandBucketer, LayerFillAttrs, RenderCmd, RowState};
use crate::filter::context::ScratchBuffer;
use crate::fine::common::gradient::GradientPainter;
pub(crate) use crate::fine::common::gradient::calculate_t_vals;
pub(crate) use crate::fine::common::gradient::linear::SimdLinearKind;
pub(crate) use crate::fine::common::gradient::radial::SimdRadialKind;
pub(crate) use crate::fine::common::gradient::sweep::SimdSweepKind;
use crate::fine::common::image::{FilteredImagePainter, NNImagePainter, PlainNNImagePainter};
use crate::fine::common::rounded_blurred_rect::BlurredRoundedRectFiller;
use crate::peniko::{BlendMode, ImageQuality};
use crate::region::Region;
use crate::util::{EncodedImageExt, VecPool};
use alloc::vec;
use alloc::vec::Vec;
use core::fmt::Debug;
use core::iter;
use vello_common::encode::{
EncodedBlurredRoundedRectangle, EncodedGradient, EncodedImage, EncodedKind, EncodedPaint,
};
use vello_common::fearless_simd::{
Bytes, Simd, SimdBase, SimdFloat, SimdInt, SimdInto, f32x4, f32x8, f32x16, u8x16, u8x32, u32x4,
u32x8,
};
use vello_common::filter_effects::Filter;
use vello_common::kurbo::Affine;
use vello_common::mask::Mask;
use vello_common::paint::{ImageResolver, ImageSource, Paint, PremulColor, Tint};
use vello_common::pixmap::Pixmap;
use vello_common::simd::Splat4thExt;
use vello_common::tile::Tile;
use vello_common::util::f32_to_u8;
#[doc(hidden)]
pub use crate::coarse::PaintFillAttrs;
#[doc(hidden)]
pub use crate::util::Span;
pub use highp::F32Kernel;
pub use lowp::U8Kernel;
/// Offset to shift from pixel corner to pixel center for sampling.
const PIXEL_CENTER_OFFSET: f64 = 0.5;
/// Number of color components per pixel (RGBA).
pub(crate) const COLOR_COMPONENTS: usize = 4;
/// Number of color components in a single column of a tile (height * components).
pub(crate) const TILE_HEIGHT_COMPONENTS: usize = Tile::HEIGHT as usize * COLOR_COMPONENTS;
/// Trait for numeric types used in fine rasterization.
///
/// This trait abstracts over `f32` and `u8` to allow the same rendering logic
/// to work with both high-precision (floating-point) and low-precision (integer)
/// representations. This enables performance optimizations while maintaining accuracy
/// where needed.
pub trait Numeric: Copy + Default + Clone + Debug + PartialEq + Send + Sync + 'static {
/// The zero value for this numeric type (0.0 for f32, 0 for u8).
const ZERO: Self;
/// The maximum opacity value for this numeric type (1.0 for f32, 255 for u8).
const ONE: Self;
}
impl Numeric for f32 {
const ZERO: Self = 0.0;
const ONE: Self = 1.0;
}
impl Numeric for u8 {
const ZERO: Self = 0;
const ONE: Self = 255;
}
/// Trait for SIMD vector types that can convert between f32 and u8 representations.
///
/// This trait enables efficient batch conversions between different numeric representations
/// during rendering operations, supporting both high-precision and low-precision rendering paths.
pub trait NumericVec<S: Simd>: Copy + Clone + Send + Sync {
/// Convert from a SIMD vector of f32 values to this type.
fn from_f32(simd: S, val: f32x16<S>) -> Self;
/// Convert from a SIMD vector of u8 values to this type.
fn from_u8(simd: S, val: u8x16<S>) -> Self;
}
impl<S: Simd> NumericVec<S> for f32x16<S> {
#[inline(always)]
fn from_f32(_: S, val: Self) -> Self {
val
}
#[inline(always)]
fn from_u8(simd: S, val: u8x16<S>) -> Self {
let converted = u8_to_f32(val);
converted * Self::splat(simd, 1.0 / 255.0)
}
}
impl<S: Simd> NumericVec<S> for u8x16<S> {
#[inline(always)]
fn from_f32(simd: S, val: f32x16<S>) -> Self {
let v1 = f32x16::splat(simd, 255.0);
let v2 = f32x16::splat(simd, 0.5);
let mulled = val.mul_add(v1, v2);
f32_to_u8(mulled)
}
#[inline(always)]
fn from_u8(_: S, val: Self) -> Self {
val
}
}
/// Convert a SIMD vector of u8 values to f32 values.
///
/// This function efficiently converts 16 u8 values to their f32 equivalents using SIMD operations,
/// preserving the values without normalization (i.e., 255 becomes 255.0, not 1.0).
