| /* | |
| * Copyright 2022 Rive | |
| */ | |
| #include "rive/renderer/render_context.hpp" | |
| #include "gr_inner_fan_triangulator.hpp" | |
| #include "intersection_board.hpp" | |
| #include "gradient.hpp" | |
| #include "rive_render_paint.hpp" | |
| #include "rive/renderer/draw.hpp" | |
| #include "rive/renderer/rive_render_image.hpp" | |
| #include "rive/renderer/render_context_impl.hpp" | |
| #include "shaders/constants.glsl" | |
| #include <string_view> | |
| namespace rive::gpu | |
| { | |
| constexpr size_t kDefaultSimpleGradientCapacity = 512; | |
| constexpr size_t kDefaultComplexGradientCapacity = 1024; | |
| constexpr size_t kDefaultDrawCapacity = 2048; | |
| // TODO: Move this variable to PlatformFeatures. | |
| constexpr uint32_t kMaxTextureHeight = 2048; | |
| constexpr size_t kMaxTessellationVertexCount = | |
| kMaxTextureHeight * kTessTextureWidth; | |
| constexpr size_t kMaxTessellationPaddingVertexCount = | |
| gpu::kMidpointFanPatchSegmentSpan + // Padding at the beginning of the tess | |
| // texture | |
| (gpu::kOuterCurvePatchSegmentSpan - | |
| 1) + // Max padding between patch types in the tess texture | |
| 1; // Padding at the end of the tessellation texture | |
| constexpr size_t kMaxTessellationVertexCountBeforePadding = | |
| kMaxTessellationVertexCount - kMaxTessellationPaddingVertexCount; | |
| // Metal requires vertex buffers to be 256-byte aligned. | |
| constexpr size_t kMaxTessellationAlignmentVertices = | |
| gpu::kTessVertexBufferAlignmentInElements - 1; | |
| // We can only reorder 32767 draws at a time since the one-based groupIndex | |
| // returned by IntersectionBoard is a signed 16-bit integer. | |
| constexpr size_t kMaxReorderedDrawPassCount = | |
| std::numeric_limits<int16_t>::max(); | |
| // How tall to make a resource texture in order to support the given number of | |
| // items. | |
| template <size_t WidthInItems> | |
| constexpr static size_t resource_texture_height(size_t itemCount) | |
| { | |
| return (itemCount + WidthInItems - 1) / WidthInItems; | |
| } | |
| constexpr static size_t gradient_data_height(size_t simpleRampCount, | |
| size_t complexRampCount) | |
| { | |
| return resource_texture_height<gpu::kGradTextureWidthInSimpleRamps>( | |
| simpleRampCount) + | |
| complexRampCount; | |
| } | |
| inline GradientContentKey::GradientContentKey(rcp<const Gradient> gradient) : | |
| m_gradient(std::move(gradient)) | |
| {} | |
| inline GradientContentKey::GradientContentKey(GradientContentKey&& other) : | |
| m_gradient(std::move(other.m_gradient)) | |
| {} | |
| bool GradientContentKey::operator==(const GradientContentKey& other) const | |
| { | |
| if (m_gradient.get() == other.m_gradient.get()) | |
| { | |
| return true; | |
| } | |
| else | |
| { | |
| return m_gradient->count() == other.m_gradient->count() && | |
| !memcmp(m_gradient->stops(), | |
| other.m_gradient->stops(), | |
| m_gradient->count() * sizeof(float)) && | |
| !memcmp(m_gradient->colors(), | |
| other.m_gradient->colors(), | |
| m_gradient->count() * sizeof(ColorInt)); | |
| } | |
| } | |
| size_t DeepHashGradient::operator()(const GradientContentKey& key) const | |
| { | |
| const Gradient* grad = key.gradient(); | |
| std::hash<std::string_view> hash; | |
| size_t x = | |
| hash(std::string_view(reinterpret_cast<const char*>(grad->stops()), | |
| grad->count() * sizeof(float))); | |
| size_t y = | |
| hash(std::string_view(reinterpret_cast<const char*>(grad->colors()), | |
| grad->count() * sizeof(ColorInt))); | |
| return x ^ y; | |
| } | |
| RenderContext::RenderContext(std::unique_ptr<RenderContextImpl> impl) : | |
| m_impl(std::move(impl)), | |
| // -1 from m_maxPathID so we reserve a path record for the clearColor paint | |
| // (for atomic mode). This also allows us to index the storage buffers | |
| // directly by pathID. | |
| m_maxPathID(MaxPathID(m_impl->platformFeatures().pathIDGranularity) - 1) | |
| { | |
| setResourceSizes(ResourceAllocationCounts(), /*forceRealloc =*/true); | |
| releaseResources(); | |
| } | |
| RenderContext::~RenderContext() | |
| { | |
| // Always call flush() to avoid deadlock. | |
| assert(!m_didBeginFrame); | |
| // Delete the logical flushes before the block allocators let go of their | |
| // allocations. | |
| m_logicalFlushes.clear(); | |
| } | |
| const gpu::PlatformFeatures& RenderContext::platformFeatures() const | |
| { | |
| return m_impl->platformFeatures(); | |
| } | |
| rcp<RenderBuffer> RenderContext::makeRenderBuffer(RenderBufferType type, | |
| RenderBufferFlags flags, | |
| size_t sizeInBytes) | |
| { | |
| return m_impl->makeRenderBuffer(type, flags, sizeInBytes); | |
| } | |
| rcp<RenderImage> RenderContext::decodeImage(Span<const uint8_t> encodedBytes) | |
| { | |
| rcp<Texture> texture = m_impl->decodeImageTexture(encodedBytes); | |
| return texture != nullptr ? make_rcp<RiveRenderImage>(std::move(texture)) | |
| : nullptr; | |
| } | |
| void RenderContext::releaseResources() | |
| { | |
| assert(!m_didBeginFrame); | |
| resetContainers(); | |
| setResourceSizes(ResourceAllocationCounts()); | |
| m_maxRecentResourceRequirements = ResourceAllocationCounts(); | |
| m_lastResourceTrimTimeInSeconds = m_impl->secondsNow(); | |
| } | |
| void RenderContext::resetContainers() | |
| { | |
| assert(!m_didBeginFrame); | |
| if (!m_logicalFlushes.empty()) | |
| { | |
| // Should get reset to 1 after flush(). | |
| assert(m_logicalFlushes.size() == 1); | |
| m_logicalFlushes.resize(1); | |
| m_logicalFlushes.front()->resetContainers(); | |
| } | |
| m_indirectDrawList.clear(); | |
| m_indirectDrawList.shrink_to_fit(); | |
| m_intersectionBoard = nullptr; | |
| } | |
| RenderContext::LogicalFlush::LogicalFlush(RenderContext* parent) : m_ctx(parent) | |
| { | |
| rewind(); | |
| } | |
| void RenderContext::LogicalFlush::rewind() | |
| { | |
| m_resourceCounts = Draw::ResourceCounters(); | |
| m_drawPassCount = 0; | |
| m_simpleGradients.clear(); | |
| m_pendingSimpleGradDraws.clear(); | |
| m_complexGradients.clear(); | |
| m_pendingComplexGradDraws.clear(); | |
| m_pendingGradSpanCount = 0; | |
| m_clips.clear(); | |
| m_draws.clear(); | |
| m_combinedDrawBounds = {std::numeric_limits<int32_t>::max(), | |
| std::numeric_limits<int32_t>::max(), | |
| std::numeric_limits<int32_t>::min(), | |
| std::numeric_limits<int32_t>::min()}; | |
| m_pathPaddingCount = 0; | |
| m_paintPaddingCount = 0; | |
| m_paintAuxPaddingCount = 0; | |
| m_contourPaddingCount = 0; | |
| m_gradSpanPaddingCount = 0; | |
| m_midpointFanTessEndLocation = 0; | |
| m_outerCubicTessEndLocation = 0; | |
| m_outerCubicTessVertexIdx = 0; | |
| m_midpointFanTessVertexIdx = 0; | |
| m_flushDesc = FlushDescriptor(); | |
| m_drawList.reset(); | |
| m_combinedShaderFeatures = gpu::ShaderFeatures::NONE; | |
| m_currentPathID = 0; | |
| m_currentContourID = 0; | |
| m_coverageBufferLength = 0; | |
| m_currentZIndex = 0; | |
| RIVE_DEBUG_CODE(m_hasDoneLayout = false;) | |
| } | |
| void RenderContext::LogicalFlush::resetContainers() | |
| { | |
| m_clips.clear(); | |
| m_clips.shrink_to_fit(); | |
| m_draws.clear(); | |
| m_draws.shrink_to_fit(); | |
| m_draws.reserve(kDefaultDrawCapacity); | |
| m_simpleGradients.rehash(0); | |
| m_simpleGradients.reserve(kDefaultSimpleGradientCapacity); | |
| m_pendingSimpleGradDraws.clear(); | |
| m_pendingSimpleGradDraws.shrink_to_fit(); | |
| m_pendingSimpleGradDraws.reserve(kDefaultSimpleGradientCapacity); | |
| m_complexGradients.rehash(0); | |
| m_complexGradients.reserve(kDefaultComplexGradientCapacity); | |
| m_pendingComplexGradDraws.clear(); | |
| m_pendingComplexGradDraws.shrink_to_fit(); | |
| m_pendingComplexGradDraws.reserve(kDefaultComplexGradientCapacity); | |
| } | |
| void RenderContext::beginFrame(const FrameDescriptor& frameDescriptor) | |
| { | |
| assert(!m_didBeginFrame); | |
| assert(frameDescriptor.renderTargetWidth > 0); | |
| assert(frameDescriptor.renderTargetHeight > 0); | |
| m_frameDescriptor = frameDescriptor; | |
| if (!platformFeatures().supportsRasterOrdering && | |
| !platformFeatures().supportsFragmentShaderAtomics) | |
| { | |
| // We don't have pixel local storage in any form. Use 4x MSAA if | |
| // msaaSampleCount wasn't already specified. | |
| m_frameDescriptor.msaaSampleCount = | |
| m_frameDescriptor.msaaSampleCount > 0 | |
| ? m_frameDescriptor.msaaSampleCount | |
| : 4; | |
| } | |
| if (m_frameDescriptor.msaaSampleCount > 0) | |
| { | |
| m_frameInterlockMode = gpu::InterlockMode::msaa; | |
| } | |
| else if (platformFeatures().supportsRasterOrdering && | |
| (!m_frameDescriptor.disableRasterOrdering || | |
| !platformFeatures().supportsFragmentShaderAtomics)) | |
| { | |
| m_frameInterlockMode = gpu::InterlockMode::rasterOrdering; | |
| } | |
| else if (frameDescriptor.clockwiseFillOverride && | |
| platformFeatures().supportsClockwiseAtomicRendering) | |
| { | |
| assert(platformFeatures().supportsFragmentShaderAtomics); | |
| m_frameInterlockMode = gpu::InterlockMode::clockwiseAtomic; | |
| } | |
| else | |
| { | |
| assert(platformFeatures().supportsFragmentShaderAtomics); | |
| m_frameInterlockMode = gpu::InterlockMode::atomics; | |
| } | |
| m_frameShaderFeaturesMask = | |
| gpu::ShaderFeaturesMaskFor(m_frameInterlockMode); | |
| if (m_logicalFlushes.empty()) | |
| { | |
| m_logicalFlushes.emplace_back(new LogicalFlush(this)); | |
| } | |
| RIVE_DEBUG_CODE(m_didBeginFrame = true); | |
| } | |
| bool RenderContext::isOutsideCurrentFrame(const IAABB& pixelBounds) | |
| { | |
| assert(m_didBeginFrame); | |
| int4 bounds = simd::load4i(&pixelBounds); | |
| auto renderTargetSize = | |
| simd::cast<int32_t>(uint2{m_frameDescriptor.renderTargetWidth, | |
| m_frameDescriptor.renderTargetHeight}); | |
| return simd::any(bounds.xy >= renderTargetSize || bounds.zw <= 0 || | |
| bounds.xy >= bounds.zw); | |
| } | |
| bool RenderContext::frameSupportsClipRects() const | |
| { | |
| assert(m_didBeginFrame); | |
| return m_frameInterlockMode != gpu::InterlockMode::msaa || | |
| platformFeatures().supportsClipPlanes; | |
| } | |
| bool RenderContext::frameSupportsImagePaintForPaths() const | |
| { | |
| assert(m_didBeginFrame); | |
| return m_frameInterlockMode != gpu::InterlockMode::atomics; | |
| } | |
| uint32_t RenderContext::generateClipID(const IAABB& contentBounds) | |
| { | |
| assert(m_didBeginFrame); | |
| assert(!m_logicalFlushes.empty()); | |
| return m_logicalFlushes.back()->generateClipID(contentBounds); | |
| } | |
| uint32_t RenderContext::LogicalFlush::generateClipID(const IAABB& contentBounds) | |
| { | |
| if (m_clips.size() < m_ctx->m_maxPathID) // maxClipID == maxPathID. | |
| { | |
| m_clips.emplace_back(contentBounds); | |
| assert(m_ctx->m_clipContentID != m_clips.size()); | |
| return math::lossless_numeric_cast<uint32_t>(m_clips.size()); | |
| } | |
| return 0; // There are no available clip IDs. The caller should flush and | |
| // try again. | |
| } | |
| RenderContext::LogicalFlush::ClipInfo& RenderContext::LogicalFlush:: | |
| getWritableClipInfo(uint32_t clipID) | |
| { | |
| assert(clipID > 0); | |
| assert(clipID <= m_clips.size()); | |
| return m_clips[clipID - 1]; | |
| } | |
| void RenderContext::LogicalFlush::addClipReadBounds(uint32_t clipID, | |
| const IAABB& bounds) | |
| { | |
| assert(clipID > 0); | |
| assert(clipID <= m_clips.size()); | |
| ClipInfo& clipInfo = getWritableClipInfo(clipID); | |
