| // Copyright 2013 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "impeller/entity/entity_pass.h" |
| |
| #include <memory> |
| #include <utility> |
| #include <variant> |
| |
| #include "flutter/fml/logging.h" |
| #include "flutter/fml/macros.h" |
| #include "flutter/fml/trace_event.h" |
| #include "impeller/base/validation.h" |
| #include "impeller/entity/contents/content_context.h" |
| #include "impeller/entity/contents/filters/color_filter_contents.h" |
| #include "impeller/entity/contents/filters/inputs/filter_input.h" |
| #include "impeller/entity/contents/texture_contents.h" |
| #include "impeller/entity/entity.h" |
| #include "impeller/entity/inline_pass_context.h" |
| #include "impeller/geometry/path_builder.h" |
| #include "impeller/renderer/allocator.h" |
| #include "impeller/renderer/command.h" |
| #include "impeller/renderer/command_buffer.h" |
| #include "impeller/renderer/formats.h" |
| #include "impeller/renderer/render_pass.h" |
| #include "impeller/renderer/texture.h" |
| |
| namespace impeller { |
| |
| EntityPass::EntityPass() = default; |
| |
| EntityPass::~EntityPass() = default; |
| |
| void EntityPass::SetDelegate(std::unique_ptr<EntityPassDelegate> delegate) { |
| if (!delegate) { |
| return; |
| } |
| delegate_ = std::move(delegate); |
| } |
| |
| void EntityPass::AddEntity(Entity entity) { |
| if (entity.GetBlendMode() > Entity::kLastPipelineBlendMode) { |
| reads_from_pass_texture_ += 1; |
| } |
| |
| elements_.emplace_back(std::move(entity)); |
| } |
| |
| void EntityPass::SetElements(std::vector<Element> elements) { |
| elements_ = std::move(elements); |
| } |
| |
| size_t EntityPass::GetSubpassesDepth() const { |
| size_t max_subpass_depth = 0u; |
| for (const auto& element : elements_) { |
| if (auto subpass = std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| max_subpass_depth = |
| std::max(max_subpass_depth, subpass->get()->GetSubpassesDepth()); |
| } |
| } |
| return max_subpass_depth + 1u; |
| } |
| |
| const std::shared_ptr<LazyGlyphAtlas>& EntityPass::GetLazyGlyphAtlas() const { |
| return lazy_glyph_atlas_; |
| } |
| |
| std::optional<Rect> EntityPass::GetElementsCoverage( |
| std::optional<Rect> coverage_crop) const { |
| std::optional<Rect> result; |
| for (const auto& element : elements_) { |
| std::optional<Rect> coverage; |
| |
| if (auto entity = std::get_if<Entity>(&element)) { |
| coverage = entity->GetCoverage(); |
| |
| if (coverage.has_value() && coverage_crop.has_value()) { |
| coverage = coverage->Intersection(coverage_crop.value()); |
| } |
| } else if (auto subpass = |
| std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| coverage = GetSubpassCoverage(*subpass->get(), coverage_crop); |
| } else { |
| FML_UNREACHABLE(); |
| } |
| |
| if (!result.has_value() && coverage.has_value()) { |
| result = coverage; |
| continue; |
| } |
| if (!coverage.has_value()) { |
| continue; |
| } |
| result = result->Union(coverage.value()); |
| } |
| return result; |
| } |
| |
| std::optional<Rect> EntityPass::GetSubpassCoverage( |
| const EntityPass& subpass, |
| std::optional<Rect> coverage_clip) const { |
| auto entities_coverage = subpass.GetElementsCoverage(coverage_clip); |
| // The entities don't cover anything. There is nothing to do. |
| if (!entities_coverage.has_value()) { |
| return std::nullopt; |
| } |
| |
| // The delegates don't have an opinion on what the entity coverage has to be. |
| // Just use that as-is. |
| auto delegate_coverage = subpass.delegate_->GetCoverageRect(); |
| if (!delegate_coverage.has_value()) { |
| return entities_coverage; |
| } |
| // The delegate coverage hint is in given in local space, so apply the subpass |
| // transformation. |
| delegate_coverage = delegate_coverage->TransformBounds(subpass.xformation_); |
| |
| // If the delegate tells us the coverage is smaller than it needs to be, then |
| // great. OTOH, if the delegate is being wasteful, limit coverage to what is |