#[inline(always)]
pub(crate) fn u8_to_f32<S: Simd>(val: u8x16<S>) -> f32x16<S> {
let simd = val.simd;
let zeroes = u8x16::splat(simd, 0);
let zip1 = simd.zip_high_u8x16(val, zeroes);
let zip2 = simd.zip_low_u8x16(val, zeroes);
let p1 = simd
.zip_low_u8x16(zip2, zeroes)
.bitcast::<u32x4<S>>()
.to_float::<f32x4<S>>();
let p2 = simd
.zip_high_u8x16(zip2, zeroes)
.bitcast::<u32x4<S>>()
.to_float::<f32x4<S>>();
let p3 = simd
.zip_low_u8x16(zip1, zeroes)
.bitcast::<u32x4<S>>()
.to_float::<f32x4<S>>();
let p4 = simd
.zip_high_u8x16(zip1, zeroes)
.bitcast::<u32x4<S>>()
.to_float::<f32x4<S>>();
simd.combine_f32x8(simd.combine_f32x4(p1, p2), simd.combine_f32x4(p3, p4))
}
/// Trait for SIMD vector types used in compositing and blending operations.
///
/// This trait abstracts over different SIMD vector widths (f32x16 for high-precision,
/// u8x32 for low-precision) to enable efficient batch processing of pixel data during
/// blending and compositing.
pub trait CompositeType<N: Numeric, S: Simd>: Copy + Clone + Send + Sync {
/// The number of numeric values this composite type can hold.
const LENGTH: usize;
/// Load values from a slice into this composite type.
fn from_slice(simd: S, slice: &[N]) -> Self;
/// Create a composite type by repeating a single RGBA color across all elements.
fn from_color(simd: S, color: [N; 4]) -> Self;
}
impl<S: Simd> CompositeType<f32, S> for f32x16<S> {
const LENGTH: usize = 16;
#[inline(always)]
fn from_slice(simd: S, slice: &[f32]) -> Self {
<Self as SimdBase<_>>::from_slice(simd, slice)
}
#[inline(always)]
fn from_color(simd: S, color: [f32; 4]) -> Self {
Self::block_splat(f32x4::from_slice(simd, &color[..]))
}
}
impl<S: Simd> CompositeType<u8, S> for u8x32<S> {
const LENGTH: usize = 32;
#[inline(always)]
fn from_slice(simd: S, slice: &[u8]) -> Self {
<Self as SimdBase<_>>::from_slice(simd, slice)
}
#[inline(always)]
fn from_color(simd: S, color: [u8; 4]) -> Self {
u32x8::block_splat(u32x4::splat(simd, u32::from_ne_bytes(color))).to_bytes()
}
}
/// A kernel for performing fine rasterization.
///
/// This trait defines the interface for tile-level rendering operations, abstracting over
/// different numeric precisions (f32 vs u8). Implementations provide the low-level pixel
/// manipulation, blending, and painting operations needed to render tiles.
///
/// The two main implementations are:
/// - [`F32Kernel`]: High-precision rendering using 32-bit floating-point values
/// - [`U8Kernel`]: Low-precision rendering using 8-bit integer values
pub trait FineKernel<S: Simd>: Send + Sync + 'static {
/// The basic underlying numerical type of the kernel (f32 or u8).
type Numeric: Numeric;
/// The SIMD composite type used for efficient batch blending and compositing operations.
type Composite: CompositeType<Self::Numeric, S>;
/// The SIMD vector type used for conversions between u8 and f32 representations.
type NumericVec: NumericVec<S>;
/// Extract and convert a premultiplied color to the kernel's numeric type.
///
/// Converts RGBA components from the standard premultiplied color format to
/// the kernel's internal representation (e.g., 0.0-1.0 for f32, 0-255 for u8).
fn extract_color(color: PremulColor) -> [Self::Numeric; 4];
/// Pack row scratch data into a row-major output buffer.
fn pack(simd: S, scratch: &[Self::Numeric], width: usize, region: &mut Region<'_>);
/// Unpack row-major input data into row scratch.
fn unpack(simd: S, region: &mut Region<'_>, width: usize, scratch: &mut [Self::Numeric]);
/// Apply a filter to a layer.
///
/// This is used for applying filters to whole layers, which is necessary for
/// spatial filters (like blur) that need to access neighboring pixels. The filter
/// is applied in-place to the provided pixmap.
///
/// The transform parameter is used to scale filter parameters based on the current
/// transformation matrix (e.g., zoom level), ensuring filters look consistent
/// regardless of scale.
#[expect(
private_interfaces,
reason = "`FineKernel` is public but this specific method is not needed."
)]
fn filter_layer(
pixmap: &mut Pixmap,
filter: &Filter,
filter_scratch: &mut ScratchBuffer,
transform: Affine,
);
/// Fill the target buffer with a solid color.
///
/// Efficiently replicates the given RGBA color across all pixels in the target buffer.
fn copy_solid(simd: S, target: &mut [Self::Numeric], color: [Self::Numeric; 4]);
/// Create a painter for rendering gradients.
///
/// Returns a painter that can render linear, radial, or sweep gradients based on
/// pre-computed t values (gradient interpolation parameters).
fn gradient_painter<'a>(
simd: S,
gradient: &'a EncodedGradient,
t_vals: &'a [f32],
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| GradientPainter::new(simd, gradient, t_vals),
)
}
/// Create a painter for rendering gradients with undefined region support.
///
/// Similar to `gradient_painter`, but with support for masking undefined locations
/// (used for radial gradients that may have mathematically undefined regions).