| clipInfo.readBounds = clipInfo.readBounds.join(bounds); | |
| } | |
| bool RenderContext::pushDraws(DrawUniquePtr draws[], size_t drawCount) | |
| { | |
| assert(m_didBeginFrame); | |
| assert(!m_logicalFlushes.empty()); | |
| return m_logicalFlushes.back()->pushDraws(draws, drawCount); | |
| } | |
| bool RenderContext::LogicalFlush::pushDraws(DrawUniquePtr draws[], | |
| size_t drawCount) | |
| { | |
| assert(!m_hasDoneLayout); | |
| auto countsVector = m_resourceCounts.toVec(); | |
| for (size_t i = 0; i < drawCount; ++i) | |
| { | |
| assert(!draws[i]->pixelBounds().empty()); | |
| assert(m_ctx->frameSupportsClipRects() || | |
| draws[i]->clipRectInverseMatrix() == nullptr); | |
| countsVector += draws[i]->resourceCounts().toVec(); | |
| } | |
| Draw::ResourceCounters countsWithNewBatch = countsVector; | |
| // Textures and buffers have hard size limits. If the new batch doesn't fit | |
| // within our constraints, the caller needs to flush and try again. | |
| if (countsWithNewBatch.pathCount > m_ctx->m_maxPathID || | |
| countsWithNewBatch.contourCount > kMaxContourID || | |
| countsWithNewBatch.midpointFanTessVertexCount + | |
| countsWithNewBatch.outerCubicTessVertexCount > | |
| kMaxTessellationVertexCountBeforePadding) | |
| { | |
| return false; | |
| } | |
| // Allocate final resources and subpasses. | |
| int passCountInBatch = 0; | |
| for (size_t i = 0; i < drawCount; ++i) | |
| { | |
| if (!draws[i]->allocateResourcesAndSubpasses(this)) | |
| { | |
| // The draw failed to allocate resources. Give up and let the caller | |
| // flush and try again. | |
| return false; | |
| } | |
| assert(draws[i]->prepassCount() >= 0); | |
| assert(draws[i]->subpassCount() >= 0); | |
| assert(draws[i]->prepassCount() + draws[i]->subpassCount() >= 1); | |
| passCountInBatch += draws[i]->prepassCount() + draws[i]->subpassCount(); | |
| } | |
| // We can only reorder 32k draws at a time in atomic and msaa modes since | |
| // the sort key addresses them with a signed 16-bit index. Make sure we | |
| // don't exceed that limit. | |
| if (m_ctx->frameInterlockMode() != gpu::InterlockMode::rasterOrdering && | |
| m_drawPassCount + passCountInBatch > kMaxReorderedDrawPassCount) | |
| { | |
| return false; | |
| } | |
| for (size_t i = 0; i < drawCount; ++i) | |
| { | |
| m_draws.push_back(std::move(draws[i])); | |
| m_combinedDrawBounds = | |
| m_combinedDrawBounds.join(m_draws.back()->pixelBounds()); | |
| } | |
| m_resourceCounts = countsWithNewBatch; | |
| m_drawPassCount += passCountInBatch; | |
| return true; | |
| } | |
| bool RenderContext::LogicalFlush::allocateGradient( | |
| const Gradient* gradient, | |
| gpu::ColorRampLocation* colorRampLocation) | |
| { | |
| assert(!m_hasDoneLayout); | |
| const float* stops = gradient->stops(); | |
| size_t stopCount = gradient->count(); | |
| assert(stopCount > 0); // RiveRenderFactory guarantees this. | |
| if (stopCount == 1 || (stopCount == 2 && stops[0] == 0 && stops[1] == 1)) | |
| { | |
| // This is a simple gradient that can be implemented by a two-texel | |
| // color ramp. | |
| const ColorInt* colors = gradient->colors(); | |
| TwoTexelRamp colorRamp = {colors[0], | |
| // Handle ramps with a single stop. | |
| colors[std::min<size_t>(1, stopCount - 1)]}; | |
| uint64_t simpleKey; | |
| static_assert(sizeof(simpleKey) == sizeof(ColorInt) * 2); | |
| RIVE_INLINE_MEMCPY(&simpleKey, &colorRamp, sizeof(ColorInt) * 2); | |
| uint32_t rampTexelsIdx; | |
| auto iter = m_simpleGradients.find(simpleKey); | |
| if (iter != m_simpleGradients.end()) | |
| { | |
| // This gradient is already in the texture. | |
| rampTexelsIdx = iter->second; | |
| } | |
| else | |
| { | |
| if (gradient_data_height(m_simpleGradients.size() + 1, | |
| m_complexGradients.size()) > | |
| kMaxTextureHeight) | |
| { | |
| // We ran out of rows in the gradient texture. Caller has to | |
| // flush and try again. | |
| return false; | |
| } | |
| rampTexelsIdx = math::lossless_numeric_cast<uint32_t>( | |
| m_simpleGradients.size() * 2); | |
| m_simpleGradients.insert({simpleKey, rampTexelsIdx}); | |
| m_pendingSimpleGradDraws.push_back(colorRamp); | |
| // Simple gradients get uploaded to the GPU as a single GradientSpan | |
| // instance. | |
| ++m_pendingGradSpanCount; | |
| } | |
| colorRampLocation->row = rampTexelsIdx / kGradTextureWidth; | |
| colorRampLocation->col = rampTexelsIdx % kGradTextureWidth; | |
| } | |
| else | |
| { | |
| // This is a complex gradient. Render it to an entire row of the | |
| // gradient texture. | |
| GradientContentKey key(ref_rcp(gradient)); | |
| auto iter = m_complexGradients.find(key); | |
| uint16_t row; | |
| if (iter != m_complexGradients.end()) | |
| { | |
| row = iter->second; // This gradient is already in the texture. | |
| } | |
| else | |
| { | |
| if (gradient_data_height(m_simpleGradients.size(), | |
| m_complexGradients.size() + 1) > | |
| kMaxTextureHeight) | |
| { | |
| // We ran out of rows in the gradient texture. Caller has to | |
| // flush and try again. | |
| return false; | |
| } | |
| row = static_cast<uint32_t>(m_complexGradients.size()); | |
| m_complexGradients.emplace(std::move(key), row); | |
| m_pendingComplexGradDraws.push_back(gradient); | |
| size_t spanCount = stopCount - 1; | |
| m_pendingGradSpanCount += spanCount; | |
| } | |
| // Store the row relative to the first complex gradient for now. | |
| // PaintData::set() will offset this value by the number of simple | |
| // gradient rows once its final value is known. | |
| colorRampLocation->row = row; | |
| colorRampLocation->col = ColorRampLocation::kComplexGradientMarker; | |
| } | |
| return true; | |
| } | |
| size_t RenderContext::LogicalFlush::allocateCoverageBufferRange(size_t length) | |
| { | |
| assert(m_ctx->frameInterlockMode() == gpu::InterlockMode::clockwiseAtomic); | |
| assert(length % (32 * 32) == 0u); // Allocations must support 32x32 tiles. | |
| uint32_t offset = m_coverageBufferLength; | |
| if (offset + length > m_ctx->platformFeatures().maxCoverageBufferLength) | |
| { | |
| return -1; | |
| } | |
| m_coverageBufferLength += length; | |
| return offset; | |
| } | |
| void RenderContext::logicalFlush() | |
| { | |
| assert(m_didBeginFrame); | |
| // Reset clipping state after every logical flush because the clip buffer is | |
| // not preserved between render passes. | |
| m_clipContentID = 0; | |
| // Don't issue any GPU commands between logical flushes. Instead, build up a | |
| // list of flushes that we will submit all at once at the end of the frame. | |
| m_logicalFlushes.emplace_back(new LogicalFlush(this)); | |
| } | |
| void RenderContext::flush(const FlushResources& flushResources) | |
| { | |
| assert(m_didBeginFrame); | |
| assert(flushResources.renderTarget->width() == | |
| m_frameDescriptor.renderTargetWidth); | |
| assert(flushResources.renderTarget->height() == | |
| m_frameDescriptor.renderTargetHeight); | |
| m_clipContentID = 0; | |
| // Layout this frame's resource buffers and textures. | |
| LogicalFlush::ResourceCounters totalFrameResourceCounts; | |
| LogicalFlush::LayoutCounters layoutCounts; | |
| for (size_t i = 0; i < m_logicalFlushes.size(); ++i) | |
| { | |
| m_logicalFlushes[i]->layoutResources(flushResources, | |
| i, | |
| i == m_logicalFlushes.size() - 1, | |
| &totalFrameResourceCounts, | |
| &layoutCounts); | |
| } | |
| // Determine the minimum required resource allocation sizes to service this | |
| // flush. | |
| ResourceAllocationCounts allocs; | |
| allocs.flushUniformBufferCount = m_logicalFlushes.size(); | |
| allocs.imageDrawUniformBufferCount = | |
| totalFrameResourceCounts.imageDrawCount; | |
| allocs.pathBufferCount = | |
| totalFrameResourceCounts.pathCount + layoutCounts.pathPaddingCount; | |
| allocs.paintBufferCount = | |
| totalFrameResourceCounts.pathCount + layoutCounts.paintPaddingCount; | |
| allocs.paintAuxBufferCount = | |
| totalFrameResourceCounts.pathCount + layoutCounts.paintAuxPaddingCount; | |
| allocs.contourBufferCount = totalFrameResourceCounts.contourCount + | |
| layoutCounts.contourPaddingCount; | |
| allocs.gradSpanBufferCount = | |
| layoutCounts.gradSpanCount + layoutCounts.gradSpanPaddingCount; | |
| allocs.tessSpanBufferCount = | |
| totalFrameResourceCounts.maxTessellatedSegmentCount; | |
| allocs.triangleVertexBufferCount = | |
| totalFrameResourceCounts.maxTriangleVertexCount; | |
| allocs.gradTextureHeight = layoutCounts.maxGradTextureHeight; | |
| allocs.tessTextureHeight = layoutCounts.maxTessTextureHeight; | |
| allocs.coverageBufferLength = layoutCounts.maxCoverageBufferLength; | |
| // Ensure we're within hardware limits. | |
| assert(allocs.gradTextureHeight <= kMaxTextureHeight); | |
| assert(allocs.tessTextureHeight <= kMaxTextureHeight); | |
| assert(allocs.coverageBufferLength <= | |
| platformFeatures().maxCoverageBufferLength); | |
| // Track m_maxRecentResourceRequirements so we can trim GPU allocations when | |
| // steady-state usage goes down. | |
| m_maxRecentResourceRequirements = | |
| simd::max(allocs.toVec(), m_maxRecentResourceRequirements.toVec()); | |
| // Grow resources enough to handle this flush. | |
| // If "allocs" already fits in our current allocations, then don't change | |
| // them. If they don't fit, overallocate by 25% in order to create some | |
| // slack for growth. | |
| allocs = simd::if_then_else(allocs.toVec() <= | |
| m_currentResourceAllocations.toVec(), | |
| m_currentResourceAllocations.toVec(), | |
| allocs.toVec() * size_t(5) / size_t(4)); | |
| // In case the 25% growth pushed us above limits. | |
| allocs.gradTextureHeight = | |
| std::min<size_t>(allocs.gradTextureHeight, kMaxTextureHeight); | |
| allocs.tessTextureHeight = | |
| std::min<size_t>(allocs.tessTextureHeight, kMaxTextureHeight); | |
| allocs.coverageBufferLength = | |
| std::min(allocs.coverageBufferLength, | |
| platformFeatures().maxCoverageBufferLength); | |
| // Additionally, every 5 seconds, trim resources down to the most recent | |
| // steady-state usage. | |
| double flushTime = m_impl->secondsNow(); | |
| bool needsResourceTrim = flushTime - m_lastResourceTrimTimeInSeconds >= 5; | |
| if (needsResourceTrim) | |
| { | |
| // Trim GPU resource allocations to 125% of their maximum recent usage, | |
| // and only if the recent usage is 2/3 or less of the current | |
| // allocation. | |
| allocs = simd::if_then_else(m_maxRecentResourceRequirements.toVec() <= | |
| allocs.toVec() * size_t(2) / size_t(3), | |
| m_maxRecentResourceRequirements.toVec() * | |
| size_t(5) / size_t(4), | |
| allocs.toVec()); | |
| // Ensure we stayed within limits. | |
| assert(allocs.gradTextureHeight <= kMaxTextureHeight); | |
| assert(allocs.tessTextureHeight <= kMaxTextureHeight); | |
| assert(allocs.coverageBufferLength <= | |
| platformFeatures().maxCoverageBufferLength); | |
| // Zero out m_maxRecentResourceRequirements for the next interval. | |
| m_maxRecentResourceRequirements = ResourceAllocationCounts(); | |
| m_lastResourceTrimTimeInSeconds = flushTime; | |
| } | |
| setResourceSizes(allocs); | |
| // Write out the GPU buffers for this frame. | |
| mapResourceBuffers(allocs); | |
| for (const auto& flush : m_logicalFlushes) | |
| { | |
| flush->writeResources(); | |
| } | |
| assert(m_flushUniformData.elementsWritten() == m_logicalFlushes.size()); | |