| // actually needed. |
| return entities_coverage->Intersection(delegate_coverage.value()); |
| } |
| |
| EntityPass* EntityPass::GetSuperpass() const { |
| return superpass_; |
| } |
| |
| EntityPass* EntityPass::AddSubpass(std::unique_ptr<EntityPass> pass) { |
| if (!pass) { |
| return nullptr; |
| } |
| FML_DCHECK(pass->superpass_ == nullptr); |
| pass->superpass_ = this; |
| |
| if (pass->blend_mode_ > Entity::kLastPipelineBlendMode || |
| pass->backdrop_filter_proc_.has_value()) { |
| reads_from_pass_texture_ += 1; |
| } |
| |
| auto subpass_pointer = pass.get(); |
| elements_.emplace_back(std::move(pass)); |
| return subpass_pointer; |
| } |
| |
| static RenderTarget CreateRenderTarget(ContentContext& renderer, |
| ISize size, |
| bool readable) { |
| auto context = renderer.GetContext(); |
| |
| /// All of the load/store actions are managed by `InlinePassContext` when |
| /// `RenderPasses` are created, so we just set them to `kDontCare` here. |
| /// What's important is the `StorageMode` of the textures, which cannot be |
| /// changed for the lifetime of the textures. |
| |
| if (context->SupportsOffscreenMSAA()) { |
| return RenderTarget::CreateOffscreenMSAA( |
| *context, // context |
| size, // size |
| "EntityPass", // label |
| StorageMode::kDeviceTransient, // color_storage_mode |
| StorageMode::kDevicePrivate, // color_resolve_storage_mode |
| LoadAction::kDontCare, // color_load_action |
| StoreAction::kMultisampleResolve, // color_store_action |
| readable ? StorageMode::kDevicePrivate |
| : StorageMode::kDeviceTransient, // stencil_storage_mode |
| LoadAction::kDontCare, // stencil_load_action |
| StoreAction::kDontCare // stencil_store_action |
| ); |
| } |
| |
| return RenderTarget::CreateOffscreen( |
| *context, // context |
| size, // size |
| "EntityPass", // label |
| StorageMode::kDevicePrivate, // color_storage_mode |
| LoadAction::kDontCare, // color_load_action |
| StoreAction::kDontCare, // color_store_action |
| readable ? StorageMode::kDevicePrivate |
| : StorageMode::kDeviceTransient, // stencil_storage_mode |
| LoadAction::kDontCare, // stencil_load_action |
| StoreAction::kDontCare // stencil_store_action |
| ); |
| } |
| |
| bool EntityPass::Render(ContentContext& renderer, |
| const RenderTarget& render_target) const { |
| if (reads_from_pass_texture_ > 0) { |
| auto offscreen_target = |
| CreateRenderTarget(renderer, render_target.GetRenderTargetSize(), true); |
| if (!OnRender(renderer, offscreen_target.GetRenderTargetSize(), |
| offscreen_target, Point(), Point(), 0)) { |
| return false; |
| } |
| |
| auto command_buffer = renderer.GetContext()->CreateCommandBuffer(); |
| command_buffer->SetLabel("EntityPass Root Command Buffer"); |
| auto render_pass = command_buffer->CreateRenderPass(render_target); |
| render_pass->SetLabel("EntityPass Root Render Pass"); |
| |
| { |
| auto size_rect = Rect::MakeSize(offscreen_target.GetRenderTargetSize()); |
| auto contents = TextureContents::MakeRect(size_rect); |
| contents->SetTexture(offscreen_target.GetRenderTargetTexture()); |
| contents->SetSourceRect(size_rect); |
| |
| Entity entity; |
| entity.SetContents(contents); |
| entity.SetBlendMode(BlendMode::kSource); |
| |
| entity.Render(renderer, *render_pass); |
| } |
| |
| if (!render_pass->EncodeCommands()) { |
| return false; |
| } |
| if (!command_buffer->SubmitCommands()) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| return OnRender(renderer, render_target.GetRenderTargetSize(), render_target, |
| Point(), Point(), 0); |
| } |
| |
| EntityPass::EntityResult EntityPass::GetEntityForElement( |
| const EntityPass::Element& element, |
| ContentContext& renderer, |
| InlinePassContext& pass_context, |
| ISize root_pass_size, |
| Point position, |
| uint32_t pass_depth, |
| size_t stencil_depth_floor) const { |
| Entity element_entity; |
| |
| //-------------------------------------------------------------------------- |
| /// Setup entity element. |