///
/// This is intentionally a duplicate of the default [`FineKernel::gradient_painter`]
/// implementation--the `U8Kernel` overrides that method, but not this one.
fn gradient_painter_with_undefined<'a>(
simd: S,
gradient: &'a EncodedGradient,
t_vals: &'a [f32],
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| GradientPainter::new(simd, gradient, t_vals),
)
}
/// Create a painter for rendering axis-aligned nearest-neighbor images.
///
/// Optimized painter for images with `Low` quality and no skewing component in their
/// transform. This is the fastest image rendering path.
fn plain_nn_image_painter<'a>(
simd: S,
image: &'a EncodedImage,
pixmap: &'a Pixmap,
start_x: f64,
start_y: f64,
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| PlainNNImagePainter::new(simd, image, pixmap, start_x, start_y),
)
}
/// Create a painter for rendering nearest-neighbor images with transforms.
///
/// Similar to `plain_nn_image_painter`, but supports arbitrary affine transforms
/// including skewing and rotation.
fn nn_image_painter<'a>(
simd: S,
image: &'a EncodedImage,
pixmap: &'a Pixmap,
start_x: f64,
start_y: f64,
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| NNImagePainter::new(simd, image, pixmap, start_x, start_y),
)
}
/// Create a painter for rendering images with `Medium` quality filtering.
///
/// Uses bilinear filtering for smoother appearance than nearest-neighbor.
fn medium_quality_image_painter<'a>(
simd: S,
image: &'a EncodedImage,
pixmap: &'a Pixmap,
start_x: f64,
start_y: f64,
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| FilteredImagePainter::<S, 1>::new(simd, image, pixmap, start_x, start_y),
)
}
/// Create a painter for rendering axis-aligned images with `Medium` quality filtering.
///
/// Optimized painter for images with bilinear filtering and no skewing component.
fn plain_medium_quality_image_painter<'a>(
simd: S,
image: &'a EncodedImage,
pixmap: &'a Pixmap,
start_x: f64,
start_y: f64,
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| FilteredImagePainter::<S, 1>::new(simd, image, pixmap, start_x, start_y),
)
}
/// Create a painter for rendering images with `High` quality filtering.
///
/// Uses high-quality filtering for the best visual appearance.
fn high_quality_image_painter<'a>(
simd: S,
image: &'a EncodedImage,
pixmap: &'a Pixmap,
start_x: f64,
start_y: f64,
) -> impl Painter + 'a {
simd.vectorize(
#[inline(always)]
|| FilteredImagePainter::<S, 2>::new(simd, image, pixmap, start_x, start_y),
)
}
/// Create a painter for rendering blurred rounded rectangles.
///
/// Efficiently renders rounded rectangles with gaussian blur applied,
/// computing the blur analytically rather than as a post-process.
fn blurred_rounded_rectangle_painter(
simd: S,
rect: &EncodedBlurredRoundedRectangle,
start_x: f64,
start_y: f64,
) -> impl Painter {
simd.vectorize(
#[inline(always)]
|| BlurredRoundedRectFiller::new(simd, rect, start_x, start_y),
)
}
/// Apply a mask to the destination buffer.
///
/// Multiplies each pixel in the destination by the corresponding mask value,
/// effectively masking out or reducing the opacity of pixels.
fn apply_mask(simd: S, dest: &mut [Self::Numeric], src: impl Iterator<Item = Self::NumericVec>);
/// Apply a painter to render content into the destination buffer.
///
/// Invokes the painter to generate pixel values and writes them to the destination.
fn apply_painter<'a>(simd: S, dest: &mut [Self::Numeric], painter: impl Painter + 'a);
/// Apply an image tint to an already-painted buffer.
///
/// This is called as a post-pass after `apply_painter`, only when a tint is
/// present. Keeping tint application out of the per-pixel iterator avoids
/// regressing the non-tinted fast path.
fn apply_tint(simd: S, dest: &mut [Self::Numeric], tint: &Tint);
/// Perform alpha compositing with a solid color over the target buffer.
///
/// Blends a solid RGBA color over the existing contents using standard alpha compositing
/// (Porter-Duff source-over). Optionally applies additional per-pixel alpha values.
fn alpha_composite_solid(
simd: S,
target: &mut [Self::Numeric],
src: [Self::Numeric; 4],
alphas: Option<&[u8]>,
);
/// Perform alpha compositing with a source buffer over the destination buffer.
///
/// Blends the source buffer contents over the destination using standard alpha compositing.
/// Optionally applies additional per-pixel alpha values.
fn alpha_composite_buffer(
simd: S,
dest: &mut [Self::Numeric],
src: &[Self::Numeric],
alphas: Option<&[u8]>,
);
/// Blend the source into the destination with a specified blend mode.
