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/*
* Copyright 2022 Rive
*/
#include "rive/renderer/rive_renderer.hpp"
#include "rive_render_paint.hpp"
#include "rive_render_path.hpp"
#include "rive/math/math_types.hpp"
#include "rive/math/simd.hpp"
#include "rive/renderer/rive_render_image.hpp"
#include "rive/profiler/profiler_macros.h"
namespace rive
{
bool RiveRenderer::IsAABB(const RawPath& path, AABB* result)
{
RIVE_PROF_SCOPE()
// Any quadrilateral begins with a move plus 3 lines.
constexpr static size_t kAABBVerbCount = 4;
constexpr static PathVerb aabbVerbs[kAABBVerbCount] = {PathVerb::move,
PathVerb::line,
PathVerb::line,
PathVerb::line};
Span<const PathVerb> verbs = path.verbs();
if (verbs.count() < kAABBVerbCount ||
memcmp(verbs.data(), aabbVerbs, sizeof(aabbVerbs)) != 0)
{
return false;
}
// Only accept extra verbs and points if every point after the quadrilateral
// is equal to p0.
Span<const Vec2D> pts = path.points();
for (size_t i = 4; i < pts.count(); ++i)
{
if (pts[i] != pts[0])
{
return false;
}
}
// We have a quadrilateral! Now check if it is an axis-aligned rectangle.
float4 corners = {pts[0].x, pts[0].y, pts[2].x, pts[2].y};
float4 oppositeCorners = {pts[1].x, pts[1].y, pts[3].x, pts[3].y};
if (simd::all(corners == oppositeCorners.zyxw) ||
simd::all(corners == oppositeCorners.xwzy))
{
float4 r = simd::join(simd::min(corners.xy, corners.zw),
simd::max(corners.xy, corners.zw));
simd::store(result, r);
return true;
}
return false;
}
RiveRenderer::ClipElement::ClipElement(const Mat2D& matrix_,
const RiveRenderPath* path_,
FillRule fillRule_)
{
reset(matrix_, path_, fillRule_);
}
RiveRenderer::ClipElement::~ClipElement() {}
void RiveRenderer::ClipElement::reset(const Mat2D& matrix_,
const RiveRenderPath* path_,
FillRule fillRule_)
{
matrix = matrix_;
rawPathMutationID = path_->getRawPathMutationID();
pathBounds = path_->getBounds();
path = ref_rcp(path_);
fillRule = fillRule_;
clipID = 0; // This gets initialized lazily.
}
bool RiveRenderer::ClipElement::isEquivalent(const Mat2D& matrix_,
const RiveRenderPath* path_) const
{
return matrix_ == matrix &&
path_->getRawPathMutationID() == rawPathMutationID &&
path_->getFillRule() == fillRule;
}
RiveRenderer::RiveRenderer(gpu::RenderContext* context) : m_context(context) {}
RiveRenderer::~RiveRenderer() {}
void RiveRenderer::save()
{
// Copy the back of the stack before pushing, in case the vector grows and
// invalidates the reference.
RenderState copy = m_stack.back();
m_stack.push_back(copy);
}
void RiveRenderer::restore()
{
assert(m_stack.size() > 1);
assert(m_stack.back().clipStackHeight >=
m_stack[m_stack.size() - 2].clipStackHeight);
m_stack.pop_back();
}
void RiveRenderer::transform(const Mat2D& matrix)
{
m_stack.back().matrix = m_stack.back().matrix * matrix;
}
void RiveRenderer::drawPath(RenderPath* renderPath, RenderPaint* renderPaint)
{
RIVE_PROF_SCOPE()
LITE_RTTI_CAST_OR_RETURN(path, RiveRenderPath*, renderPath);
LITE_RTTI_CAST_OR_RETURN(paint, RiveRenderPaint*, renderPaint);
if (path->getRawPath().empty())
{
return;
}
if (paint->getIsStroked() && m_context->frameDescriptor().strokesDisabled)
{
return;
}
if (!paint->getIsStroked() && m_context->frameDescriptor().fillsDisabled)
{
return;
}
if (paint->getIsStroked() &&
// Use inverse logic to ensure we abort when stroke thickness is NaN.