| /// |
| |
| if (const auto& entity = std::get_if<Entity>(&element)) { |
| element_entity = *entity; |
| if (!position.IsZero()) { |
| // If the pass image is going to be rendered with a non-zero position, |
| // apply the negative translation to entity copies before rendering them |
| // so that they'll end up rendering to the correct on-screen position. |
| element_entity.SetTransformation( |
| Matrix::MakeTranslation(Vector3(-position)) * |
| element_entity.GetTransformation()); |
| } |
| } |
| |
| //-------------------------------------------------------------------------- |
| /// Setup subpass element. |
| /// |
| |
| else if (const auto& subpass_ptr = |
| std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| auto subpass = subpass_ptr->get(); |
| |
| if (subpass->delegate_->CanElide()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| if (subpass->delegate_->CanCollapseIntoParentPass() && |
| !subpass->backdrop_filter_proc_.has_value()) { |
| // Directly render into the parent target and move on. |
| if (!subpass->OnRender(renderer, root_pass_size, |
| pass_context.GetRenderTarget(), position, position, |
| stencil_depth_floor)) { |
| return EntityPass::EntityResult::Failure(); |
| } |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| std::shared_ptr<Contents> backdrop_filter_contents = nullptr; |
| if (subpass->backdrop_filter_proc_.has_value()) { |
| auto texture = pass_context.GetTexture(); |
| // Render the backdrop texture before any of the pass elements. |
| const auto& proc = subpass->backdrop_filter_proc_.value(); |
| backdrop_filter_contents = |
| proc(FilterInput::Make(std::move(texture)), subpass->xformation_); |
| |
| // The subpass will need to read from the current pass texture when |
| // rendering the backdrop, so if there's an active pass, end it prior to |
| // rendering the subpass. |
| pass_context.EndPass(); |
| } |
| |
| auto subpass_coverage = |
| GetSubpassCoverage(*subpass, Rect::MakeSize(root_pass_size)); |
| if (subpass->cover_whole_screen_) { |
| subpass_coverage = Rect( |
| position, Size(pass_context.GetRenderTarget().GetRenderTargetSize())); |
| } |
| if (backdrop_filter_contents) { |
| auto backdrop_coverage = backdrop_filter_contents->GetCoverage(Entity{}); |
| if (backdrop_coverage.has_value()) { |
| backdrop_coverage->origin += position; |
| |
| if (subpass_coverage.has_value()) { |
| subpass_coverage = subpass_coverage->Union(backdrop_coverage.value()); |
| } else { |
| subpass_coverage = backdrop_coverage; |
| } |
| } |
| } |
| |
| if (subpass_coverage.has_value()) { |
| subpass_coverage = |
| subpass_coverage->Intersection(Rect::MakeSize(root_pass_size)); |
| } |
| |
| if (!subpass_coverage.has_value()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| if (subpass_coverage->size.IsEmpty()) { |
| // It is not an error to have an empty subpass. But subpasses that can't |
| // create their intermediates must trip errors. |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| RenderTarget subpass_target; |
| if (subpass->reads_from_pass_texture_ > 0) { |
| subpass_target = CreateRenderTarget( |
| renderer, ISize::Ceil(subpass_coverage->size), true); |
| } else { |
| subpass_target = CreateRenderTarget( |
| renderer, ISize::Ceil(subpass_coverage->size), false); |
| } |
| |
| auto subpass_texture = subpass_target.GetRenderTargetTexture(); |
| |
| if (!subpass_texture) { |
| return EntityPass::EntityResult::Failure(); |
| } |
| |
| auto offscreen_texture_contents = |
| subpass->delegate_->CreateContentsForSubpassTarget( |
| subpass_texture, subpass->xformation_); |
| |
| if (!offscreen_texture_contents) { |
| // This is an error because the subpass delegate said the pass couldn't |
| // be collapsed into its parent. Yet, when asked how it want's to |
| // postprocess the offscreen texture, it couldn't give us an answer. |
| // |
| // Theoretically, we could collapse the pass now. But that would be |