///
/// Applies advanced blending operations (e.g., multiply, screen, overlay) as specified
/// by the blend mode. Optionally applies additional per-pixel alpha values.
fn blend(
simd: S,
dest: &mut [Self::Numeric],
start_x: u16,
start_y: u16,
src: impl Iterator<Item = Self::Composite>,
blend_mode: BlendMode,
alphas: Option<&[u8]>,
mask: Option<&Mask>,
);
/// Fill a row scratch span with a solid color, optionally modulated by per-pixel alphas.
fn fill_solid(simd: S, dest: &mut [Self::Numeric], color: PremulColor, alphas: Option<&[u8]>) {
let color = Self::extract_color(color);
if color[3] == Self::Numeric::ONE && alphas.is_none() {
Self::copy_solid(simd, dest, color);
} else {
Self::alpha_composite_solid(simd, dest, color, alphas);
}
}
}
pub(crate) fn rasterize_region<S: Simd, T: FineKernel<S>>(
fine: &mut Fine<S, T>,
depth: &mut DepthBuffer,
region: &mut Region<'_>,
bucketer: &CommandBucketer,
resources: FineResources<'_>,
unpack_dest: bool,
) {
let scene_y = region.row_idx as u16 * Tile::HEIGHT;
let row = &bucketer.rows()[region.row_idx];
let span = Span::new(0, region.width());
fine.set_row_y(scene_y);
depth.clear();
// Render depth-buffer commands front-to-back, with depth-buffer read and write.
for &cmd in row.depth_cmds.iter().rev() {
let attrs = &bucketer.paint_fill_attrs[cmd.attrs_idx as usize];
depth.for_each_unset_run_and_write(cmd.bucket_range(), attrs.draw_id, |bucket_range| {
let span = bucket_range.span();
fine.paint_fill(span, attrs, resources, None);
});
}
// Clear any regions in the fine buffer that haven't been filled with an opaque fill.
fine.init_uncovered_range(span, region, unpack_dest, depth);
// Render the main commands back-to-front, with depth-buffer read.
for cmd in &row.render_cmds {
fine.run_cmd(*cmd, bucketer, row, scene_y, resources, depth);
}
// Pack the composited result back into the pixmap.
fine.pack(region);
}
/// Fine rasterizer for processing strip rows at the pixel level.
#[derive(Debug)]
#[doc(hidden)]
pub struct Fine<S: Simd, T: FineKernel<S>> {
/// The SIMD context used for vectorized operations.
simd: S,
// TODO: If we make sure that strips never exceed the viewport, we can delete this.
/// Pixel span covered by the blend buffers.
buffer_span: Span,
/// Stack of blend buffers for managing layers and composition.
///
/// Each layer pushes a new buffer onto this stack, and layers are composited
/// by popping and blending with the buffer below.
blend_buffers: Vec<Vec<T::Numeric>>,
/// Pool for reusing layer buffer allocations.
buffer_pool: VecPool<T::Numeric>,
/// Intermediate buffer used by painters to store generated pixel data before compositing.
paint_buf: Vec<T::Numeric>,
/// Buffer for storing gradient interpolation parameters (t values).
f32_buf: Vec<f32>,
/// The current strip row y-coordinate in scene/filter coordinates.
row_y: u16,
/// The origin of the current target we are rendering into.
origin: (u16, u16),
}
impl<S: Simd, T: FineKernel<S>> Fine<S, T> {
/// Create a new fine rasterizer with the given SIMD context.
///
/// Initializes all scratch buffers and sets up the initial blend buffer.
#[doc(hidden)]
pub fn new(simd: S, buffer_width: u16) -> Self {
let scratch_len = usize::from(buffer_width) * TILE_HEIGHT_COMPONENTS;
Self {
simd,
buffer_span: Span::new(0, buffer_width),
blend_buffers: vec![vec![T::Numeric::ZERO; scratch_len]],
buffer_pool: VecPool::new(false),
paint_buf: Vec::new(),
f32_buf: Vec::new(),
row_y: 0,
origin: (0, 0),
}
}
fn set_row_y(&mut self, row_y: u16) {
self.row_y = row_y;
}
fn set_paint_offset(&mut self, paint_offset: (u16, u16)) {
self.origin = paint_offset;
}
fn scratch_range(span: Span) -> core::ops::Range<usize> {
let start = usize::from(span.pixel_x()) * TILE_HEIGHT_COMPONENTS;
let len = usize::from(span.pixel_width()) * TILE_HEIGHT_COMPONENTS;
start..start + len
}
// The reason that we have this optimization is that, as was determined by profiling
// just always clearing the whole fine buffer can be expensive, especially for larger
// viewports. This is what a previous version of Vello CPU did.
// With the current version, we can utilize the fact that we have a depth buffer where
// a certain range of pixels is already filled with an opaque paint. Therefore, we only
// need to clear (or unpack) the parts that are not covered by such a paint.
/// Initialize every range in the buffer that has not been filled yet
/// with a solid paint.
///
/// In case [`ComositeMode::SrcOver`] was chosen, it will be initialized with
/// the pixels from the user-supplied pixmap. Otherwise, the range will simply be zeroed.
fn init_uncovered_range(
&mut self,
scratch_span: Span,
region: &mut Region<'_>,
use_src_over: bool,
depth: &DepthBuffer,
) {
depth.for_each_unset_run(scratch_span, |span| {
let x = span.pixel_x();
let end = span.pixel_end();
if use_src_over {
let mut region = region.sub_span(x, end - x);
self.unpack(x, &mut region);
} else {
self.blend_buffers[0][Self::scratch_range(Span::new(x, end - x))]
.fill(T::Numeric::ZERO);
}
});
}
/// Writes the current buffer contents to the output row.