| assert(m_imageDrawUniformData.elementsWritten() == | |
| totalFrameResourceCounts.imageDrawCount); | |
| assert(m_pathData.elementsWritten() == | |
| totalFrameResourceCounts.pathCount + layoutCounts.pathPaddingCount); | |
| assert(m_paintData.elementsWritten() == | |
| totalFrameResourceCounts.pathCount + layoutCounts.paintPaddingCount); | |
| assert(m_paintAuxData.elementsWritten() == | |
| totalFrameResourceCounts.pathCount + | |
| layoutCounts.paintAuxPaddingCount); | |
| assert(m_contourData.elementsWritten() == | |
| totalFrameResourceCounts.contourCount + | |
| layoutCounts.contourPaddingCount); | |
| assert(m_gradSpanData.elementsWritten() == | |
| layoutCounts.gradSpanCount + layoutCounts.gradSpanPaddingCount); | |
| assert(m_tessSpanData.elementsWritten() <= | |
| totalFrameResourceCounts.maxTessellatedSegmentCount); | |
| assert(m_triangleVertexData.elementsWritten() <= | |
| totalFrameResourceCounts.maxTriangleVertexCount); | |
| unmapResourceBuffers(); | |
| // Issue logical flushes to the backend. | |
| for (const auto& flush : m_logicalFlushes) | |
| { | |
| m_impl->flush(flush->desc()); | |
| } | |
| if (!m_logicalFlushes.empty()) | |
| { | |
| m_logicalFlushes.resize(1); | |
| m_logicalFlushes.front()->rewind(); | |
| } | |
| // Drop all memory that was allocated for this frame using | |
| // TrivialBlockAllocator. | |
| m_perFrameAllocator.reset(); | |
| m_numChopsAllocator.reset(); | |
| m_chopVerticesAllocator.reset(); | |
| m_tangentPairsAllocator.reset(); | |
| m_polarSegmentCountsAllocator.reset(); | |
| m_parametricSegmentCountsAllocator.reset(); | |
| m_frameDescriptor = FrameDescriptor(); | |
| RIVE_DEBUG_CODE(m_didBeginFrame = false;) | |
| // Wait to reset CPU-side containers until after the flush has finished. | |
| if (needsResourceTrim) | |
| { | |
| resetContainers(); | |
| } | |
| } | |
| void RenderContext::LogicalFlush::layoutResources( | |
| const FlushResources& flushResources, | |
| size_t logicalFlushIdx, | |
| bool isFinalFlushOfFrame, | |
| ResourceCounters* runningFrameResourceCounts, | |
| LayoutCounters* runningFrameLayoutCounts) | |
| { | |
| assert(!m_hasDoneLayout); | |
| const FrameDescriptor& frameDescriptor = m_ctx->frameDescriptor(); | |
| // Reserve a path record for the clearColor paint (used by atomic mode). | |
| // This also allows us to index the storage buffers directly by pathID. | |
| ++m_resourceCounts.pathCount; | |
| // Storage buffer offsets are required to be aligned on multiples of 256. | |
| m_pathPaddingCount = | |
| gpu::PaddingToAlignUp<gpu::kPathBufferAlignmentInElements>( | |
| m_resourceCounts.pathCount); | |
| m_paintPaddingCount = | |
| gpu::PaddingToAlignUp<gpu::kPaintBufferAlignmentInElements>( | |
| m_resourceCounts.pathCount); | |
| m_paintAuxPaddingCount = | |
| gpu::PaddingToAlignUp<gpu::kPaintAuxBufferAlignmentInElements>( | |
| m_resourceCounts.pathCount); | |
| m_contourPaddingCount = | |
| gpu::PaddingToAlignUp<gpu::kContourBufferAlignmentInElements>( | |
| m_resourceCounts.contourCount); | |
| // Metal requires vertex buffers to be 256-byte aligned. | |
| m_gradSpanPaddingCount = | |
| gpu::PaddingToAlignUp<gpu::kGradSpanBufferAlignmentInElements>( | |
| m_pendingGradSpanCount); | |
| size_t totalTessVertexCountWithPadding = 0; | |
| if ((m_resourceCounts.midpointFanTessVertexCount | | |
| m_resourceCounts.outerCubicTessVertexCount) != 0) | |
| { | |
| // midpointFan tessellation vertices reside at the beginning of the | |
| // tessellation texture, after 1 patch of padding vertices. | |
| constexpr uint32_t kPrePadding = gpu::kMidpointFanPatchSegmentSpan; | |
| m_midpointFanTessVertexIdx = kPrePadding; | |
| m_midpointFanTessEndLocation = | |
| m_midpointFanTessVertexIdx + | |
| math::lossless_numeric_cast<uint32_t>( | |
| m_resourceCounts.midpointFanTessVertexCount); | |
| // outerCubic tessellation vertices reside after the midpointFan | |
| // vertices, aligned on a multiple of the outerCubic patch size. | |
| uint32_t interiorPadding = | |
| PaddingToAlignUp<gpu::kOuterCurvePatchSegmentSpan>( | |
| m_midpointFanTessEndLocation); | |
| m_outerCubicTessVertexIdx = | |
| m_midpointFanTessEndLocation + interiorPadding; | |
| m_outerCubicTessEndLocation = | |
| m_outerCubicTessVertexIdx + | |
| math::lossless_numeric_cast<uint32_t>( | |
| m_resourceCounts.outerCubicTessVertexCount); | |
| // We need one more padding vertex after all the tessellation vertices. | |
| constexpr uint32_t kPostPadding = 1; | |
| totalTessVertexCountWithPadding = | |
| m_outerCubicTessEndLocation + kPostPadding; | |
| assert(kPrePadding + interiorPadding + kPostPadding <= | |
| kMaxTessellationPaddingVertexCount); | |
| assert(totalTessVertexCountWithPadding <= kMaxTessellationVertexCount); | |
| } | |
| uint32_t tessDataHeight = math::lossless_numeric_cast<uint32_t>( | |
| resource_texture_height<kTessTextureWidth>( | |
| totalTessVertexCountWithPadding)); | |
| if (m_resourceCounts.maxTessellatedSegmentCount != 0) | |
| { | |
| // Conservatively account for line breaks and padding in the | |
| // tessellation span count. Line breaks potentially introduce a new | |
| // span. Count the maximum number of line breaks we might encounter, | |
| // which is at most TWO for every line in the tessellation texture (one | |
| // for a forward span, and one for its reflection.) | |
| size_t maxSpanBreakCount = tessDataHeight * 2; | |
| // The tessellation texture requires 3 separate spans of padding | |
| // vertices (see above and below). | |
| constexpr size_t kPaddingSpanCount = 3; | |
| m_resourceCounts.maxTessellatedSegmentCount += | |
| maxSpanBreakCount + kPaddingSpanCount + | |
| kMaxTessellationAlignmentVertices; | |
| } | |
| // Complex gradients begin on the first row immediately after the simple | |
| // gradients. | |
| m_gradTextureLayout.complexOffsetY = math::lossless_numeric_cast<uint32_t>( | |
| resource_texture_height<gpu::kGradTextureWidthInSimpleRamps>( | |
| m_simpleGradients.size())); | |
| m_flushDesc.renderTarget = flushResources.renderTarget; | |
| m_flushDesc.interlockMode = m_ctx->frameInterlockMode(); | |
| m_flushDesc.msaaSampleCount = frameDescriptor.msaaSampleCount; | |
| // In atomic mode, we may be able to skip the explicit clear of the color | |
| // buffer and fold it into the atomic "resolve" operation instead. | |
| bool doClearDuringAtomicResolve = false; | |
| if (logicalFlushIdx != 0) | |
| { | |
| // We always have to preserve the renderTarget between logical flushes. | |
| m_flushDesc.colorLoadAction = gpu::LoadAction::preserveRenderTarget; | |
| } | |
| else if (frameDescriptor.loadAction == gpu::LoadAction::clear) | |
| { | |
| // In atomic mode, we can clear during the resolve operation if the | |
| // clearColor is opaque (because we don't want or have a "source only" | |
| // blend mode). | |
| doClearDuringAtomicResolve = | |
| m_ctx->frameInterlockMode() == gpu::InterlockMode::atomics && | |
| colorAlpha(frameDescriptor.clearColor) == 255; | |
| m_flushDesc.colorLoadAction = doClearDuringAtomicResolve | |
| ? gpu::LoadAction::dontCare | |
| : gpu::LoadAction::clear; | |
| } | |
| else | |
| { | |
| m_flushDesc.colorLoadAction = frameDescriptor.loadAction; | |
| } | |
| m_flushDesc.clearColor = frameDescriptor.clearColor; | |
| if (doClearDuringAtomicResolve) | |
| { | |
| // In atomic mode we can accomplish a clear of the color buffer while | |
| // the shader resolves coverage, instead of actually clearing. | |
| // writeResources() will configure the fill for pathID=0 to be a solid | |
| // fill matching the clearColor, so if we just initialize coverage | |
| // buffer to solid coverage with pathID=0, the resolve step will write | |
| // out the correct clear color. | |
| assert(m_flushDesc.interlockMode == gpu::InterlockMode::atomics); | |
| m_flushDesc.coverageClearValue = | |
| static_cast<uint32_t>(FIXED_COVERAGE_ONE); | |
| } | |
| else if (m_flushDesc.interlockMode == gpu::InterlockMode::atomics) | |
| { | |
| // When we don't skip the initial clear in atomic mode, clear the | |
| // coverage buffer to pathID=0 and a transparent coverage value. | |
| // pathID=0 meets the requirement that pathID is always monotonically | |
| // increasing. Transparent coverage makes sure the clearColor doesn't | |
| // get written out while resolving. | |
| m_flushDesc.coverageClearValue = | |
| static_cast<uint32_t>(FIXED_COVERAGE_ZERO); | |
| } | |
| else | |
| { | |
| // In non-atomic mode, the coverage buffer just needs to be initialized | |
| // with "pathID=0" to avoid collisions with any pathIDs being rendered. | |
| m_flushDesc.coverageClearValue = 0; | |
| } | |
| if (doClearDuringAtomicResolve || | |
| m_flushDesc.colorLoadAction == gpu::LoadAction::clear) | |
| { | |
| // If we're clearing then we always update the entire render target. | |
| m_flushDesc.renderTargetUpdateBounds = | |
| m_flushDesc.renderTarget->bounds(); | |
| } | |
| else | |
| { | |
| // When we don't clear, we only update the draw bounds. | |
| m_flushDesc.renderTargetUpdateBounds = | |
| m_flushDesc.renderTarget->bounds().intersect(m_combinedDrawBounds); | |
| } | |
| if (m_flushDesc.renderTargetUpdateBounds.empty()) | |
| { | |
| // If this is empty it means there are no draws and no clear. | |
| m_flushDesc.renderTargetUpdateBounds = {0, 0, 0, 0}; | |
| } | |
| m_flushDesc.flushUniformDataOffsetInBytes = | |
| logicalFlushIdx * sizeof(gpu::FlushUniforms); | |
| m_flushDesc.pathCount = | |
| math::lossless_numeric_cast<uint32_t>(m_resourceCounts.pathCount); | |
| m_flushDesc.firstPath = runningFrameResourceCounts->pathCount + | |
| runningFrameLayoutCounts->pathPaddingCount; | |
| m_flushDesc.firstPaint = runningFrameResourceCounts->pathCount + | |
| runningFrameLayoutCounts->paintPaddingCount; | |
| m_flushDesc.firstPaintAux = runningFrameResourceCounts->pathCount + | |
| runningFrameLayoutCounts->paintAuxPaddingCount; | |
| m_flushDesc.contourCount = | |
| math::lossless_numeric_cast<uint32_t>(m_resourceCounts.contourCount); | |
| m_flushDesc.firstContour = runningFrameResourceCounts->contourCount + | |
| runningFrameLayoutCounts->contourPaddingCount; | |
| m_flushDesc.gradSpanCount = | |
| math::lossless_numeric_cast<uint32_t>(m_pendingGradSpanCount); | |
| m_flushDesc.firstGradSpan = runningFrameLayoutCounts->gradSpanCount + | |
| runningFrameLayoutCounts->gradSpanPaddingCount; | |
| m_flushDesc.gradDataHeight = math::lossless_numeric_cast<uint32_t>( | |
| m_gradTextureLayout.complexOffsetY + m_complexGradients.size()); | |
| m_flushDesc.tessDataHeight = tessDataHeight; | |
| m_flushDesc.clockwiseFillOverride = frameDescriptor.clockwiseFillOverride; | |
| m_flushDesc.wireframe = frameDescriptor.wireframe; | |
| m_flushDesc.isFinalFlushOfFrame = isFinalFlushOfFrame; | |
| m_flushDesc.externalCommandBuffer = flushResources.externalCommandBuffer; | |
| if (isFinalFlushOfFrame) | |
| { | |
| m_flushDesc.frameCompletionFence = flushResources.frameCompletionFence; | |
| } | |
| *runningFrameResourceCounts = | |
| runningFrameResourceCounts->toVec() + m_resourceCounts.toVec(); | |
| runningFrameLayoutCounts->pathPaddingCount += m_pathPaddingCount; | |
| runningFrameLayoutCounts->paintPaddingCount += m_paintPaddingCount; | |
| runningFrameLayoutCounts->paintAuxPaddingCount += m_paintAuxPaddingCount; | |
| runningFrameLayoutCounts->contourPaddingCount += m_contourPaddingCount; | |
