blob: 627a48fa34855ac716fd58eaea54198606f7ec85 [file]
// Copyright 2026 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
//! CPU-based depth buffers.
//!
//! GPUs have depth buffers, so why not use them for CPU rendering as well! For many of the existing
//! CPU-based 2D renderers, this is not really possible because they use immediate-mode rendering.
//! But Vello CPU first converts all rendering commands into strips and then processes them, meaning
//! that before we even start with rasterization, we already have a rough idea of what we are about
//! to rasterize. Therefore, we can use this information to go about performing rasterization in a
//! smarter way.
//!
//! Unlike GPUs, it is not feasible to have a per-pixel depth buffer. While certain per-pixel work
//! can be expensive (images, gradients), what is even more expensive is splitting up work in a
//! too granular fashion, especially when only dealing with solid colors. It is much faster to just
//! fill a 256x1 buffer of pixels with a single colors than doing it in 32 chunks of 4x1, just to
//! save 50% pixel work.
//!
//! Therefore, the CPU-based depth buffer acts at a much coarser granularity. Vertically, it comes
//! very natural to simply decide that one depth buffer entry covers a range of [`Tile::HEIGHT`]
//! pixels, since all commands are executed at this height anyway. Choosing a width is much trickier:
//! Similarly, the width should be a multiple of [`Tile::WIDTH`], but using this as the granularity
//! is still to narrow. After some empirical measurements, it was decided that a width of
//! [`DEPTH_BUCKET_WIDTH`] overall represents a good compromise across different paint types.
//!
//! How this essentially works now is that, once we've collected all strips, we split them up
//! into opaque fills aligned to the depth bucket width, and all other fills which either have
//! transparency or stem from non-aligned parts of an opaque fill. During rasterization, we
//! first render the opaque strips front-to-back, each time checking the depth buffer whether
//! this hasn't already been filled by an opaque strip with a higher z-index. Otherwise, we
//! perform the fill and update the depth buffer.
//!
//! Then, we simply render the remaining strips back to front, again always comparing the depth
//! against what's written in the depth buffer and skipping any commands that would be fully
//! covered by existing content.
use crate::util::Span;
use alloc::vec;
use alloc::vec::Vec;
use core::ops::Range;
use vello_common::tile::Tile;
pub(crate) const DEPTH_BUCKET_WIDTH: u16 = 128;
const DEPTH_BUCKET_TILE_WIDTH: u16 = DEPTH_BUCKET_WIDTH / Tile::WIDTH;
const _: () = assert!(
DEPTH_BUCKET_WIDTH.is_multiple_of(Tile::WIDTH),
"depth bucket width must be a multiple of tile width"
);
/// A horizontal range in depth-bucket coordinates.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) struct BucketRange {
pub(crate) start: u16,
pub(crate) end: u16,
}
impl BucketRange {
pub(crate) fn new(start: u16, end: u16) -> Self {
Self { start, end }
}
pub(crate) fn span(self) -> Span {
let x = self.start * DEPTH_BUCKET_WIDTH;
Span::new(x, (self.end - self.start) * DEPTH_BUCKET_WIDTH)
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum DepthSegment {
/// An opaque span that cannot be tracked in the depth buffer because it is not
/// aligned to whole depth buckets.
Regular(Span),
/// An opaque span that is aligned and can therefore be rendered front-to-back with
/// depth-buffer write enabled.
Opaque(BucketRange),
}
/// Splits a tile-aligned span into regular edge spans and a depth-trackable
/// opaque middle span.
pub(crate) fn split_opaque_span(span: Span, mut segment: impl FnMut(DepthSegment)) {
debug_assert!(
span.pixel_x().is_multiple_of(Tile::WIDTH) && span.pixel_end().is_multiple_of(Tile::WIDTH),
"`split_opaque_span` requires a tile-aligned span"
);
let x = span.tile_x();
let end = span.tile_end();
let aligned_x = x.next_multiple_of(DEPTH_BUCKET_TILE_WIDTH);
let aligned_end = (end / DEPTH_BUCKET_TILE_WIDTH) * DEPTH_BUCKET_TILE_WIDTH;
if aligned_x >= aligned_end {
segment(DepthSegment::Regular(span));
return;
}
if x < aligned_x {
segment(DepthSegment::Regular(Span::new_tile(x, aligned_x - x)));
}
if aligned_x < aligned_end {
segment(DepthSegment::Opaque(BucketRange::new(
aligned_x / DEPTH_BUCKET_TILE_WIDTH,
aligned_end / DEPTH_BUCKET_TILE_WIDTH,
)));
}
if aligned_end < end {
segment(DepthSegment::Regular(Span::new_tile(
aligned_end,
end - aligned_end,
)));
}
}
/// Coarse state for the depth buffer.
#[derive(Debug, Clone, Copy, Default)]
pub(crate) struct DepthState {
/// Coarse union of all depth-tracked opaque spans in this row.
bounds: Option<Span>,
/// Maximum draw ID of any depth-trackable opaque command in this row.