#[doc(hidden)]
pub fn pack(&self, region: &mut Region<'_>) {
let width = usize::from(region.width());
let scratch = self.blend_buffers.last().unwrap();
T::pack(self.simd, scratch, width, region);
}
/// Reads the pixels of the target back into the buffer.
///
/// This does the opposite of [`Fine::pack`].
#[doc(hidden)]
pub fn unpack(&mut self, scratch_x_start: u16, region: &mut Region<'_>) {
let scratch_x = usize::from(scratch_x_start);
let width = usize::from(region.width());
let scratch = self.blend_buffers.last_mut().unwrap();
T::unpack(
self.simd,
region,
width,
&mut scratch[scratch_x * TILE_HEIGHT_COMPONENTS..],
);
}
/// Execute a bucketed rendering command on the current strip row.
///
/// This is the main dispatch method for fine rasterization. It processes paint fills,
/// layer buffers, filter layer composites, masks, opacity, and layer blending.
fn run_cmd(
&mut self,
cmd: RenderCmd,
bucketer: &CommandBucketer,
row: &RowState,
row_y: u16,
resources: FineResources<'_>,
depth: &DepthBuffer,
) {
match cmd {
RenderCmd::PaintFill(cmd) => {
let attrs = &bucketer.paint_fill_attrs[cmd.attrs_idx as usize];
let alpha_buffer = resources.alpha_buffers[attrs.thread_idx as usize];
let Some(span) = cmd.span.intersect(self.buffer_span) else {
return;
};
let paint_fill = |fine: &mut Self, span: Span| {
let alphas = cmd.alpha_idx().map(|alpha_idx| {
let alpha_offset = alpha_idx as usize
+ usize::from(span.pixel_x() - cmd.span.pixel_x())
* Tile::HEIGHT as usize;
&alpha_buffer[alpha_offset..]
});
fine.paint_fill(span, attrs, resources, alphas);
};
// Avoid using depth buffer if it's trivially skippable,
// since it's generally cheaper to not use it at all than consult it just to be
// returned the same span.
if !row.can_skip_depth(span, attrs.draw_id) {
depth.for_each_visible_run(span, attrs.draw_id, |span| {
paint_fill(self, span);
});
} else {
paint_fill(self, span);
}
}
RenderCmd::PushBuf(span) => {
let mut buf = self.buffer_pool.take();
// Reused vectors will retain their length, so in most cases this
// will be a no-op.
buf.resize(self.blend_buffers[0].len(), T::Numeric::ZERO);
// Instead of always zeroing out the whole buffer, only zero the
// row-local span that will be read when compositing this layer.
if let Some(span) = span.and_then(|span| span.intersect(self.buffer_span)) {
buf[Self::scratch_range(span)].fill(T::Numeric::ZERO);
}
self.blend_buffers.push(buf);
}
RenderCmd::PopBuf => {
let popped = self.blend_buffers.pop().unwrap();
self.buffer_pool.submit(popped);
}
RenderCmd::LayerFill(cmd) => {
let Some(span) = cmd.span.intersect(self.buffer_span) else {
return;
};
let attrs = &bucketer.layer_fill_attrs[cmd.attrs_idx as usize];
let alpha_buffer = resources.alpha_buffers[attrs.thread_idx as usize];
let layer_fill = |fine: &mut Self, span: Span| {
let alphas = cmd.alpha_idx().map(|alpha_idx| {
let alpha_offset = alpha_idx as usize
+ usize::from(span.pixel_x() - cmd.span.pixel_x())
* Tile::HEIGHT as usize;
&alpha_buffer[alpha_offset..]
});
fine.layer_fill(row_y, span, attrs, alphas);
};
// Same as for paint fills.
if !row.can_skip_depth(span, attrs.draw_id) {
depth.for_each_visible_run(span, attrs.draw_id, |span| {
layer_fill(self, span);
});
} else {
layer_fill(self, span);
}
}
}
}
fn opacity(&mut self, span: Span, opacity: f32) {
let target = self.blend_buffers.last_mut().unwrap();
let target = &mut target[Self::scratch_range(span)];
T::apply_mask(
self.simd,
target,
iter::repeat(T::NumericVec::from_f32(
self.simd,
f32x16::splat(self.simd, opacity),
)),
);
}
fn mask(&mut self, row_y: u16, span: Span, mask: &Mask) {
let x = span.pixel_x();
let width = span.pixel_width();
let target = self.blend_buffers.last_mut().unwrap();
let target = &mut target[Self::scratch_range(span)];
let y = u32::from(row_y) + u32x4::from_slice(self.simd, &[0, 1, 2, 3]);
let iter = (x..x.saturating_add(width)).map(|x| {
let x_in_range = x < mask.width();
macro_rules! sample {
($idx:expr) => {
if x_in_range && (y[$idx] as u16) < mask.height() {
mask.sample(x, y[$idx] as u16)
} else {
0
}
};
}
let s1 = sample!(0);
let s2 = sample!(1);
let s3 = sample!(2);
let s4 = sample!(3);
let samples = u8x16::from_slice(