| runningFrameLayoutCounts->gradSpanCount += m_pendingGradSpanCount; | |
| runningFrameLayoutCounts->gradSpanPaddingCount += m_gradSpanPaddingCount; | |
| runningFrameLayoutCounts->maxGradTextureHeight = | |
| std::max(m_flushDesc.gradDataHeight, | |
| runningFrameLayoutCounts->maxGradTextureHeight); | |
| runningFrameLayoutCounts->maxTessTextureHeight = | |
| std::max(m_flushDesc.tessDataHeight, | |
| runningFrameLayoutCounts->maxTessTextureHeight); | |
| runningFrameLayoutCounts->maxCoverageBufferLength = | |
| std::max<size_t>(m_coverageBufferLength, | |
| runningFrameLayoutCounts->maxCoverageBufferLength); | |
| assert(m_flushDesc.firstPath % gpu::kPathBufferAlignmentInElements == 0); | |
| assert(m_flushDesc.firstPaint % gpu::kPaintBufferAlignmentInElements == 0); | |
| assert(m_flushDesc.firstPaintAux % | |
| gpu::kPaintAuxBufferAlignmentInElements == | |
| 0); | |
| assert(m_flushDesc.firstContour % gpu::kContourBufferAlignmentInElements == | |
| 0); | |
| assert(m_flushDesc.firstGradSpan % | |
| gpu::kGradSpanBufferAlignmentInElements == | |
| 0); | |
| RIVE_DEBUG_CODE(m_hasDoneLayout = true;) | |
| } | |
| void RenderContext::LogicalFlush::writeResources() | |
| { | |
| const gpu::PlatformFeatures& platformFeatures = m_ctx->platformFeatures(); | |
| assert(m_hasDoneLayout); | |
| assert(m_flushDesc.firstPath == m_ctx->m_pathData.elementsWritten()); | |
| assert(m_flushDesc.firstPaint == m_ctx->m_paintData.elementsWritten()); | |
| assert(m_flushDesc.firstPaintAux == | |
| m_ctx->m_paintAuxData.elementsWritten()); | |
| // Wait until here before we finish laying out the gradient texture because | |
| // the final height is not decided until after all LogicalFlushes have run | |
| // layoutResources(). | |
| m_gradTextureLayout.inverseHeight = | |
| 1.f / m_ctx->m_currentResourceAllocations.gradTextureHeight; | |
| // Exact tessSpan/triangleVertex counts aren't known until after their data | |
| // is written out. | |
| size_t firstTessVertexSpan = m_ctx->m_tessSpanData.elementsWritten(); | |
| size_t initialTriangleVertexDataSize = | |
| m_ctx->m_triangleVertexData.bytesWritten(); | |
| // Metal requires vertex buffers to be 256-byte aligned. | |
| size_t tessAlignmentPadding = | |
| gpu::PaddingToAlignUp<gpu::kTessVertexBufferAlignmentInElements>( | |
| firstTessVertexSpan); | |
| assert(tessAlignmentPadding <= kMaxTessellationAlignmentVertices); | |
| m_ctx->m_tessSpanData.push_back_n(nullptr, tessAlignmentPadding); | |
| m_flushDesc.firstTessVertexSpan = | |
| firstTessVertexSpan + tessAlignmentPadding; | |
| assert(m_flushDesc.firstTessVertexSpan == | |
| m_ctx->m_tessSpanData.elementsWritten()); | |
| // Write out the simple gradient data. | |
| constexpr static uint32_t ONE_TEXEL_FIXED = 65536 / gpu::kGradTextureWidth; | |
| assert(m_simpleGradients.size() == m_pendingSimpleGradDraws.size()); | |
| if (!m_pendingSimpleGradDraws.empty()) | |
| { | |
| for (size_t i = 0; i < m_pendingSimpleGradDraws.size(); ++i) | |
| { | |
| // Render each simple gradient as a single, empty GradientSpan with | |
| // 1px borders to the left and right. | |
| auto [color0, color1] = m_pendingSimpleGradDraws[i]; | |
| uint32_t y = math::lossless_numeric_cast<uint32_t>( | |
| i / gpu::kGradTextureWidthInSimpleRamps); | |
| size_t centerX = (i % gpu::kGradTextureWidthInSimpleRamps) * 2 + 1; | |
| uint32_t centerXFixed = math::lossless_numeric_cast<uint32_t>( | |
| centerX * ONE_TEXEL_FIXED); | |
| m_ctx->m_gradSpanData.set_back(centerXFixed, | |
| centerXFixed, | |
| y, | |
| GRAD_SPAN_FLAG_LEFT_BORDER | | |
| GRAD_SPAN_FLAG_RIGHT_BORDER, | |
| color0, | |
| color1); | |
| } | |
| } | |
| // Write out the vertex data for rendering complex gradients. | |
| assert(m_complexGradients.size() == m_pendingComplexGradDraws.size()); | |
| if (!m_pendingComplexGradDraws.empty()) | |
| { | |
| // The viewport will start at simpleGradDataHeight when rendering color | |
| // ramps. | |
| for (uint32_t i = 0; i < m_pendingComplexGradDraws.size(); ++i) | |
| { | |
| // Push "GradientSpan" instances that will render each section of | |
| // this color ramp's gradient. | |
| const Gradient* gradient = m_pendingComplexGradDraws[i]; | |
| const float* stops = gradient->stops(); | |
| const ColorInt* colors = gradient->colors(); | |
| size_t stopCount = gradient->count(); | |
| uint32_t y = i + m_gradTextureLayout.complexOffsetY; | |
| // "stop * m + a" converts a stop position to a fixed-point x | |
| // coordinate in the gradient texture. (In an ideal world, stops | |
| // would all be aligned on pixel centers for the texture sampling to | |
| // be identical to the gradient, but here we just stretch it across | |
| // kGradTextureWidth pixels and hope everything looks ok.) | |
| float m = (kGradTextureWidth - 1.f) * ONE_TEXEL_FIXED; | |
| float a = .5f * ONE_TEXEL_FIXED; | |
| uint32_t lastXFixed = static_cast<uint32_t>(stops[0] * m + a); | |
| ColorInt lastColor = colors[0]; | |
| assert(stopCount >= 2); | |
| for (size_t i = 1; i < stopCount; ++i) | |
| { | |
| uint32_t xFixed = static_cast<uint32_t>(stops[i] * m + a); | |
| // stops[] must be ordered. | |
| assert(lastXFixed <= xFixed && xFixed < 65536); | |
| uint32_t flags = GRAD_SPAN_FLAG_COMPLEX_BORDER; | |
| if (i == 1) | |
| flags |= GRAD_SPAN_FLAG_LEFT_BORDER; | |
| if (i == stopCount - 1) | |
| flags |= GRAD_SPAN_FLAG_RIGHT_BORDER; | |
| m_ctx->m_gradSpanData.set_back(lastXFixed, | |
| xFixed, | |
| y, | |
| flags, | |
| lastColor, | |
| colors[i]); | |
| lastColor = colors[i]; | |
| lastXFixed = xFixed; | |
| } | |
| } | |
| } | |
| // Write a path record for the clearColor paint (used by atomic mode). | |
| // This also allows us to index the storage buffers directly by pathID. | |
| gpu::SimplePaintValue clearColorValue; | |
| clearColorValue.color = m_ctx->frameDescriptor().clearColor; | |
| m_ctx->m_pathData.skip_back(); | |
| m_ctx->m_paintData.set_back(gpu::DrawContents::none, | |
| PaintType::solidColor, | |
| clearColorValue, | |
| GradTextureLayout(), | |
| /*clipID =*/0, | |
| /*hasClipRect =*/false, | |
| BlendMode::srcOver); | |
| m_ctx->m_paintAuxData.skip_back(); | |
| // Render padding vertices in the tessellation texture. | |
| if (m_flushDesc.tessDataHeight > 0) | |
| { | |
| // Padding at the beginning of the tessellation texture. | |
| pushPaddingVertices(gpu::kMidpointFanPatchSegmentSpan, 0); | |
| // Padding between patch types in the tessellation texture. | |
| if (m_outerCubicTessVertexIdx > m_midpointFanTessEndLocation) | |
| { | |
| pushPaddingVertices(m_outerCubicTessVertexIdx - | |
| m_midpointFanTessEndLocation, | |
| m_midpointFanTessEndLocation); | |
| } | |
| // The final vertex of the final patch of each contour crosses over into | |
| // the next contour. (This is how we wrap around back to the beginning.) | |
| // Therefore, the final contour of the flush needs an out-of-contour | |
| // vertex to cross into as well, so we emit a padding vertex here at the | |
| // end. | |
| pushPaddingVertices(1, m_outerCubicTessEndLocation); | |
| } | |
| // Write out all the data for our high level draws, and build up a low-level | |
| // draw list. | |
| if (m_ctx->frameInterlockMode() == gpu::InterlockMode::rasterOrdering) | |
| { | |
| for (const DrawUniquePtr& draw : m_draws) | |
| { | |
| // TODO: We don't currently support a front-to-back prepass in | |
| // rasterOrdering mode. If we decide to support this, we will either | |
| // need to walk the draws backwards here, or, more likely, start | |
| // sorting and re-ordering in rasterOrdering mode as well. | |
| assert(draw->prepassCount() == 0); | |
| assert(draw->subpassCount() > 0); | |
| for (int i = 0; i < draw->subpassCount(); ++i) | |
| { | |
| draw->pushToRenderContext(this, i); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| assert(m_drawPassCount <= kMaxReorderedDrawPassCount); | |
| // Sort the draw list to optimize batching, since we can only batch | |
| // non-overlapping draws. | |
| std::vector<int64_t>& indirectDrawList = m_ctx->m_indirectDrawList; | |
| indirectDrawList.clear(); | |
| indirectDrawList.reserve(m_drawPassCount); | |
| if (m_ctx->m_intersectionBoard == nullptr) | |
| { | |
| m_ctx->m_intersectionBoard = std::make_unique<IntersectionBoard>(); | |
| } | |
| IntersectionBoard* intersectionBoard = m_ctx->m_intersectionBoard.get(); | |
| intersectionBoard->resizeAndReset(m_flushDesc.renderTarget->width(), | |
| m_flushDesc.renderTarget->height()); | |
| // Build a list of sort keys that determine the final draw order. | |
| constexpr static int kDrawGroupShift = | |
| 48; // Where in the key does the draw group begin? | |
| constexpr static int64_t kDrawGroupMask = 0x7fffllu << kDrawGroupShift; | |
| constexpr static int kDrawTypeShift = 45; | |
| constexpr static int64_t kDrawTypeMask RIVE_MAYBE_UNUSED = | |
| 7llu << kDrawTypeShift; | |
| constexpr static int kTextureHashShift = 30; | |
| constexpr static int64_t kTextureHashMask = 0x7fffllu | |
| << kTextureHashShift; | |
| constexpr static int kBlendModeShift = 26; | |
| constexpr static int kBlendModeMask = 0xf << kBlendModeShift; | |
| constexpr static int kDrawContentsShift = 17; | |
| constexpr static int64_t kDrawContentsMask = 0x1ffllu | |
| << kDrawContentsShift; | |
| constexpr static int kDrawIndexShift = 1; | |
| constexpr static int64_t kDrawIndexMask = 0x7fff << kDrawIndexShift; | |
| constexpr static int64_t kSubpassIndexMask = 0x1; | |
| for (size_t i = 0; i < m_draws.size(); ++i) | |
| { | |
| Draw* draw = m_draws[i].get(); | |
| int4 drawBounds = simd::load4i(&m_draws[i]->pixelBounds()); | |
| // Add one extra pixel of padding to the draw bounds to make | |
| // absolutely certain we get no overlapping pixels, which destroy | |
| // the atomic shader. | |
| constexpr int32_t kMax32i = std::numeric_limits<int32_t>::max(); | |
| constexpr int32_t kMin32i = std::numeric_limits<int32_t>::min(); | |
| drawBounds = simd::if_then_else( | |
| drawBounds != int4{kMin32i, kMin32i, kMax32i, kMax32i}, | |
| drawBounds + int4{-1, -1, 1, 1}, | |
| drawBounds); | |
| // Our top priority in re-ordering is to group non-overlapping draws | |
| // together, in order to maximize batching while preserving | |
| // correctness. | |
| int maxPasses = | |
| std::max(draw->prepassCount(), draw->subpassCount()); | |
| int16_t drawGroupIdx = | |
| intersectionBoard->addRectangle(drawBounds, maxPasses); | |
| assert(drawGroupIdx > 0); | |
| int64_t key = static_cast<int64_t>(drawGroupIdx) << kDrawGroupShift; | |
| // Within sub-groups of non-overlapping draws, sort similar draw | |
| // types together. | |
| int64_t drawType = static_cast<int64_t>(draw->type()); | |
| assert(drawType <= kDrawTypeMask >> kDrawTypeShift); | |
| key |= drawType << kDrawTypeShift; | |
| // Within sub-groups of matching draw type, sort by texture binding. | |
| int64_t textureHash = | |
| draw->imageTexture() != nullptr | |
| ? draw->imageTexture()->textureResourceHash() & | |
| (kTextureHashMask >> kTextureHashShift) | |
| : 0; | |
| key |= textureHash << kTextureHashShift; | |
| // If using KHR_blend_equation_advanced, we need a batching barrier | |
| // between draws with different blend modes. If not using | |
| // KHR_blend_equation_advanced, sorting by blend mode may still give | |
| // us better branching on the GPU. | |