!(paint->getThickness() > 0))
{
return;
}
// Use inverse logic to ensure we abort when stroke thickness is NaN.
if (!(paint->getFeather() >= 0))
{
return;
}
if (m_stack.back().clipIsEmpty)
{
return;
}
if (paint->getFeather() != 0 && !paint->getIsStroked())
{
if (path->getFillRule() != FillRule::clockwise &&
!m_context->frameDescriptor().clockwiseFillOverride)
{
// Don't draw feathered fills that aren't clockwise.
return;
}
float matrixMaxScale = m_stack.back().matrix.findMaxScale();
if (paint->getFeather() * matrixMaxScale > 1)
{
clipAndPushDraw(gpu::PathDraw::Make(
m_context,
m_stack.back().matrix,
path->makeSoftenedCopyForFeathering(paint->getFeather(),
matrixMaxScale),
path->getFillRule(),
paint,
&m_scratchPath));
return;
}
}
clipAndPushDraw(gpu::PathDraw::Make(m_context,
m_stack.back().matrix,
ref_rcp(path),
path->getFillRule(),
paint,
&m_scratchPath));
}
void RiveRenderer::clipPath(RenderPath* renderPath)
{
RIVE_PROF_SCOPE()
LITE_RTTI_CAST_OR_RETURN(path, RiveRenderPath*, renderPath);
if (m_context->frameInterlockMode() == gpu::InterlockMode::clockwiseAtomic)
{
// Just discard clips in clockwiseAtomic mode for now.
// TODO: Implement clipping in clockwiseAtomic mode.
return;
}
if (m_stack.back().clipIsEmpty)
{
return;
}
if (path->getRawPath().empty())
{
m_stack.back().clipIsEmpty = true;
return;
}
// First try to handle axis-aligned rectangles using the "ENABLE_CLIP_RECT"
// shader feature. Multiple axis-aligned rectangles can be intersected into
// a single rectangle if their matrices are compatible.
AABB clipRectCandidate;
if (m_context->frameSupportsClipRects() &&
IsAABB(path->getRawPath(), &clipRectCandidate))
{
clipRectImpl(clipRectCandidate, path);
}
else
{
clipPathImpl(path);
}
}
// Finds a new rect, if such a rect exists, such that:
//
// currentMatrix * rect == newMatrix * newRect
//
// Returns true if *rect was replaced with newRect.
static bool transform_rect_to_new_space(AABB* rect,
const Mat2D& currentMatrix,
const Mat2D& newMatrix)
{
if (currentMatrix == newMatrix)
{
return true;
}
Mat2D currentToNew;
if (!newMatrix.invert(&currentToNew))
{
return false;
}
currentToNew = currentToNew * currentMatrix;
float maxSkew = fmaxf(fabsf(currentToNew.xy()), fabsf(currentToNew.yx()));
float maxScale = fmaxf(fabsf(currentToNew.xx()), fabsf(currentToNew.yy()));
if (maxSkew > math::EPSILON && maxScale > math::EPSILON)
{
// Transforming this rect to the new view matrix would turn it into
// something that isn't a rect.
return false;
}
Vec2D pts[2] = {{rect->left(), rect->top()},
{rect->right(), rect->bottom()}};
currentToNew.mapPoints(pts, pts, 2);
float4 p = simd::load4f(pts);
float2 topLeft = simd::min(p.xy, p.zw);
float2 botRight = simd::max(p.xy, p.zw);
*rect = {topLeft.x, topLeft.y, botRight.x, botRight.y};
return true;
}
void RiveRenderer::clipRectImpl(AABB rect, const RiveRenderPath* originalPath)
{
RIVE_PROF_SCOPE()
bool hasClipRect = m_stack.back().clipRectInverseMatrix != nullptr;
if (rect.isEmptyOrNaN())
{
m_stack.back().clipIsEmpty = true;
return;
}
// If there already is a clipRect, we can only accept another one by
// intersecting it with the existing one. This means the new rect must be
// axis-aligned with the existing clipRect.