///
/// Draw IDs start at 1, so 0 represents "no opaque command".
max_draw_id: u32,
}
impl DepthState {
pub(crate) fn reset(&mut self) {
*self = Self::default();
}
pub(crate) fn include_span(&mut self, span: Span, draw_id: u32) {
if let Some(bounds) = &mut self.bounds {
bounds.extend(span);
} else {
self.bounds = Some(span);
}
self.max_draw_id = self.max_draw_id.max(draw_id);
}
/// Returns whether this draw can skip consulting the depth buffer.
///
/// This is the case in case there is no overlap between the span and the coarse span
/// of the current depth buffer.
pub(crate) fn can_skip(self, span: Span, draw_id: u32) -> bool {
if draw_id >= self.max_draw_id {
return true;
}
let Some(opaque_bounds) = self.bounds else {
return true;
};
let opaque_start = opaque_bounds.tile_x();
let opaque_end = opaque_bounds.tile_end();
let x = span.tile_x();
let end = span.tile_end();
x >= opaque_end || end <= opaque_start
}
}
#[derive(Debug)]
pub(crate) struct DepthBuffer {
/// Stores the maximum draw ID for each depth bucket.
data: Vec<u32>,
}
impl DepthBuffer {
pub(crate) fn new(buffer_width: u16) -> Self {
Self {
data: vec![0; usize::from(buffer_width.div_ceil(DEPTH_BUCKET_WIDTH))],
}
}
/// Calls `f` for every subspan of `span` that is not covered by any entry in the
/// depth buffer.
pub(crate) fn for_each_unset_run(&self, span: Span, mut f: impl FnMut(Span)) {
let (mut idx, depth_end) = self.range(span);
while let Some((span, _)) = self.next_unset_run(&mut idx, depth_end, span) {
f(span);
}
}
/// Calls `f` for every bucket run in `bucket_range` that is not covered by any
/// entry in the depth buffer, and then marks the newly covered buckets in the
/// depth buffer.
pub(crate) fn for_each_unset_run_and_write(
&mut self,
bucket_range: BucketRange,
draw_id: u32,
mut f: impl FnMut(BucketRange),
) {
let bounds = bucket_range.span();
let mut idx = usize::from(bucket_range.start);
let depth_end = usize::from(bucket_range.end);
while let Some((_, depth_range)) = self.next_unset_run(&mut idx, depth_end, bounds) {
let bucket_start =
u16::try_from(depth_range.start).expect("depth bucket range start overflow");
let bucket_end =
u16::try_from(depth_range.end).expect("depth bucket range end overflow");
f(BucketRange::new(bucket_start, bucket_end));
self.mark(depth_range, draw_id);
}
}
/// Calls `f` for every subspan of `span` that should be considered as visible assuming the
/// given draw ID.
pub(crate) fn for_each_visible_run(&self, span: Span, draw_id: u32, mut f: impl FnMut(Span)) {
let (mut idx, depth_end) = self.range(span);
while let Some(span) = self.next_visible_run(&mut idx, depth_end, draw_id, span) {
f(span);
}
}
/// Returns the depth-bucket index range touched by `span`.
fn range(&self, span: Span) -> (usize, usize) {
(
usize::from(span.pixel_x() / DEPTH_BUCKET_WIDTH),
usize::from(span.pixel_end().div_ceil(DEPTH_BUCKET_WIDTH)).min(self.data.len()),
)
}
pub(crate) fn clear(&mut self) {
self.data.fill(0);
}
fn mark(&mut self, range: Range<usize>, draw_id: u32) {
self.data[range].fill(draw_id);
}
/// Finds the next consecutive run of unset depth buckets.
fn next_unset_run(
&self,
idx: &mut usize,
end: usize,
bounds: Span,
) -> Option<(Span, Range<usize>)> {
while *idx < end && self.data[*idx] != 0 {
*idx += 1;
}
let run_start = *idx;
while *idx < end && self.data[*idx] == 0 {
*idx += 1;
}
if run_start == *idx {
return None;
}
Some((
bucket_span(run_start, *idx).intersect(bounds)?,
run_start..*idx,
))
}
/// Finds the next consecutive run visible to `draw_id`.