| int64_t blendMode = | |
| gpu::ConvertBlendModeToPLSBlendMode(draw->blendMode()); | |
| assert(blendMode <= kBlendModeMask >> kBlendModeShift); | |
| key |= blendMode << kBlendModeShift; | |
| // msaa mode draws strokes, fills, and even/odd with different | |
| // stencil settings. | |
| int64_t drawContents = static_cast<int64_t>(draw->drawContents()); | |
| assert(drawContents <= kDrawContentsMask >> kDrawContentsShift); | |
| key |= drawContents << kDrawContentsShift; | |
| // Draw and subpass indices go at the bottom of the key so we can | |
| // reference them again after sorting without affecting the order. | |
| assert(i <= kDrawIndexMask >> kDrawIndexShift); | |
| key |= i << kDrawIndexShift; | |
| assert((key & kDrawGroupMask) >> kDrawGroupShift == drawGroupIdx); | |
| assert((key & kDrawTypeMask) >> kDrawTypeShift == drawType); | |
| assert((key & kTextureHashMask) >> kTextureHashShift == | |
| textureHash); | |
| assert((key & kBlendModeMask) >> kBlendModeShift == blendMode); | |
| assert((key & kDrawContentsMask) >> kDrawContentsShift == | |
| drawContents); | |
| assert((key & kDrawIndexMask) >> kDrawIndexShift == i); | |
| // Add the first prepass and subpass, if any. | |
| if (draw->prepassCount() > 0) | |
| { | |
| // Negating the key is an easy way to sort the prepasses | |
| // front-to-back, and before the subpasses. | |
| indirectDrawList.push_back(-key); | |
| } | |
| if (draw->subpassCount() > 0) | |
| { | |
| indirectDrawList.push_back(key); | |
| } | |
| // Add any additional passes. | |
| for (int i = 1; i < maxPasses; ++i) | |
| { | |
| // Increment the drawGroupIdx and i both at once. (The | |
| // intersectionBoard already reserved "maxPasses" layers of | |
| // drawGroupIndices for us.) | |
| key += (1ll << kDrawGroupShift) + 1; | |
| assert((key & kDrawGroupMask) >> kDrawGroupShift == | |
| drawGroupIdx + i); | |
| assert((key & kSubpassIndexMask) == i); | |
| if (i < draw->prepassCount()) | |
| { | |
| // Negating the key is an easy way to sort the prepasses | |
| // front-to-back, and before the subpasses. | |
| indirectDrawList.push_back(-key); | |
| } | |
| if (i < draw->subpassCount()) | |
| { | |
| indirectDrawList.push_back(key); | |
| } | |
| } | |
| } | |
| assert(indirectDrawList.size() == m_drawPassCount); | |
| // Re-order the draws!! | |
| std::sort(indirectDrawList.begin(), indirectDrawList.end()); | |
| // Atomic mode sometimes needs to initialize PLS with a draw when the | |
| // backend can't do it with typical clear/load APIs. | |
| if (m_ctx->frameInterlockMode() == gpu::InterlockMode::atomics && | |
| platformFeatures.atomicPLSMustBeInitializedAsDraw) | |
| { | |
| m_drawList.emplace_back(m_ctx->perFrameAllocator(), | |
| DrawType::atomicInitialize, | |
| gpu::ShaderMiscFlags::none, | |
| 1, | |
| 0, | |
| BlendMode::srcOver); | |
| pushBarrier(); | |
| } | |
| // Find a mask that tells us when to insert barriers. When the bits of | |
| // two adjacent keys differ within this mask, we push a barrier between | |
| // them. | |
| int64_t needsBarrierMask = 0; | |
| switch (m_flushDesc.interlockMode) | |
| { | |
| case gpu::InterlockMode::rasterOrdering: | |
| // rasterOrdering mode doesn't reorder draws. | |
| RIVE_UNREACHABLE(); | |
| case gpu::InterlockMode::atomics: | |
| // In atomic mode, we need barriers any time draws overlap. | |
| // Insert a barrier every time the drawGroupIdx changes. | |
| needsBarrierMask = kDrawGroupMask; | |
| break; | |
| case gpu::InterlockMode::clockwiseAtomic: | |
| // In clockwiseAtomic mode, we only need a barrier between the | |
| // borrowedCoverage prepasses and the main rendering. Prepasses | |
| // have a negative key, so just insert a barrier when the sign | |
| // changes. | |
| needsBarrierMask = 1ll << 63; | |
| break; | |
| case gpu::InterlockMode::msaa: | |
| // FIXME: MSAA doesn't need barriers, but we hack | |
| // "pushBarrier()" to break up draw batching. We need a | |
| // mechanism to prevent batching without implying a barrier. | |
| // | |
| // MSAA mode can't batch draws that overlap because they use the | |
| // same stencil values. Stop batching every time the | |
| // drawGroupIdx changes. | |
| needsBarrierMask = kDrawGroupMask; | |
| // MSAA mode also draws clips, strokes, fills, and even/odd with | |
| // different stencil settings, so these can't be batched either. | |
| needsBarrierMask |= kDrawContentsMask; | |
| if (platformFeatures.supportsKHRBlendEquations) | |
| { | |
| // If using KHR_blend_equation_advanced, we also need to | |
| // stop batching between blend modes in order to change the | |
| // blend equation. | |
| needsBarrierMask |= kBlendModeMask; | |
| } | |
| break; | |
| } | |
| // Write out the draw data from the sorted draw list, and build up a | |
| // condensed/batched list of low-level draws. | |
| int64_t priorSignedKey = | |
| !indirectDrawList.empty() ? indirectDrawList[0] : 0; | |
| for (int64_t signedKey : indirectDrawList) | |
| { | |
| assert(signedKey >= priorSignedKey); | |
| if ((priorSignedKey & needsBarrierMask) != | |
| (signedKey & needsBarrierMask)) | |
| { | |
| pushBarrier(); | |
| } | |
| int64_t key = abs(signedKey); | |
| uint32_t drawIndex = (key & kDrawIndexMask) >> kDrawIndexShift; | |
| int subpassIndex = key & kSubpassIndexMask; | |
| if (signedKey < 0) | |
| { | |
| // Negative keys are a prepass. Update the subpassIndex to be | |
| // negative. | |
| subpassIndex = -1 - subpassIndex; | |
| } | |
| // FIXME: m_currentZIndex shouldn't be a stateful variable; it | |
| // should be passed to pushToRenderContext() instead. | |
| m_currentZIndex = math::lossless_numeric_cast<uint32_t>( | |
| abs(key >> static_cast<int64_t>(kDrawGroupShift))); | |
| m_draws[drawIndex]->pushToRenderContext(this, subpassIndex); | |
| priorSignedKey = signedKey; | |
| } | |
| // Atomic mode needs one more draw to resolve all the pixels. | |
| if (m_ctx->frameInterlockMode() == gpu::InterlockMode::atomics) | |
| { | |
| pushBarrier(); | |
| m_drawList.emplace_back(m_ctx->perFrameAllocator(), | |
| DrawType::atomicResolve, | |
| gpu::ShaderMiscFlags::none, | |
| 1, | |
| 0, | |
| BlendMode::srcOver); | |
| m_drawList.tail().shaderFeatures = m_combinedShaderFeatures; | |
| } | |
| } | |
| // Pad our buffers to 256-byte alignment. | |
| m_ctx->m_pathData.push_back_n(nullptr, m_pathPaddingCount); | |
| m_ctx->m_paintData.push_back_n(nullptr, m_paintPaddingCount); | |
| m_ctx->m_paintAuxData.push_back_n(nullptr, m_paintAuxPaddingCount); | |
| m_ctx->m_contourData.push_back_n(nullptr, m_contourPaddingCount); | |
| m_ctx->m_gradSpanData.push_back_n(nullptr, m_gradSpanPaddingCount); | |
| assert(m_ctx->m_pathData.elementsWritten() == | |
| m_flushDesc.firstPath + m_resourceCounts.pathCount + | |
| m_pathPaddingCount); | |
| assert(m_ctx->m_paintData.elementsWritten() == | |
| m_flushDesc.firstPaint + m_resourceCounts.pathCount + | |
| m_paintPaddingCount); | |
| assert(m_ctx->m_paintAuxData.elementsWritten() == | |
| m_flushDesc.firstPaintAux + m_resourceCounts.pathCount + | |
| m_paintAuxPaddingCount); | |
| assert(m_ctx->m_contourData.elementsWritten() == | |
| m_flushDesc.firstContour + m_resourceCounts.contourCount + | |
| m_contourPaddingCount); | |
| assert(m_ctx->m_gradSpanData.elementsWritten() == | |
| m_flushDesc.firstGradSpan + m_pendingGradSpanCount + | |
| m_gradSpanPaddingCount); | |
| assert(m_midpointFanTessVertexIdx == m_midpointFanTessEndLocation); | |
| assert(m_outerCubicTessVertexIdx == m_outerCubicTessEndLocation); | |
| // Some of the flushDescriptor's data isn't known until after | |
| // writeResources(). Update it now that it's known. | |
| m_flushDesc.combinedShaderFeatures = m_combinedShaderFeatures; | |
| if (m_coverageBufferLength > 0) | |
| { | |
| assert(m_flushDesc.interlockMode == | |
| gpu::InterlockMode::clockwiseAtomic); | |
| // The coverage buffer prefix gets reset to zero when the buffer is | |
| // reallocated, so wait until here to get the prefix. | |
| m_flushDesc.coverageBufferPrefix = m_ctx->incrementCoverageBufferPrefix( | |
| &m_flushDesc.needsCoverageBufferClear); | |
| } | |
| m_flushDesc.tessVertexSpanCount = math::lossless_numeric_cast<uint32_t>( | |
| m_ctx->m_tessSpanData.elementsWritten() - | |
| m_flushDesc.firstTessVertexSpan); | |
| m_flushDesc.hasTriangleVertices = | |
| m_ctx->m_triangleVertexData.bytesWritten() != | |
| initialTriangleVertexDataSize; | |
| m_flushDesc.drawList = &m_drawList; | |
| // Write out the uniforms for this flush now that the flushDescriptor is | |
| // complete. | |
| m_ctx->m_flushUniformData.emplace_back(m_flushDesc, platformFeatures); | |
| } | |
| void RenderContext::setResourceSizes(ResourceAllocationCounts allocs, | |
| bool forceRealloc) | |
| { | |
| #if 0 | |
| class Logger | |
| { | |
| public: | |
| void logSize(const char* name, | |
| size_t oldSize, | |
| size_t newSize, | |
| size_t newSizeInBytes) | |
| { | |
| m_totalSizeInBytes += newSizeInBytes; | |
| if (oldSize == newSize) | |
| { | |
| return; | |
| } | |
| if (!m_hasChanged) | |
| { | |
| printf("RenderContext::setResourceSizes():\n"); | |
| m_hasChanged = true; | |
| } | |
| printf(" resize %s: %zu -> %zu (%zu KiB)\n", | |
| name, | |
| oldSize, | |
| newSize, | |
| newSizeInBytes >> 10); | |
| } | |
| ~Logger() | |
| { | |
| if (!m_hasChanged) | |
| { | |
| return; | |
| } | |
| printf(" TOTAL GPU resource usage: %zu KiB\n", | |
| m_totalSizeInBytes >> 10); | |
| } | |
| private: | |
| size_t m_totalSizeInBytes = 0; | |
| bool m_hasChanged = false; | |
| } logger; | |
| #define LOG_BUFFER_RING_SIZE(NAME, ITEM_SIZE_IN_BYTES) \ | |
| logger.logSize(#NAME, \ | |
| m_currentResourceAllocations.NAME, \ | |
| allocs.NAME, \ | |
| allocs.NAME* ITEM_SIZE_IN_BYTES* gpu::kBufferRingSize) | |
| #define LOG_TEXTURE_HEIGHT(NAME, BYTES_PER_ROW) \ | |
| logger.logSize(#NAME, \ | |
| m_currentResourceAllocations.NAME, \ | |
| allocs.NAME, \ | |
| allocs.NAME* BYTES_PER_ROW) | |
| #define LOG_BUFFER_SIZE(NAME, BYTES_PER_ELEMENT) \ | |
| logger.logSize(#NAME, \ | |
| m_currentResourceAllocations.NAME, \ | |
| allocs.NAME, \ | |
| allocs.NAME* BYTES_PER_ELEMENT) | |
| #else | |
| #define LOG_BUFFER_RING_SIZE(NAME, ITEM_SIZE_IN_BYTES) | |
| #define LOG_TEXTURE_HEIGHT(NAME, BYTES_PER_ROW) | |
| #define LOG_BUFFER_SIZE(NAME, BYTES_PER_ELEMENT) | |
| #endif | |
| LOG_BUFFER_RING_SIZE(flushUniformBufferCount, sizeof(gpu::FlushUniforms)); | |
| if (allocs.flushUniformBufferCount != | |
| m_currentResourceAllocations.flushUniformBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeFlushUniformBuffer(allocs.flushUniformBufferCount * | |
| sizeof(gpu::FlushUniforms)); | |
| } | |
| LOG_BUFFER_RING_SIZE(imageDrawUniformBufferCount, | |
| sizeof(gpu::ImageDrawUniforms)); | |
| if (allocs.imageDrawUniformBufferCount != | |
| m_currentResourceAllocations.imageDrawUniformBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeImageDrawUniformBuffer( | |
| allocs.imageDrawUniformBufferCount * | |
| sizeof(gpu::ImageDrawUniforms)); | |
| } | |
| LOG_BUFFER_RING_SIZE(pathBufferCount, sizeof(gpu::PathData)); | |
| if (allocs.pathBufferCount != | |
| m_currentResourceAllocations.pathBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizePathBuffer(allocs.pathBufferCount * sizeof(gpu::PathData), | |
| gpu::PathData::kBufferStructure); | |
| } | |