self.simd,
&[
s1, s1, s1, s1, s2, s2, s2, s2, s3, s3, s3, s3, s4, s4, s4, s4,
],
);
T::NumericVec::from_u8(self.simd, samples)
});
T::apply_mask(self.simd, target, iter);
}
fn layer_fill(
&mut self,
row_y: u16,
span: Span,
attrs: &LayerFillAttrs,
alphas: Option<&[u8]>,
) {
if attrs.opacity != 1.0 {
self.opacity(span, attrs.opacity);
}
if let Some(mask) = attrs.mask.as_ref() {
self.mask(row_y, span, mask);
}
let x = span.pixel_x();
let (source, rest) = self.blend_buffers.split_last_mut().unwrap();
let target = rest.last_mut().unwrap();
let range = Self::scratch_range(span);
let source = &mut source[range.clone()];
let target = &mut target[range];
if attrs.blend_mode == BlendMode::default() {
T::alpha_composite_buffer(self.simd, target, source, alphas);
} else {
T::blend(
self.simd,
target,
x,
row_y,
source
.chunks_exact(T::Composite::LENGTH)
.map(|s| T::Composite::from_slice(self.simd, s)),
attrs.blend_mode,
alphas,
None,
);
}
}
#[doc(hidden)]
pub fn paint_fill(
&mut self,
span: Span,
attrs: &PaintFillAttrs,
resources: FineResources<'_>,
alphas: Option<&[u8]>,
) {
self.set_paint_offset(attrs.origin);
match &attrs.paint {
Paint::Solid(color) => {
self.solid_fill(span, *color, attrs, alphas);
}
Paint::Indexed(index) => {
self.indexed_fill(span, index.index(), attrs, resources, alphas);
}
}
}
fn solid_fill(
&mut self,
span: Span,
color: PremulColor,
attrs: &PaintFillAttrs,
alphas: Option<&[u8]>,
) {
if attrs.blend_mode == BlendMode::default() && attrs.mask.is_none() {
let scratch = self.blend_buffers.last_mut().unwrap();
T::fill_solid(
self.simd,
&mut scratch[Self::scratch_range(span)],
color,
alphas,
);
return;
}
if span.pixel_width() == 0 {
return;
}
let x = span.pixel_x();
let color = T::extract_color(color);
let simd = self.simd;
let color = T::Composite::from_color(simd, color);
let scratch = self.blend_buffers.last_mut().unwrap();
T::blend(
simd,
&mut scratch[Self::scratch_range(span)],
x,
self.row_y,
iter::repeat(color),
attrs.blend_mode,
alphas,
attrs.mask.as_ref(),
);
}
fn indexed_fill(
&mut self,
span: Span,
paint_index: usize,
attrs: &PaintFillAttrs,
resources: FineResources<'_>,
alphas: Option<&[u8]>,
) {
let x = span.pixel_x();
let y = self.row_y;
let sample_x = x.saturating_add(self.origin.0);
let sample_y = y.saturating_add(self.origin.1);
let width = span.pixel_width();
let len = usize::from(width) * TILE_HEIGHT_COMPONENTS;
if self.paint_buf.len() < len {
self.paint_buf.resize(len, T::Numeric::ZERO);
}
let t_len = usize::from(width) * Tile::HEIGHT as usize;
if self.f32_buf.len() < t_len {
self.f32_buf.resize(t_len, 0.0);
}
let simd = self.simd;
let width = usize::from(width);
let start = usize::from(x) * TILE_HEIGHT_COMPONENTS;
let dest = &mut self.blend_buffers.last_mut().unwrap()[start..start + len];
let color_buf = &mut self.paint_buf[..len];
let encoded_paint = resources
.encoded_paints
.get(paint_index)
.unwrap_or_else(|| {
&resources.filter_paints[paint_index - resources.encoded_paints.len()]
});
let sampler_x = f64::from(sample_x) + PIXEL_CENTER_OFFSET;
let sampler_y = f64::from(sample_y) + PIXEL_CENTER_OFFSET;
let default_blend = attrs.blend_mode == BlendMode::default();
// We need to have this as a macro because closures cannot take generic arguments, and
// we would have to repeatedly provide all arguments if we made it a function.
macro_rules! fill_complex_paint {
($may_have_transparency:expr, $filler:expr) => {
fill_complex_paint!($may_have_transparency, $filler, None::<&Tint>)
};
($may_have_transparency:expr, $filler:expr, $tint:expr) => {
if $may_have_transparency
|| alphas.is_some()
|| !default_blend
|| attrs.mask.is_some()
{
T::apply_painter(simd, color_buf, $filler);
if let Some(tint) = $tint {
T::apply_tint(simd, color_buf, tint);
}
if default_blend && attrs.mask.is_none() {
T::alpha_composite_buffer(simd, dest, color_buf, alphas);
} else {
T::blend(
simd,
dest,
x,
y,
color_buf
.chunks_exact(T::Composite::LENGTH)
.map(|s| T::Composite::from_slice(simd, s)),
attrs.blend_mode,
alphas,
attrs.mask.as_ref(),
);
}
} else {
// Similarly to solid colors we can just override the previous values
// if all colors in the gradient are fully opaque.