fn next_visible_run(
&self,
idx: &mut usize,
end: usize,
draw_id: u32,
bounds: Span,
) -> Option<Span> {
while *idx < end && self.data[*idx] > draw_id {
*idx += 1;
}
let run_start = *idx;
while *idx < end && self.data[*idx] <= draw_id {
*idx += 1;
}
if run_start == *idx {
return None;
}
bucket_span(run_start, *idx).intersect(bounds)
}
}
fn bucket_span(start: usize, end: usize) -> Span {
let x = start as u16 * DEPTH_BUCKET_WIDTH;
Span::new(x, (end - start) as u16 * DEPTH_BUCKET_WIDTH)
}
#[cfg(test)]
mod tests {
use super::*;
use alloc::vec::Vec;
use core::ops::Range;
fn buffer(bucket_count: usize) -> DepthBuffer {
DepthBuffer::new(bucket_count as u16 * DEPTH_BUCKET_WIDTH)
}
fn buckets(start: usize, end: usize) -> Span {
bucket_span(start, end)
}
fn bucket_range(span: Span) -> (usize, usize) {
(
usize::from(span.pixel_x() / DEPTH_BUCKET_WIDTH),
usize::from(span.pixel_end() / DEPTH_BUCKET_WIDTH),
)
}
fn visible_runs(buffer: &DepthBuffer, span: Span, draw_id: u32) -> Vec<(usize, usize)> {
let mut runs = Vec::new();
buffer.for_each_visible_run(span, draw_id, |span| {
runs.push(bucket_range(span));
});
runs
}
fn unset_runs(buffer: &DepthBuffer, span: Span) -> Vec<(usize, usize)> {
let mut runs = Vec::new();
buffer.for_each_unset_run(span, |span| {
runs.push(bucket_range(span));
});
runs
}
fn write_buckets(buffer: &mut DepthBuffer, range: Range<usize>, draw_id: u32) {
buffer.for_each_unset_run_and_write(
BucketRange::new(range.start as u16, range.end as u16),
draw_id,
|_| {},
);
}
fn assert_depth(buffer: &DepthBuffer, ranges: &[(Range<usize>, u32)]) {
let mut expected = vec![0; buffer.data.len()];
for (range, draw_id) in ranges {
expected[range.clone()].fill(*draw_id);
}
assert_eq!(buffer.data, expected);
}
#[test]
fn split_opaque_span_extracts_aligned_middle() {
let mut segments = Vec::new();
split_opaque_span(Span::new(4, DEPTH_BUCKET_WIDTH * 3), |segment| {
segments.push(segment);
});
assert_eq!(
segments,
[
DepthSegment::Regular(Span::new(4, DEPTH_BUCKET_WIDTH - 4)),
DepthSegment::Opaque(BucketRange::new(1, 3)),
DepthSegment::Regular(Span::new(DEPTH_BUCKET_WIDTH * 3, 4)),
]
);
}
#[test]
fn depth_state_skips_when_no_later_overlapping_opaque_draw_exists() {
let mut state = DepthState::default();
let opaque = buckets(1, 2);
state.include_span(opaque, 7);
assert!(state.can_skip(buckets(0, 1), 1));
assert!(state.can_skip(opaque, 7));
assert!(!state.can_skip(opaque, 6));
state.reset();
assert!(state.can_skip(opaque, 1));
}
#[test]
fn visible_runs_skip_interleaved_later_draws() {
let mut buffer = buffer(5);
write_buckets(&mut buffer, 1..2, 10);
write_buckets(&mut buffer, 3..4, 10);
assert_eq!(
visible_runs(&buffer, buckets(0, 5), 9),
[(0, 1), (2, 3), (4, 5)]
);
assert_eq!(visible_runs(&buffer, buckets(0, 5), 10), [(0, 5)]);
}
#[test]
fn unset_runs_and_writes_fill_interleaved_gaps() {
let mut buffer = buffer(5);
write_buckets(&mut buffer, 1..2, 10);
write_buckets(&mut buffer, 3..4, 10);
assert_eq!(unset_runs(&buffer, buckets(0, 5)), [(0, 1), (2, 3), (4, 5)]);
let mut written_runs = Vec::new();
buffer.for_each_unset_run_and_write(BucketRange::new(0, 5), 7, |range| {
written_runs.push((usize::from(range.start), usize::from(range.end)));
});
assert_eq!(written_runs, [(0, 1), (2, 3), (4, 5)]);
assert_depth(
&buffer,
[(0..1, 7), (1..2, 10), (2..3, 7), (3..4, 10), (4..5, 7)].as_slice(),
);
}
#[test]
fn visible_and_unset_runs_are_limited_to_the_requested_span() {
let mut buffer = buffer(6);
write_buckets(&mut buffer, 1..2, 10);
write_buckets(&mut buffer, 4..5, 10);
assert_eq!(visible_runs(&buffer, buckets(2, 5), 9), [(2, 4)]);
assert_eq!(unset_runs(&buffer, buckets(2, 5)), [(2, 4)]);
}
#[test]
fn unset_runs_clip_to_unaligned_requested_span() {
let buffer = buffer(3);
let span = Span::new(7, DEPTH_BUCKET_WIDTH + 13);
let mut runs = Vec::new();
buffer.for_each_unset_run(span, |span| {
runs.push((span.pixel_x(), span.pixel_end()));
});
assert_eq!(runs, [(7, DEPTH_BUCKET_WIDTH + 20)]);
}
#[test]
fn visible_runs_only_skip_buckets_with_later_draw_ids() {
let mut buffer = buffer(6);
write_buckets(&mut buffer, 0..1, 4);
write_buckets(&mut buffer, 1..2, 9);
write_buckets(&mut buffer, 2..3, 6);
write_buckets(&mut buffer, 3..4, 12);
write_buckets(&mut buffer, 5..6, 2);
assert_eq!(
visible_runs(&buffer, buckets(0, 6), 6),
[(0, 1), (2, 3), (4, 6)]
);
}
#[test]
fn clear_resets_all_buckets() {
let mut buffer = buffer(3);
write_buckets(&mut buffer, 0..3, 10);
buffer.clear();
assert_depth(&buffer, &[]);
}
}