| LOG_BUFFER_RING_SIZE(paintBufferCount, sizeof(gpu::PaintData)); | |
| if (allocs.paintBufferCount != | |
| m_currentResourceAllocations.paintBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizePaintBuffer(allocs.paintBufferCount * | |
| sizeof(gpu::PaintData), | |
| gpu::PaintData::kBufferStructure); | |
| } | |
| LOG_BUFFER_RING_SIZE(paintAuxBufferCount, sizeof(gpu::PaintAuxData)); | |
| if (allocs.paintAuxBufferCount != | |
| m_currentResourceAllocations.paintAuxBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizePaintAuxBuffer(allocs.paintAuxBufferCount * | |
| sizeof(gpu::PaintAuxData), | |
| gpu::PaintAuxData::kBufferStructure); | |
| } | |
| LOG_BUFFER_RING_SIZE(contourBufferCount, sizeof(gpu::ContourData)); | |
| if (allocs.contourBufferCount != | |
| m_currentResourceAllocations.contourBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeContourBuffer(allocs.contourBufferCount * | |
| sizeof(gpu::ContourData), | |
| gpu::ContourData::kBufferStructure); | |
| } | |
| LOG_BUFFER_RING_SIZE(gradSpanBufferCount, sizeof(gpu::GradientSpan)); | |
| if (allocs.gradSpanBufferCount != | |
| m_currentResourceAllocations.gradSpanBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeGradSpanBuffer(allocs.gradSpanBufferCount * | |
| sizeof(gpu::GradientSpan)); | |
| } | |
| LOG_BUFFER_RING_SIZE(tessSpanBufferCount, sizeof(gpu::TessVertexSpan)); | |
| if (allocs.tessSpanBufferCount != | |
| m_currentResourceAllocations.tessSpanBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeTessVertexSpanBuffer(allocs.tessSpanBufferCount * | |
| sizeof(gpu::TessVertexSpan)); | |
| } | |
| LOG_BUFFER_RING_SIZE(triangleVertexBufferCount, | |
| sizeof(gpu::TriangleVertex)); | |
| if (allocs.triangleVertexBufferCount != | |
| m_currentResourceAllocations.triangleVertexBufferCount || | |
| forceRealloc) | |
| { | |
| m_impl->resizeTriangleVertexBuffer(allocs.triangleVertexBufferCount * | |
| sizeof(gpu::TriangleVertex)); | |
| } | |
| assert(allocs.gradTextureHeight <= kMaxTextureHeight); | |
| LOG_TEXTURE_HEIGHT(gradTextureHeight, gpu::kGradTextureWidth * 4); | |
| if (allocs.gradTextureHeight != | |
| m_currentResourceAllocations.gradTextureHeight || | |
| forceRealloc) | |
| { | |
| m_impl->resizeGradientTexture( | |
| gpu::kGradTextureWidth, | |
| math::lossless_numeric_cast<uint32_t>(allocs.gradTextureHeight)); | |
| } | |
| assert(allocs.tessTextureHeight <= kMaxTextureHeight); | |
| LOG_TEXTURE_HEIGHT(tessTextureHeight, gpu::kTessTextureWidth * 4 * 4); | |
| if (allocs.tessTextureHeight != | |
| m_currentResourceAllocations.tessTextureHeight || | |
| forceRealloc) | |
| { | |
| m_impl->resizeTessellationTexture( | |
| gpu::kTessTextureWidth, | |
| math::lossless_numeric_cast<uint32_t>(allocs.tessTextureHeight)); | |
| } | |
| assert(allocs.coverageBufferLength <= | |
| platformFeatures().maxCoverageBufferLength); | |
| LOG_BUFFER_SIZE(coverageBufferLength, sizeof(uint32_t)); | |
| if (allocs.coverageBufferLength != | |
| m_currentResourceAllocations.coverageBufferLength || | |
| forceRealloc) | |
| { | |
| m_impl->resizeCoverageBuffer(allocs.coverageBufferLength * | |
| sizeof(uint32_t)); | |
| // Start the coverageBufferPrefix over at zero. This ensure the new | |
| // buffer gets cleared because the only criteria for clearing it is when | |
| // the prefix wraps around to 0. | |
| m_coverageBufferPrefix = 0; | |
| } | |
| m_currentResourceAllocations = allocs; | |
| } | |
| void RenderContext::mapResourceBuffers( | |
| const ResourceAllocationCounts& mapCounts) | |
| { | |
| m_impl->prepareToMapBuffers(); | |
| if (mapCounts.flushUniformBufferCount > 0) | |
| { | |
| m_flushUniformData.mapElements( | |
| m_impl.get(), | |
| &RenderContextImpl::mapFlushUniformBuffer, | |
| mapCounts.flushUniformBufferCount); | |
| } | |
| assert(m_flushUniformData.hasRoomFor(mapCounts.flushUniformBufferCount)); | |
| if (mapCounts.imageDrawUniformBufferCount > 0) | |
| { | |
| m_imageDrawUniformData.mapElements( | |
| m_impl.get(), | |
| &RenderContextImpl::mapImageDrawUniformBuffer, | |
| mapCounts.imageDrawUniformBufferCount); | |
| } | |
| assert(m_imageDrawUniformData.hasRoomFor( | |
| mapCounts.imageDrawUniformBufferCount > 0)); | |
| if (mapCounts.pathBufferCount > 0) | |
| { | |
| m_pathData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapPathBuffer, | |
| mapCounts.pathBufferCount); | |
| } | |
| assert(m_pathData.hasRoomFor(mapCounts.pathBufferCount)); | |
| if (mapCounts.paintBufferCount > 0) | |
| { | |
| m_paintData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapPaintBuffer, | |
| mapCounts.paintBufferCount); | |
| } | |
| assert(m_paintData.hasRoomFor(mapCounts.paintBufferCount)); | |
| if (mapCounts.paintAuxBufferCount > 0) | |
| { | |
| m_paintAuxData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapPaintAuxBuffer, | |
| mapCounts.paintAuxBufferCount); | |
| } | |
| assert(m_paintAuxData.hasRoomFor(mapCounts.paintAuxBufferCount)); | |
| if (mapCounts.contourBufferCount > 0) | |
| { | |
| m_contourData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapContourBuffer, | |
| mapCounts.contourBufferCount); | |
| } | |
| assert(m_contourData.hasRoomFor(mapCounts.contourBufferCount)); | |
| if (mapCounts.gradSpanBufferCount > 0) | |
| { | |
| m_gradSpanData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapGradSpanBuffer, | |
| mapCounts.gradSpanBufferCount); | |
| } | |
| assert(m_gradSpanData.hasRoomFor(mapCounts.gradSpanBufferCount)); | |
| if (mapCounts.tessSpanBufferCount > 0) | |
| { | |
| m_tessSpanData.mapElements(m_impl.get(), | |
| &RenderContextImpl::mapTessVertexSpanBuffer, | |
| mapCounts.tessSpanBufferCount); | |
| } | |
| assert(m_tessSpanData.hasRoomFor(mapCounts.tessSpanBufferCount)); | |
| if (mapCounts.triangleVertexBufferCount > 0) | |
| { | |
| m_triangleVertexData.mapElements( | |
| m_impl.get(), | |
| &RenderContextImpl::mapTriangleVertexBuffer, | |
| mapCounts.triangleVertexBufferCount); | |
| } | |
| assert( | |
| m_triangleVertexData.hasRoomFor(mapCounts.triangleVertexBufferCount)); | |
| } | |
| void RenderContext::unmapResourceBuffers() | |
| { | |
| if (m_flushUniformData) | |
| { | |
| m_impl->unmapFlushUniformBuffer(); | |
| m_flushUniformData.reset(); | |
| } | |
| if (m_imageDrawUniformData) | |
| { | |
| m_impl->unmapImageDrawUniformBuffer(); | |
| m_imageDrawUniformData.reset(); | |
| } | |
| if (m_pathData) | |
| { | |
| m_impl->unmapPathBuffer(); | |
| m_pathData.reset(); | |
| } | |
| if (m_paintData) | |
| { | |
| m_impl->unmapPaintBuffer(); | |
| m_paintData.reset(); | |
| } | |
| if (m_paintAuxData) | |
| { | |
| m_impl->unmapPaintAuxBuffer(); | |
| m_paintAuxData.reset(); | |
| } | |
| if (m_contourData) | |
| { | |
| m_impl->unmapContourBuffer(); | |
| m_contourData.reset(); | |
| } | |
| if (m_gradSpanData) | |
| { | |
| m_impl->unmapGradSpanBuffer(); | |
| m_gradSpanData.reset(); | |
| } | |
| if (m_tessSpanData) | |
| { | |
| m_impl->unmapTessVertexSpanBuffer(); | |
| m_tessSpanData.reset(); | |
| } | |
| if (m_triangleVertexData) | |
| { | |
| m_impl->unmapTriangleVertexBuffer(); | |
| m_triangleVertexData.reset(); | |
| } | |
| } | |
| uint32_t RenderContext::incrementCoverageBufferPrefix( | |
| bool* needsCoverageBufferClear) | |
| { | |
| assert(m_didBeginFrame); | |
| assert(frameInterlockMode() == gpu::InterlockMode::clockwiseAtomic); | |
| do | |
| { | |
| if (m_coverageBufferPrefix == 0) | |
| { | |
| // When the prefix wraps around to 0, we need to clear the coverage | |
| // buffer because our shaders require coverageBufferPrefix to be | |
| // monotonically increasing. | |
| *needsCoverageBufferClear = true; | |
| } | |
| m_coverageBufferPrefix += 1 << CLOCKWISE_COVERAGE_BIT_COUNT; | |
| } while (m_coverageBufferPrefix == 0); | |
| return m_coverageBufferPrefix; | |
| } | |
| uint32_t RenderContext::LogicalFlush::allocateMidpointFanTessVertices( | |
| uint32_t count) | |
| { | |
| uint32_t location = m_midpointFanTessVertexIdx; | |
| m_midpointFanTessVertexIdx += count; | |
| assert(m_midpointFanTessVertexIdx <= m_midpointFanTessEndLocation); | |
| return location; | |
| } | |
| uint32_t RenderContext::LogicalFlush::allocateOuterCubicTessVertices( | |
| uint32_t count) | |
| { | |
| uint32_t location = m_outerCubicTessVertexIdx; | |
| m_outerCubicTessVertexIdx += count; | |
| assert(m_outerCubicTessVertexIdx <= m_outerCubicTessEndLocation); | |
| return location; | |
| } | |
| uint32_t RenderContext::LogicalFlush::pushPath(const RiveRenderPathDraw* draw) | |
| { | |
| assert(m_hasDoneLayout); | |
| ++m_currentPathID; | |
| assert(0 < m_currentPathID && m_currentPathID <= m_ctx->m_maxPathID); | |
| m_ctx->m_pathData.set_back(draw->matrix(), | |
| draw->strokeRadius(), | |
| draw->featherRadius(), | |
| m_currentZIndex, | |
| draw->coverageBufferRange()); | |
| m_ctx->m_paintData.set_back(draw->drawContents(), | |
| draw->paintType(), | |
| draw->simplePaintValue(), | |
| m_gradTextureLayout, | |
| draw->clipID(), | |
| draw->hasClipRect(), | |
| draw->blendMode()); | |
| m_ctx->m_paintAuxData.set_back(draw->matrix(), | |
| draw->paintType(), | |
| draw->simplePaintValue(), | |
| draw->gradient(), | |
| draw->imageTexture(), | |
| draw->clipRectInverseMatrix(), | |
| m_flushDesc.renderTarget, | |
| m_ctx->platformFeatures()); | |
| assert(m_flushDesc.firstPath + m_currentPathID + 1 == | |
| m_ctx->m_pathData.elementsWritten()); | |
| assert(m_flushDesc.firstPaint + m_currentPathID + 1 == | |
| m_ctx->m_paintData.elementsWritten()); | |
| assert(m_flushDesc.firstPaintAux + m_currentPathID + 1 == | |
| m_ctx->m_paintAuxData.elementsWritten()); | |
| return m_currentPathID; | |
| } | |
| RenderContext::TessellationWriter::TessellationWriter( | |
| LogicalFlush* flush, | |
| uint32_t pathID, | |
| gpu::ContourDirections contourDirections, | |
| uint32_t forwardTessVertexCount, | |
| uint32_t forwardTessLocation, | |
| uint32_t mirroredTessVertexCount, | |
| uint32_t mirroredTessLocation) : | |
| m_flush(flush), | |
| m_tessSpanData(m_flush->m_ctx->m_tessSpanData), | |
| m_pathID(pathID), | |
| m_contourDirections(contourDirections), | |
| m_pathTessLocation(forwardTessLocation), | |
| m_pathMirroredTessLocation(mirroredTessLocation) | |
| { | |
| RIVE_DEBUG_CODE(m_expectedPathTessEndLocation = | |
| m_pathTessLocation + forwardTessVertexCount;) | |
| RIVE_DEBUG_CODE(m_expectedPathMirroredTessEndLocation = | |
| m_pathMirroredTessLocation - mirroredTessVertexCount;) | |
| assert(m_flush->m_hasDoneLayout); | |
| assert(m_flush->m_ctx->m_pathData.elementsWritten() > 0); | |
| assert(forwardTessVertexCount == 0 || mirroredTessVertexCount == 0 || | |
| forwardTessVertexCount == mirroredTessVertexCount); | |
| assert(!gpu::ContourDirectionsAreDoubleSided(m_contourDirections) || | |
| forwardTessVertexCount == mirroredTessVertexCount); | |
| assert(m_pathTessLocation >= 0); | |
| assert(m_pathMirroredTessLocation <= kMaxTessellationVertexCount); | |
| assert(m_expectedPathTessEndLocation <= kMaxTessellationVertexCount); | |
| assert(m_expectedPathMirroredTessEndLocation >= 0); | |
| } | |
| RenderContext::TessellationWriter::~TessellationWriter() | |
| { | |
| assert(m_pathTessLocation == m_expectedPathTessEndLocation); | |
| assert(m_pathMirroredTessLocation == m_expectedPathMirroredTessEndLocation); | |
| } | |
| uint32_t RenderContext::LogicalFlush::pushContour( | |
| uint32_t pathID, | |