T::apply_painter(simd, dest, $filler);
if let Some(tint) = $tint {
T::apply_tint(simd, dest, tint);
}
}
};
}
match encoded_paint {
EncodedPaint::BlurredRoundedRect(rect) => {
fill_complex_paint!(
true,
T::blurred_rounded_rectangle_painter(simd, rect, sampler_x, sampler_y)
);
}
EncodedPaint::Gradient(gradient) => {
// Note that we are calculating the t values first, store them in a separate
// buffer and then pass that buffer to the iterator instead of calculating
// the t values on the fly in the iterator. The latter would be faster, but
// it would probably increase code size a lot, because the functions for
// position calculation need to be inlined for good performance.
let t_vals = &mut self.f32_buf[..width * Tile::HEIGHT as usize];
match &gradient.kind {
EncodedKind::Linear(kind) => {
calculate_t_vals(
simd,
SimdLinearKind::new(simd, *kind),
t_vals,
gradient,
sampler_x,
sampler_y,
);
fill_complex_paint!(
gradient.may_have_transparency,
T::gradient_painter(simd, gradient, t_vals)
);
}
EncodedKind::Sweep(kind) => {
calculate_t_vals(
simd,
SimdSweepKind::new(simd, kind),
t_vals,
gradient,
sampler_x,
sampler_y,
);
fill_complex_paint!(
gradient.may_have_transparency,
T::gradient_painter(simd, gradient, t_vals)
);
}
EncodedKind::Radial(kind) => {
calculate_t_vals(
simd,
SimdRadialKind::new(simd, kind),
t_vals,
gradient,
sampler_x,
sampler_y,
);
if kind.has_undefined() {
fill_complex_paint!(
gradient.may_have_transparency,
T::gradient_painter_with_undefined(simd, gradient, t_vals)
);
} else {
fill_complex_paint!(
gradient.may_have_transparency,
T::gradient_painter(simd, gradient, t_vals)
);
}
}
}
}
EncodedPaint::Image(image) => {
let pixmap = match &image.source {
ImageSource::Pixmap(pixmap) => pixmap.clone(),
ImageSource::OpaqueId { id, .. } => resources
.image_resolver
.resolve(*id)
.unwrap_or_else(|| panic!("Image {:?} not found in registry", id)),
};
let tint = image.tint.as_ref();
match (image.has_skew(), image.nearest_neighbor()) {
(false, false) => {
// Axis-aligned with filtering - use optimized plain painters
if image.sampler.quality == ImageQuality::Medium {
fill_complex_paint!(
image.may_have_transparency,
T::plain_medium_quality_image_painter(
simd, image, &pixmap, sampler_x, sampler_y
),
tint
);
} else {
fill_complex_paint!(
image.may_have_transparency,
T::high_quality_image_painter(
simd, image, &pixmap, sampler_x, sampler_y
),
tint
);
}
}
(true, false) => {
// Skewed with filtering - use generic filtered painters
if image.sampler.quality == ImageQuality::Medium {
fill_complex_paint!(
image.may_have_transparency,
T::medium_quality_image_painter(
simd, image, &pixmap, sampler_x, sampler_y
),
tint
);
} else {
fill_complex_paint!(
image.may_have_transparency,
T::high_quality_image_painter(
simd, image, &pixmap, sampler_x, sampler_y
),
tint
);
}
}
(false, true) => {
fill_complex_paint!(
image.may_have_transparency,
T::plain_nn_image_painter(simd, image, &pixmap, sampler_x, sampler_y),
tint
);
}
(true, true) => {
fill_complex_paint!(
image.may_have_transparency,
T::nn_image_painter(simd, image, &pixmap, sampler_x, sampler_y),
tint
);
}
}
}
EncodedPaint::ExternalTexture(_) => {
unimplemented!("External textures are not supported by `vello_cpu`")
}
}
}
}
#[derive(Clone, Copy)]
#[doc(hidden)]
pub struct FineResources<'a> {
pub alpha_buffers: &'a [&'a [u8]],
pub encoded_paints: &'a [EncodedPaint],
pub filter_paints: &'a [EncodedPaint],
pub image_resolver: &'a dyn ImageResolver,
}
impl Debug for FineResources<'_> {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
f.debug_struct("FineResources")
.field("alpha_buffers", &self.alpha_buffers.len())
.field("encoded_paints", &self.encoded_paints.len())
.field("filter_paints", &self.filter_paints.len())
.finish_non_exhaustive()
}
}
/// Placement and compositing settings for fine rasterization into a target pixmap.
#[derive(Clone, Copy)]
pub(crate) struct FineRenderParams {
/// Scene/filter dimensions before clipping to the destination pixmap.
pub(crate) scene_size: (u16, u16),
/// Destination offset in the target pixmap.
pub(crate) target_offset: (u16, u16),
}
/// A trait for objects that can render pixel data into buffers.
///
/// Painters abstract over different content sources (gradients, images, etc.) and can
/// generate pixel data in either u8 or f32 format. Implementations should provide at least
/// one of these methods; the other can delegate through conversion.
///
/// Note: Some painters may only efficiently support one numeric type. The implementation
/// may convert between types as needed.
pub trait Painter {
/// Paint pixel data into a u8 buffer (values in 0-255 range).
fn paint_u8(&mut self, buf: &mut [u8]);
/// Paint pixel data into an f32 buffer (values in 0.0-1.0 range).
fn paint_f32(&mut self, buf: &mut [f32]);
}
/// Extension trait for creating position vectors for gradient and image sampling.