if (hasClipRect &&
!transform_rect_to_new_space(&rect,
m_stack.back().matrix,
m_stack.back().clipRectMatrix))
{
// 'rect' is not axis-aligned with the existing clipRect. Fall back to
// clipPath.
clipPathImpl(originalPath);
return;
}
if (!hasClipRect)
{
// There wasn't an existing clipRect. This is the one!
m_stack.back().clipRect = rect;
m_stack.back().clipRectMatrix = m_stack.back().matrix;
}
else
{
// Both rects are in the same space now. Intersect the two
// geometrically.
float4 a = simd::load4f(&m_stack.back().clipRect);
float4 b = simd::load4f(&rect);
float4 intersection =
simd::join(simd::max(a.xy, b.xy), simd::min(a.zw, b.zw));
simd::store(&m_stack.back().clipRect, intersection);
}
m_stack.back().clipRectInverseMatrix =
m_context->make<gpu::ClipRectInverseMatrix>(
m_stack.back().clipRectMatrix,
m_stack.back().clipRect);
}
void RiveRenderer::clipPathImpl(const RiveRenderPath* path)
{
RIVE_PROF_SCOPE()
if (path->getBounds().isEmptyOrNaN())
{
m_stack.back().clipIsEmpty = true;
return;
}
// Only write a new clip element if this path isn't already on the stack
// from before. e.g.:
//
// clipPath(samePath);
// restore();
// save();
// clipPath(samePath); // <-- reuse the ClipElement (and clipID!)
// already in m_clipStack.
//
const size_t clipStackHeight = m_stack.back().clipStackHeight;
assert(m_clipStack.size() >= clipStackHeight);
if (m_clipStack.size() == clipStackHeight ||
!m_clipStack[clipStackHeight].isEquivalent(m_stack.back().matrix, path))
{
m_clipStack.resize(clipStackHeight);
m_clipStack.emplace_back(m_stack.back().matrix,
path,
path->getFillRule());
}
m_stack.back().clipStackHeight = clipStackHeight + 1;
}
void RiveRenderer::drawImage(const RenderImage* renderImage,
ImageSampler imageSampler,
BlendMode blendMode,
float opacity)
{
RIVE_PROF_SCOPE()
LITE_RTTI_CAST_OR_RETURN(image, const RiveRenderImage*, renderImage);
rcp<gpu::Texture> imageTexture = image->refTexture();
if (imageTexture == nullptr)
{
// imageTexture may be null if the backend uses a custom factory and/or
// updates out-of-band assets asynchronously. If there's no texture yet,
// just don't draw anything.
return;
}
// Scale the view matrix so we can draw this image as the rect [0, 0, 1, 1].
save();
scale(image->width(), image->height());
if (!m_context->frameSupportsImagePaintForPaths())
{
// Fall back on ImageRectDraw if the current frame doesn't support
// drawing paths with image paints.
if (!m_stack.back().clipIsEmpty)
{
const Mat2D& m = m_stack.back().matrix;
clipAndPushDraw(
gpu::DrawUniquePtr(m_context->make<gpu::ImageRectDraw>(
m_context,
m.mapBoundingBox(AABB{0, 0, 1, 1}).roundOut(),
m,
blendMode,
std::move(imageTexture),
imageSampler,
opacity)));
}
}
else
{
// Implement drawImage() as drawPath() with a rectangular path and an
// image paint.