| gpu::DrawContents drawContents, | |
| Vec2D midpoint, | |
| bool closed, | |
| uint32_t vertexIndex0) | |
| { | |
| assert(pathID != 0); | |
| assert((drawContents & gpu::DrawContents::stroke) || closed); | |
| if (drawContents & gpu::DrawContents::stroke) | |
| { | |
| midpoint.x = closed ? 1 : 0; | |
| } | |
| m_ctx->m_contourData.emplace_back(midpoint, pathID, vertexIndex0); | |
| ++m_currentContourID; | |
| assert(0 < m_currentContourID && m_currentContourID <= gpu::kMaxContourID); | |
| assert(m_flushDesc.firstContour + m_currentContourID == | |
| m_ctx->m_contourData.elementsWritten()); | |
| return m_currentContourID; | |
| } | |
| uint32_t RenderContext::TessellationWriter::pushContour( | |
| gpu::DrawContents drawContents, | |
| Vec2D midpoint, | |
| bool closed, | |
| uint32_t paddingVertexCount) | |
| { | |
| // The first curve of the contour will be pre-padded with | |
| // 'paddingVertexCount' tessellation vertices, colocated at T=0. The caller | |
| // must use this argument align the end of the contour on a boundary of the | |
| // patch size. (See gpu::PaddingToAlignUp().) | |
| m_nextCubicPaddingVertexCount = paddingVertexCount; | |
| return m_flush->pushContour(m_pathID, | |
| drawContents, | |
| midpoint, | |
| closed, | |
| nextVertexIndex()); | |
| } | |
| void RenderContext::TessellationWriter::pushCubic( | |
| const Vec2D pts[4], | |
| gpu::ContourDirections contourDirections, | |
| Vec2D joinTangent, | |
| uint32_t parametricSegmentCount, | |
| uint32_t polarSegmentCount, | |
| uint32_t joinSegmentCount, | |
| uint32_t contourIDWithFlags) | |
| { | |
| assert(0 <= parametricSegmentCount && | |
| parametricSegmentCount <= kMaxParametricSegments); | |
| assert(0 <= polarSegmentCount && polarSegmentCount <= kMaxPolarSegments); | |
| assert(joinSegmentCount > 0); | |
| assert((contourIDWithFlags & 0xffff) == | |
| (m_flush->m_currentContourID & 0xffff)); | |
| assert((contourIDWithFlags & 0xffff) != 0); // contourID can't be zero. | |
| // Polar and parametric segments share the same beginning and ending | |
| // vertices, so the merged *vertex* count is equal to the sum of polar and | |
| // parametric *segment* counts. | |
| uint32_t curveMergedVertexCount = | |
| parametricSegmentCount + polarSegmentCount; | |
| // -1 because the curve and join share an ending/beginning vertex. | |
| uint32_t totalVertexCount = m_nextCubicPaddingVertexCount + | |
| curveMergedVertexCount + joinSegmentCount - 1; | |
| // Only the first curve of a contour gets padding vertices. | |
| m_nextCubicPaddingVertexCount = 0; | |
| switch (contourDirections) | |
| { | |
| case gpu::ContourDirections::forward: | |
| pushTessellationSpans(pts, | |
| joinTangent, | |
| totalVertexCount, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| break; | |
| case gpu::ContourDirections::reverse: | |
| pushMirroredTessellationSpans(pts, | |
| joinTangent, | |
| totalVertexCount, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| break; | |
| case gpu::ContourDirections::reverseThenForward: | |
| case gpu::ContourDirections::forwardThenReverse: | |
| // m_pathTessLocation and m_pathMirroredTessLocation are already | |
| // configured, so at ths point we don't need to handle | |
| // reverseThenForward or forwardThenReverse differently. | |
| pushDoubleSidedTessellationSpans(pts, | |
| joinTangent, | |
| totalVertexCount, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| break; | |
| } | |
| } | |
| RIVE_ALWAYS_INLINE void RenderContext::TessellationWriter:: | |
| pushTessellationSpans(const Vec2D pts[4], | |
| Vec2D joinTangent, | |
| uint32_t totalVertexCount, | |
| uint32_t parametricSegmentCount, | |
| uint32_t polarSegmentCount, | |
| uint32_t joinSegmentCount, | |
| uint32_t contourIDWithFlags) | |
| { | |
| assert(totalVertexCount > 0); | |
| uint32_t y = m_pathTessLocation / kTessTextureWidth; | |
| int32_t x0 = m_pathTessLocation % kTessTextureWidth; | |
| int32_t x1 = x0 + totalVertexCount; | |
| for (;;) | |
| { | |
| m_tessSpanData.set_back(pts, | |
| joinTangent, | |
| static_cast<float>(y), | |
| x0, | |
| x1, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| if (x1 > static_cast<int32_t>(kTessTextureWidth)) | |
| { | |
| // The span was too long to fit on the current line. Wrap and draw | |
| // it again, this time behind the left edge of the texture so we | |
| // capture what got clipped off last time. | |
| ++y; | |
| x0 -= kTessTextureWidth; | |
| x1 -= kTessTextureWidth; | |
| continue; | |
| } | |
| break; | |
| } | |
| assert(y == | |
| (m_pathTessLocation + totalVertexCount - 1) / kTessTextureWidth); | |
| m_pathTessLocation += totalVertexCount; | |
| assert(m_pathTessLocation <= m_expectedPathTessEndLocation); | |
| } | |
| RIVE_ALWAYS_INLINE void RenderContext::TessellationWriter:: | |
| pushMirroredTessellationSpans(const Vec2D pts[4], | |
| Vec2D joinTangent, | |
| uint32_t totalVertexCount, | |
| uint32_t parametricSegmentCount, | |
| uint32_t polarSegmentCount, | |
| uint32_t joinSegmentCount, | |
| uint32_t contourIDWithFlags) | |
| { | |
| assert(totalVertexCount > 0); | |
| uint32_t reflectionY = (m_pathMirroredTessLocation - 1) / kTessTextureWidth; | |
| int32_t reflectionX0 = | |
| (m_pathMirroredTessLocation - 1) % kTessTextureWidth + 1; | |
| int32_t reflectionX1 = reflectionX0 - totalVertexCount; | |
| for (;;) | |
| { | |
| m_tessSpanData.set_back(pts, | |
| joinTangent, | |
| static_cast<float>(reflectionY), | |
| reflectionX0, | |
| reflectionX1, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| if (reflectionX1 < 0) | |
| { | |
| --reflectionY; | |
| reflectionX0 += kTessTextureWidth; | |
| reflectionX1 += kTessTextureWidth; | |
| continue; | |
| } | |
| break; | |
| } | |
| m_pathMirroredTessLocation -= totalVertexCount; | |
| assert(m_pathMirroredTessLocation >= m_expectedPathMirroredTessEndLocation); | |
| } | |
| RIVE_ALWAYS_INLINE void RenderContext::TessellationWriter:: | |
| pushDoubleSidedTessellationSpans(const Vec2D pts[4], | |
| Vec2D joinTangent, | |
| uint32_t totalVertexCount, | |
| uint32_t parametricSegmentCount, | |
| uint32_t polarSegmentCount, | |
| uint32_t joinSegmentCount, | |
| uint32_t contourIDWithFlags) | |
| { | |
| assert(totalVertexCount > 0); | |
| int32_t y = m_pathTessLocation / kTessTextureWidth; | |
| int32_t x0 = m_pathTessLocation % kTessTextureWidth; | |
| int32_t x1 = x0 + totalVertexCount; | |
| uint32_t reflectionY = (m_pathMirroredTessLocation - 1) / kTessTextureWidth; | |
| int32_t reflectionX0 = | |
| (m_pathMirroredTessLocation - 1) % kTessTextureWidth + 1; | |
| int32_t reflectionX1 = reflectionX0 - totalVertexCount; | |
| for (;;) | |
| { | |
| m_tessSpanData.set_back(pts, | |
| joinTangent, | |
| static_cast<float>(y), | |
| x0, | |
| x1, | |
| static_cast<float>(reflectionY), | |
| reflectionX0, | |
| reflectionX1, | |
| parametricSegmentCount, | |
| polarSegmentCount, | |
| joinSegmentCount, | |
| contourIDWithFlags); | |
| if (x1 > static_cast<int32_t>(kTessTextureWidth) || reflectionX1 < 0) | |
| { | |
| // Either the span or its reflection was too long to fit on the | |
| // current line. Wrap and draw both of them again, this time beyond | |
| // the opposite edge of the texture so we capture what got clipped | |
| // off last time. | |
| ++y; | |
| x0 -= kTessTextureWidth; | |
| x1 -= kTessTextureWidth; | |
| --reflectionY; | |
| reflectionX0 += kTessTextureWidth; | |
| reflectionX1 += kTessTextureWidth; | |
| continue; | |
| } | |
| break; | |
| } | |
| m_pathTessLocation += totalVertexCount; | |
| assert(m_pathTessLocation <= m_expectedPathTessEndLocation); | |
| m_pathMirroredTessLocation -= totalVertexCount; | |
| assert(m_pathMirroredTessLocation >= m_expectedPathMirroredTessEndLocation); | |
| } | |
| void RenderContext::LogicalFlush::pushPaddingVertices(uint32_t count, | |
| uint32_t tessLocation) | |
| { | |
| assert(m_hasDoneLayout); | |
| assert(count > 0); | |
| constexpr static Vec2D kEmptyCubic[4]{}; | |
| // This is guaranteed to not collide with a neighboring contour ID. | |
| constexpr static uint32_t kInvalidContourID = 0; | |
| TessellationWriter(this, | |
| /*pathID=*/0, | |
| gpu::ContourDirections::forward, | |
| count, | |
| tessLocation) | |
| .pushTessellationSpans(kEmptyCubic, | |
| {0, 0}, | |
| count, | |
| 0, | |
| 0, | |
| 1, | |
| kInvalidContourID); | |
| } | |
| void RenderContext::LogicalFlush::pushMidpointFanDraw( | |
| const RiveRenderPathDraw* draw, | |
| uint32_t tessVertexCount, | |
| uint32_t tessLocation, | |
| gpu::ShaderMiscFlags shaderMiscFlags) | |
| { | |
| assert(m_hasDoneLayout); | |
| uint32_t baseInstance = math::lossless_numeric_cast<uint32_t>( | |
| tessLocation / kMidpointFanPatchSegmentSpan); | |
| // flush() is responsible for alignment. | |
| assert(baseInstance * kMidpointFanPatchSegmentSpan == tessLocation); | |
| uint32_t instanceCount = tessVertexCount / kMidpointFanPatchSegmentSpan; | |
| // flush() is responsible for alignment. | |
| assert(instanceCount * kMidpointFanPatchSegmentSpan == tessVertexCount); | |
| pushPathDraw(draw, | |
| draw->isFeatheredFill() | |
| ? gpu::DrawType::midpointFanCenterAAPatches | |
| : gpu::DrawType::midpointFanPatches, | |
| shaderMiscFlags, | |
| instanceCount, | |
| baseInstance); | |
| } | |
| void RenderContext::LogicalFlush::pushOuterCubicsDraw( | |
| const RiveRenderPathDraw* draw, | |
| uint32_t tessVertexCount, | |
| uint32_t tessLocation, | |
| gpu::ShaderMiscFlags shaderMiscFlags) | |
| { | |
| assert(m_hasDoneLayout); | |
| uint32_t baseInstance = math::lossless_numeric_cast<uint32_t>( | |
| tessLocation / kOuterCurvePatchSegmentSpan); | |
| // flush() is responsible for alignment. | |
| assert(baseInstance * kOuterCurvePatchSegmentSpan == tessLocation); | |
| uint32_t instanceCount = tessVertexCount / kOuterCurvePatchSegmentSpan; | |
| // flush() is responsible for alignment. | |
| assert(instanceCount * kOuterCurvePatchSegmentSpan == tessVertexCount); | |
| pushPathDraw(draw, | |
| gpu::DrawType::outerCurvePatches, | |
| shaderMiscFlags, | |
| instanceCount, | |
| baseInstance); | |
| } | |
| size_t RenderContext::LogicalFlush::pushInteriorTriangulationDraw( | |
| const RiveRenderPathDraw* draw, | |
| uint32_t pathID, | |
| gpu::WindingFaces windingFaces, | |
| gpu::ShaderMiscFlags shaderMiscFlags) | |
| { | |
| assert(m_hasDoneLayout); | |
| assert(pathID != 0); | |
| uint32_t baseVertex = math::lossless_numeric_cast<uint32_t>( | |
| m_ctx->m_triangleVertexData.elementsWritten()); | |
| size_t actualVertexCount = | |
| draw->triangulator()->polysToTriangles(pathID, | |
| windingFaces, | |
| &m_ctx->m_triangleVertexData); | |
| assert(baseVertex + actualVertexCount == | |
| m_ctx->m_triangleVertexData.elementsWritten()); | |
| if (actualVertexCount > 0) | |
| { | |
| pushPathDraw(draw, | |
| DrawType::interiorTriangulation, | |
| shaderMiscFlags, | |
| math::lossless_numeric_cast<uint32_t>(actualVertexCount), | |
| baseVertex); | |
| } | |
| return actualVertexCount; | |
| } | |
| void RenderContext::LogicalFlush::pushImageRectDraw(ImageRectDraw* draw) | |
| { | |
| assert(m_hasDoneLayout); | |
| // If we support image paints for paths, the client should use pushPath() | |
| // with an image paint instead of calling this method. | |
| assert(!m_ctx->frameSupportsImagePaintForPaths()); | |