///
/// This trait provides a method to generate SIMD vectors of positions that advance
/// correctly across a tile. It's used by painters to compute per-pixel coordinates
/// for sampling operations.
pub trait PosExt<S: Simd> {
/// Create a position vector that advances appropriately across a tile.
///
/// Given a starting position and per-pixel advances in x and y directions,
/// generates a SIMD vector with the correct position for each element.
fn splat_pos(simd: S, pos: f32, x_advance: f32, y_advance: f32) -> Self;
}
impl<S: Simd> PosExt<S> for f32x4<S> {
#[inline(always)]
fn splat_pos(simd: S, pos: f32, _: f32, y_advance: f32) -> Self {
let columns: [f32; Tile::HEIGHT as usize] = [0.0, 1.0, 2.0, 3.0];
let column_mask: Self = columns.simd_into(simd);
column_mask.mul_add(Self::splat(simd, y_advance), Self::splat(simd, pos))
}
}
impl<S: Simd> PosExt<S> for f32x8<S> {
#[inline(always)]
fn splat_pos(simd: S, pos: f32, x_advance: f32, y_advance: f32) -> Self {
simd.combine_f32x4(
f32x4::splat_pos(simd, pos, x_advance, y_advance),
f32x4::splat_pos(simd, pos + x_advance, x_advance, y_advance),
)
}
}
/// Intermediate shader result with color channels stored separately for efficient processing.
///
/// This structure holds 8 pixels worth of data in planar format (separate R, G, B, A vectors).
/// The planar layout is more efficient for certain SIMD operations before final interleaving.
pub(crate) struct ShaderResultF32<S: Simd> {
/// Red channel values for 8 pixels.
pub(crate) r: f32x8<S>,
/// Green channel values for 8 pixels.
pub(crate) g: f32x8<S>,
/// Blue channel values for 8 pixels.
pub(crate) b: f32x8<S>,
/// Alpha channel values for 8 pixels.
pub(crate) a: f32x8<S>,
}
impl<S: Simd> ShaderResultF32<S> {
/// Convert from planar format to interleaved RGBA format.
///
/// Returns two f32x16 vectors containing 8 pixels (4 RGBA components each)
/// with channels interleaved in the standard RGBA order.
#[inline(always)]
pub(crate) fn get(&self) -> (f32x16<S>, f32x16<S>) {
let (r_1, r_2) = self.r.simd.split_f32x8(self.r);
let (g_1, g_2) = self.g.simd.split_f32x8(self.g);
let (b_1, b_2) = self.b.simd.split_f32x8(self.b);
let (a_1, a_2) = self.a.simd.split_f32x8(self.a);
let first = self.r.simd.combine_f32x8(
self.r.simd.combine_f32x4(r_1, g_1),
self.r.simd.combine_f32x4(b_1, a_1),
);
let second = self.r.simd.combine_f32x8(
self.r.simd.combine_f32x4(r_2, g_2),
self.r.simd.combine_f32x4(b_2, a_2),
);
(first, second)
}
}
mod macros {
/// Implements the `Painter` trait for an iterator that produces f32x16 SIMD vectors.
///
/// This macro generates both `paint_u8` and `paint_f32` methods, converting between
/// formats as needed. Used for painters that work natively with high-precision f32 data.
macro_rules! f32x16_painter {
($($type_path:tt)+) => {
impl<S: Simd> crate::fine::Painter for $($type_path)+ {
fn paint_u8(&mut self, buf: &mut [u8]) {
use vello_common::fearless_simd::*;
use crate::fine::NumericVec;
self.simd.vectorize(#[inline(always)] || {
for chunk in buf.chunks_exact_mut(16) {
let next = self.next().unwrap();
let converted = u8x16::<S>::from_f32(next.simd, next);
converted.store_slice(chunk);
}
})
}
fn paint_f32(&mut self, buf: &mut [f32]) {
self.simd.vectorize(#[inline(always)] || {
for chunk in buf.chunks_exact_mut(16) {
let next = self.next().unwrap();
next.store_slice(chunk);
}
})
}
}
};
}
/// Implements the `Painter` trait for an iterator that produces u8x16 SIMD vectors.
///
/// This macro generates both `paint_u8` and `paint_f32` methods, converting between
/// formats as needed. Used for painters that work natively with low-precision u8 data.
macro_rules! u8x16_painter {
($($type_path:tt)+) => {
impl<S: Simd> crate::fine::Painter for $($type_path)+ {
fn paint_u8(&mut self, buf: &mut [u8]) {
self.simd.vectorize(#[inline(always)] || {
for chunk in buf.chunks_exact_mut(16) {
let next = self.next().unwrap();
next.store_slice(chunk);
}
})
}
fn paint_f32(&mut self, buf: &mut [f32]) {
use vello_common::fearless_simd::*;
use crate::fine::NumericVec;
self.simd.vectorize(#[inline(always)] || {
for chunk in buf.chunks_exact_mut(16) {
let next = self.next().unwrap();
let converted = f32x16::<S>::from_u8(next.simd, next);
converted.store_slice(chunk);
}
})
}
}
};
}
pub(crate) use f32x16_painter;
pub(crate) use u8x16_painter;
}