if (m_unitRectPath == nullptr)
{
m_unitRectPath = make_rcp<RiveRenderPath>();
m_unitRectPath->line({1, 0});
m_unitRectPath->line({1, 1});
m_unitRectPath->line({0, 1});
}
RiveRenderPaint paint;
paint.image(std::move(imageTexture), opacity);
paint.blendMode(blendMode);
paint.imageSampler(imageSampler);
drawPath(m_unitRectPath.get(), &paint);
}
restore();
}
void RiveRenderer::drawImageMesh(const RenderImage* renderImage,
ImageSampler imageSampler,
rcp<RenderBuffer> vertices_f32,
rcp<RenderBuffer> uvCoords_f32,
rcp<RenderBuffer> indices_u16,
uint32_t vertexCount,
uint32_t indexCount,
BlendMode blendMode,
float opacity)
{
RIVE_PROF_SCOPE()
LITE_RTTI_CAST_OR_RETURN(image, const RiveRenderImage*, renderImage);
rcp<gpu::Texture> imageTexture = image->refTexture();
if (imageTexture == nullptr)
{
// imageTexture may be null if the backend uses a custom factory and/or
// updates out-of-band assets asynchronously. If there's no texture yet,
// just don't draw anything.
return;
}
assert(vertices_f32);
assert(uvCoords_f32);
assert(indices_u16);
if (m_stack.back().clipIsEmpty)
{
return;
}
clipAndPushDraw(gpu::DrawUniquePtr(
m_context->make<gpu::ImageMeshDraw>(gpu::Draw::FULLSCREEN_PIXEL_BOUNDS,
m_stack.back().matrix,
blendMode,
std::move(imageTexture),
imageSampler,
std::move(vertices_f32),
std::move(uvCoords_f32),
std::move(indices_u16),
indexCount,
opacity)));
}
void RiveRenderer::clipAndPushDraw(gpu::DrawUniquePtr draw)
{
RIVE_PROF_SCOPE()
assert(!m_stack.back().clipIsEmpty);
if (draw.get() == nullptr)
{
return;
}
if (m_context->isOutsideCurrentFrame(draw->pixelBounds()))
{
return;
}
// Make two attempts to issue the draw: once on the context as-is and once
// with a clean flush.
for (int i = 0; i < 2; ++i)
{
// Always make sure we begin this loop with the internal draw batch
// empty, and clear it when we're done.
struct AutoResetInternalDrawBatch
{
public:
AutoResetInternalDrawBatch(RiveRenderer* renderer) :
m_renderer(renderer)
{
assert(m_renderer->m_internalDrawBatch.empty());
}
~AutoResetInternalDrawBatch()
{
m_renderer->m_internalDrawBatch.clear();
}
private:
RiveRenderer* m_renderer;
};
AutoResetInternalDrawBatch aridb(this);
auto applyClipResult = applyClip(draw.get());
if (applyClipResult == ApplyClipResult::failure)
{
// There wasn't room in the GPU buffers for this path draw. Flush
// and try again.
m_context->logicalFlush();
continue;
}
else if (applyClipResult == ApplyClipResult::clipEmpty)
{
return;
}
m_internalDrawBatch.push_back(std::move(draw));
if (!m_context->pushDraws(m_internalDrawBatch.data(),
m_internalDrawBatch.size()))
{
// There wasn't room in the GPU buffers for this path draw. Flush
// and try again.
m_context->logicalFlush();
// Reclaim "draw" because we will use it again on the next
// iteration.
draw = std::move(m_internalDrawBatch.back());
assert(draw != nullptr);
m_internalDrawBatch.pop_back();
continue;
}
// Success!
return;
}
// We failed to process the draw. Release its refs.
fprintf(stderr,
"RiveRenderer::clipAndPushDraw failed. The draw and/or clip stack "
"are too complex.\n");
}
RiveRenderer::ApplyClipResult RiveRenderer::applyClip(gpu::Draw* draw)
{
RIVE_PROF_SCOPE()
if (m_stack.back().clipIsEmpty)
{
return ApplyClipResult::clipEmpty;
}
draw->setClipRect(m_stack.back().clipRectInverseMatrix);
const size_t clipStackHeight = m_stack.back().clipStackHeight;
if (clipStackHeight == 0)
{
assert(draw->clipID() == 0);
return ApplyClipResult::success;
}
// Find which clip element in the stack (if any) is currently rendered to
// the clip buffer.
size_t clipIdxCurrentlyInClipBuffer = -1; // i.e., "none".
if (m_context->getClipContentID() != 0)
{
for (size_t i = clipStackHeight - 1; i != -1; --i)
{
if (m_clipStack[i].clipID == m_context->getClipContentID())
{
clipIdxCurrentlyInClipBuffer = i;
break;
}
}
}
// Draw the necessary updates to the clip buffer (i.e., draw every clip
// element after clipIdxCurrentlyInClipBuffer).
uint32_t lastClipID =
clipIdxCurrentlyInClipBuffer == -1
? 0 // The next clip to be drawn is not nested.