| size_t imageDrawDataOffset = m_ctx->m_imageDrawUniformData.bytesWritten(); | |
| m_ctx->m_imageDrawUniformData.emplace_back(draw->matrix(), | |
| draw->opacity(), | |
| draw->clipRectInverseMatrix(), | |
| draw->clipID(), | |
| draw->blendMode(), | |
| m_currentZIndex); | |
| DrawBatch& batch = pushDraw(draw, | |
| DrawType::imageRect, | |
| gpu::ShaderMiscFlags::none, | |
| PaintType::image, | |
| 1, | |
| 0); | |
| batch.imageDrawDataOffset = | |
| math::lossless_numeric_cast<uint32_t>(imageDrawDataOffset); | |
| } | |
| void RenderContext::LogicalFlush::pushImageMeshDraw(ImageMeshDraw* draw) | |
| { | |
| assert(m_hasDoneLayout); | |
| size_t imageDrawDataOffset = m_ctx->m_imageDrawUniformData.bytesWritten(); | |
| m_ctx->m_imageDrawUniformData.emplace_back(draw->matrix(), | |
| draw->opacity(), | |
| draw->clipRectInverseMatrix(), | |
| draw->clipID(), | |
| draw->blendMode(), | |
| m_currentZIndex); | |
| DrawBatch& batch = pushDraw(draw, | |
| DrawType::imageMesh, | |
| gpu::ShaderMiscFlags::none, | |
| PaintType::image, | |
| draw->indexCount(), | |
| 0); | |
| batch.vertexBuffer = draw->vertexBuffer(); | |
| batch.uvBuffer = draw->uvBuffer(); | |
| batch.indexBuffer = draw->indexBuffer(); | |
| batch.imageDrawDataOffset = | |
| math::lossless_numeric_cast<uint32_t>(imageDrawDataOffset); | |
| } | |
| void RenderContext::LogicalFlush::pushStencilClipResetDraw( | |
| StencilClipReset* draw) | |
| { | |
| assert(m_hasDoneLayout); | |
| uint32_t baseVertex = math::lossless_numeric_cast<uint32_t>( | |
| m_ctx->m_triangleVertexData.elementsWritten()); | |
| auto [L, T, R, B] = AABB(getClipInfo(draw->previousClipID()).contentBounds); | |
| uint32_t Z = m_currentZIndex; | |
| assert(AABB(L, T, R, B).round() == draw->pixelBounds()); | |
| assert(draw->resourceCounts().maxTriangleVertexCount == 6); | |
| assert(m_ctx->m_triangleVertexData.hasRoomFor(6)); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{L, B}, 0, Z); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{L, T}, 0, Z); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{R, B}, 0, Z); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{R, B}, 0, Z); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{L, T}, 0, Z); | |
| m_ctx->m_triangleVertexData.emplace_back(Vec2D{R, T}, 0, Z); | |
| pushDraw(draw, | |
| DrawType::stencilClipReset, | |
| gpu::ShaderMiscFlags::none, | |
| PaintType::clipUpdate, | |
| 6, | |
| baseVertex); | |
| } | |
| void RenderContext::LogicalFlush::pushBarrier() | |
| { | |
| assert(m_hasDoneLayout); | |
| assert(m_flushDesc.interlockMode != gpu::InterlockMode::rasterOrdering); | |
| if (!m_drawList.empty()) | |
| { | |
| m_drawList.tail().needsBarrier = true; | |
| } | |
| } | |
| gpu::DrawBatch& RenderContext::LogicalFlush::pushPathDraw( | |
| const RiveRenderPathDraw* draw, | |
| DrawType drawType, | |
| gpu::ShaderMiscFlags shaderMiscFlags, | |
| uint32_t vertexCount, | |
| uint32_t baseVertex) | |
| { | |
| assert(m_hasDoneLayout); | |
| DrawBatch& batch = pushDraw(draw, | |
| drawType, | |
| shaderMiscFlags, | |
| draw->paintType(), | |
| vertexCount, | |
| baseVertex); | |
| auto pathShaderFeatures = gpu::ShaderFeatures::NONE; | |
| if (draw->featherRadius() != 0) | |
| { | |
| pathShaderFeatures |= ShaderFeatures::ENABLE_FEATHER; | |
| } | |
| if (draw->isEvenOddFill()) | |
| { | |
| assert(!(shaderMiscFlags & gpu::ShaderMiscFlags::clockwiseFill)); | |
| pathShaderFeatures |= ShaderFeatures::ENABLE_EVEN_ODD; | |
| } | |
| if (draw->paintType() == PaintType::clipUpdate && | |
| draw->simplePaintValue().outerClipID != 0) | |
| { | |
| pathShaderFeatures |= ShaderFeatures::ENABLE_NESTED_CLIPPING; | |
| } | |
| batch.shaderFeatures |= | |
| pathShaderFeatures & m_ctx->m_frameShaderFeaturesMask; | |
| m_combinedShaderFeatures |= batch.shaderFeatures; | |
| assert( | |
| (batch.shaderFeatures & | |
| gpu::ShaderFeaturesMaskFor(drawType, m_ctx->frameInterlockMode())) == | |
| batch.shaderFeatures); | |
| return batch; | |
| } | |
| RIVE_ALWAYS_INLINE static bool can_combine_draw_contents( | |
| gpu::InterlockMode interlockMode, | |
| gpu::DrawContents batchContents, | |
| const Draw* draw) | |
| { | |
| // Feathered fills should never attempt to combine with fills, strokes, or | |
| // feathered strokes because they use a different DrawType. | |
| assert((batchContents & gpu::DrawContents::featheredFill).bits() == | |
| (draw->drawContents() & gpu::DrawContents::featheredFill).bits()); | |
| constexpr static auto ANY_FILL = gpu::DrawContents::clockwiseFill | | |
| gpu::DrawContents::evenOddFill | | |
| gpu::DrawContents::nonZeroFill; | |
| // Raster ordering uses a different shader for clockwise fills, so we | |
| // can't combine both legacy and clockwise fills into the same draw. | |
| if (interlockMode == gpu::InterlockMode::rasterOrdering && | |
| // Anything can be combined if either the existing batch or the new draw | |
| // don't have fills yet. | |
| (batchContents & ANY_FILL) && (draw->drawContents() & ANY_FILL)) | |
| { | |
| assert(!draw->isStroke()); | |
| return (batchContents & gpu::DrawContents::clockwiseFill).bits() == | |
| (draw->drawContents() & gpu::DrawContents::clockwiseFill).bits(); | |
| } | |
| return true; | |
| } | |
| RIVE_ALWAYS_INLINE static bool can_combine_draw_images( | |
| const Texture* currentDrawTexture, | |
| const Texture* nextDrawTexture) | |
| { | |
| if (currentDrawTexture == nullptr || nextDrawTexture == nullptr) | |
| { | |
| // We can always combine two draws if one or both do not use an image | |
| // paint. | |
| return true; | |
| } | |
| // Since the image paint's texture must be bound to a specific slot, we | |
| // can't combine draws that use different textures. | |
| return currentDrawTexture == nextDrawTexture; | |
| } | |
| gpu::DrawBatch& RenderContext::LogicalFlush::pushDraw( | |
| const Draw* draw, | |
| DrawType drawType, | |
| gpu::ShaderMiscFlags shaderMiscFlags, | |
| gpu::PaintType paintType, | |
| uint32_t elementCount, | |
| uint32_t baseElement) | |
| { | |
| assert(m_hasDoneLayout); | |
| bool canMergeWithPreviousBatch; | |
| switch (drawType) | |
| { | |
| case DrawType::midpointFanPatches: | |
| case DrawType::midpointFanCenterAAPatches: | |
| case DrawType::outerCurvePatches: | |
| case DrawType::interiorTriangulation: | |
| case DrawType::stencilClipReset: | |
| if (!m_drawList.empty()) | |
| { | |
| const DrawBatch& currentBatch = m_drawList.tail(); | |
| canMergeWithPreviousBatch = | |
| currentBatch.drawType == drawType && | |
| currentBatch.shaderMiscFlags == shaderMiscFlags && | |
| !currentBatch.needsBarrier && | |
| can_combine_draw_contents(m_ctx->frameInterlockMode(), | |
| currentBatch.drawContents, | |
| draw) && | |
| can_combine_draw_images(currentBatch.imageTexture, | |
| draw->imageTexture()); | |
| break; | |
| } | |
| [[fallthrough]]; | |
| // Image draws can't be combined for now because they each have their | |
| // own unique uniforms. | |
| case DrawType::imageRect: | |
| case DrawType::imageMesh: | |
| case DrawType::atomicInitialize: | |
| case DrawType::atomicResolve: | |
| canMergeWithPreviousBatch = false; | |
| break; | |
| } | |
| DrawBatch* batch; | |
| if (canMergeWithPreviousBatch) | |
| { | |
| batch = &m_drawList.tail(); | |
| assert(batch->drawType == drawType); | |
| assert(batch->shaderMiscFlags == shaderMiscFlags); | |
| // Since draw data is always uploaded in order, we're guaranteed that | |
| // the data for this draw is contiguous with the batch we're merging | |
| // into. | |
| assert(batch->baseElement + batch->elementCount == baseElement); | |
| batch->elementCount += elementCount; | |
| } | |
| else | |
| { | |
| batch = &m_drawList.emplace_back(m_ctx->perFrameAllocator(), | |
| drawType, | |
| shaderMiscFlags, | |
| elementCount, | |
| baseElement, | |
| draw->blendMode()); | |
| } | |
| // If the batch was merged into a previous one, this ensures it was a valid | |
| // merge. | |
| assert(batch->drawType == drawType); | |
| assert(can_combine_draw_images(batch->imageTexture, draw->imageTexture())); | |
| assert(!batch->needsBarrier); | |
| auto shaderFeatures = ShaderFeatures::NONE; | |
| if (draw->clipID() != 0) | |
| { | |
| shaderFeatures |= ShaderFeatures::ENABLE_CLIPPING; | |
| } | |
| if (draw->hasClipRect() && paintType != PaintType::clipUpdate) | |
| { | |
| shaderFeatures |= ShaderFeatures::ENABLE_CLIP_RECT; | |
| } | |
| if (paintType != PaintType::clipUpdate && | |
| !(shaderMiscFlags & gpu::ShaderMiscFlags::borrowedCoveragePrepass)) | |
| { | |
| switch (draw->blendMode()) | |
| { | |
| case BlendMode::hue: | |
| case BlendMode::saturation: | |
| case BlendMode::color: | |
| case BlendMode::luminosity: | |
| shaderFeatures |= ShaderFeatures::ENABLE_HSL_BLEND_MODES; | |
| [[fallthrough]]; | |
| case BlendMode::screen: | |
| case BlendMode::overlay: | |
| case BlendMode::darken: | |
| case BlendMode::lighten: | |
| case BlendMode::colorDodge: | |
| case BlendMode::colorBurn: | |
| case BlendMode::hardLight: | |
| case BlendMode::softLight: | |
| case BlendMode::difference: | |
| case BlendMode::exclusion: | |
| case BlendMode::multiply: | |
| shaderFeatures |= ShaderFeatures::ENABLE_ADVANCED_BLEND; | |
| break; | |
| case BlendMode::srcOver: | |
| break; | |
| } | |
| } | |
| batch->shaderFeatures |= shaderFeatures & m_ctx->m_frameShaderFeaturesMask; | |
| m_combinedShaderFeatures |= batch->shaderFeatures; | |
| assert( | |
| (batch->shaderFeatures & | |
| gpu::ShaderFeaturesMaskFor(drawType, m_ctx->frameInterlockMode())) == | |
| batch->shaderFeatures); | |
| batch->drawContents |= draw->drawContents(); | |
| if (paintType == PaintType::image) | |
| { | |
| assert(draw->imageTexture() != nullptr); | |
| if (batch->imageTexture == nullptr) | |
| { | |
| batch->imageTexture = draw->imageTexture(); | |
| } | |
| assert(batch->imageTexture == draw->imageTexture()); | |
| } | |
| if (m_ctx->frameInterlockMode() == gpu::InterlockMode::msaa) | |
| { | |
| // msaa can't mix drawContents in a batch. | |
| assert(batch->drawContents == draw->drawContents()); | |
| // msaa does't mix src-over draws with advanced blend draws. | |
| assert((batch->shaderFeatures & | |
| gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND) == | |
| (draw->blendMode() != BlendMode::srcOver)); | |
| // If using KHR_blend_equation_advanced, we can't mix blend modes in a | |
| // batch. | |
| assert(!m_ctx->platformFeatures().supportsKHRBlendEquations || | |
| batch->firstBlendMode == draw->blendMode()); | |
| if (draw->blendMode() != BlendMode::srcOver && | |
| !m_ctx->platformFeatures().supportsKHRBlendEquations) | |
| { | |
| // Build up a list of "dstReads" in the batch. In msaa mode, we | |
| // don't have a mechanism for shaders to read the framebuffer, so | |
| // the backend will blit their bounding boxes to a "dstReadTexture" | |
| // that mirrors the framebuffer. | |
| // | |
| // If the draw already has a neighbor, do nothing. It means an | |
| // earlier subpass will already sync this region of the framebuffer | |
| // for us. Since nothing that overlaps will be ordered between that | |
| // first subpass and us, that first read is all we need. | |
| if (draw->nextDstRead() == nullptr) | |
| { | |
| batch->dstReadList = draw->addToDstReadList(batch->dstReadList); | |
| } | |
| } | |
| } | |
| return *batch; | |
| } | |
| } // namespace rive::gpu |