: m_clipStack[clipIdxCurrentlyInClipBuffer].clipID;
if (m_context->frameInterlockMode() == gpu::InterlockMode::msaa)
{
if (lastClipID == 0 && m_context->getClipContentID() != 0)
{
// Time for a new stencil clip! Erase the clip currently in the
// stencil buffer before we draw the new one.
auto stencilClipClear =
gpu::DrawUniquePtr(m_context->make<gpu::StencilClipReset>(
m_context,
m_context->getClipContentID(),
gpu::DrawContents::none,
gpu::StencilClipReset::ResetAction::clearPreviousClip));
if (!m_context->isOutsideCurrentFrame(
stencilClipClear->pixelBounds()))
{
m_internalDrawBatch.push_back(std::move(stencilClipClear));
}
}
}
for (size_t i = clipIdxCurrentlyInClipBuffer + 1; i < clipStackHeight; ++i)
{
ClipElement& clip = m_clipStack[i];
assert(clip.pathBounds == clip.path->getBounds());
IAABB clipDrawBounds;
RiveRenderPaint clipUpdatePaint;
clipUpdatePaint.clipUpdate(/*clip THIS clipDraw against:*/ lastClipID);
gpu::DrawUniquePtr clipDraw = gpu::PathDraw::Make(m_context,
clip.matrix,
clip.path,
clip.fillRule,
&clipUpdatePaint,
&m_scratchPath);
if (clipDraw == nullptr)
{
return ApplyClipResult::clipEmpty;
}
clipDrawBounds = clipDraw->pixelBounds();
// Generate a new clipID every time we (re-)render an element to the
// clip buffer. (Each embodiment of the element needs its own
// separate readBounds.)
clip.clipID = m_context->generateClipID(clipDrawBounds);
assert(clip.clipID != m_context->getClipContentID());
if (clip.clipID == 0)
{
return ApplyClipResult::failure; // The context is out of
// clipIDs. We will flush and
// try again.
}
clipDraw->setClipID(clip.clipID);
gpu::DrawContents clipDrawContents = clipDraw->drawContents();
if (!m_context->isOutsideCurrentFrame(clipDrawBounds))
{
m_internalDrawBatch.push_back(std::move(clipDraw));
}
if (lastClipID != 0)
{
m_context->addClipReadBounds(lastClipID, clipDrawBounds);
if (m_context->frameInterlockMode() == gpu::InterlockMode::msaa)
{
// When drawing nested stencil clips, we need to intersect them,
// which involves erasing the region of the current clip in the
// stencil buffer that is outside the the one we just drew.
auto stencilClipIntersect =
gpu::DrawUniquePtr(m_context->make<gpu::StencilClipReset>(
m_context,
lastClipID,
clipDrawContents,
gpu::StencilClipReset::ResetAction::
intersectPreviousClip));
if (!m_context->isOutsideCurrentFrame(
stencilClipIntersect->pixelBounds()))
{
m_internalDrawBatch.push_back(
std::move(stencilClipIntersect));
}
}
}
lastClipID = clip.clipID; // Nest the next clip (if any) inside the one
// we just rendered.
}
assert(lastClipID == m_clipStack[clipStackHeight - 1].clipID);
draw->setClipID(lastClipID);
m_context->addClipReadBounds(lastClipID, draw->pixelBounds());
m_context->setClipContentID(lastClipID);
return ApplyClipResult::success;
}
} // namespace rive