| // wasteful as we already have the offscreen texture and we don't want |
| // to discard it without ever using it. Just make the delegate do the |
| // right thing. |
| return EntityPass::EntityResult::Failure(); |
| } |
| |
| // Stencil textures aren't shared between EntityPasses (as much of the |
| // time they are transient). |
| if (!subpass->OnRender(renderer, root_pass_size, subpass_target, |
| subpass_coverage->origin, position, ++pass_depth, |
| subpass->stencil_depth_, backdrop_filter_contents)) { |
| return EntityPass::EntityResult::Failure(); |
| } |
| |
| element_entity.SetContents(std::move(offscreen_texture_contents)); |
| element_entity.SetStencilDepth(subpass->stencil_depth_); |
| element_entity.SetBlendMode(subpass->blend_mode_); |
| element_entity.SetTransformation( |
| Matrix::MakeTranslation(Vector3(subpass_coverage->origin - position))); |
| } else { |
| FML_UNREACHABLE(); |
| } |
| |
| return EntityPass::EntityResult::Success(element_entity); |
| } |
| |
| struct StencilLayer { |
| std::optional<Rect> coverage; |
| size_t stencil_depth; |
| }; |
| |
| bool EntityPass::OnRender( |
| ContentContext& renderer, |
| ISize root_pass_size, |
| const RenderTarget& render_target, |
| Point position, |
| Point parent_position, |
| uint32_t pass_depth, |
| size_t stencil_depth_floor, |
| std::shared_ptr<Contents> backdrop_filter_contents) const { |
| TRACE_EVENT0("impeller", "EntityPass::OnRender"); |
| |
| auto context = renderer.GetContext(); |
| InlinePassContext pass_context(context, render_target, |
| reads_from_pass_texture_); |
| if (!pass_context.IsValid()) { |
| return false; |
| } |
| |
| std::vector<StencilLayer> stencil_stack = {StencilLayer{ |
| .coverage = Rect::MakeSize(render_target.GetRenderTargetSize()), |
| .stencil_depth = stencil_depth_floor}}; |
| |
| auto render_element = [&stencil_depth_floor, &pass_context, &pass_depth, |
| &renderer, &stencil_stack](Entity& element_entity) { |
| auto result = pass_context.GetRenderPass(pass_depth); |
| |
| if (!result.pass) { |
| return false; |
| } |
| |
| // If the pass context returns a texture, we need to draw it to the current |
| // pass. We do this because it's faster and takes significantly less memory |
| // than storing/loading large MSAA textures. |
| if (result.backdrop_texture) { |
| auto size_rect = Rect::MakeSize(result.pass->GetRenderTargetSize()); |
| auto msaa_backdrop_contents = TextureContents::MakeRect(size_rect); |
| msaa_backdrop_contents->SetStencilEnabled(false); |
| msaa_backdrop_contents->SetLabel("MSAA backdrop"); |
| msaa_backdrop_contents->SetSourceRect(size_rect); |
| msaa_backdrop_contents->SetTexture(result.backdrop_texture); |
| |
| Entity msaa_backdrop_entity; |
| msaa_backdrop_entity.SetContents(std::move(msaa_backdrop_contents)); |
| msaa_backdrop_entity.SetBlendMode(BlendMode::kSource); |
| if (!msaa_backdrop_entity.Render(renderer, *result.pass)) { |
| return false; |
| } |
| } |
| |
| if (!element_entity.ShouldRender(stencil_stack.back().coverage)) { |
| return true; // Nothing to render. |
| } |
| |
| auto stencil_coverage = |
| element_entity.GetStencilCoverage(stencil_stack.back().coverage); |
| |
| switch (stencil_coverage.type) { |
| case Contents::StencilCoverage::Type::kNone: |
| break; |
| case Contents::StencilCoverage::Type::kAppend: { |
| auto op = stencil_stack.back().coverage; |
| stencil_stack.push_back(StencilLayer{ |
| .coverage = stencil_coverage.coverage, |
| .stencil_depth = element_entity.GetStencilDepth() + 1}); |
| |
| if (!op.has_value()) { |
| // Running this append op won't impact the stencil because the whole |
| // screen is already being clipped, so skip it. |
| return true; |
| } |
| } break; |
| case Contents::StencilCoverage::Type::kRestore: { |
| if (stencil_stack.back().stencil_depth <= |
| element_entity.GetStencilDepth()) { |
| // Drop stencil restores that will do nothing. |
| return true; |
| } |
| |
| FML_DCHECK(stencil_stack.size() > 1); |
| |
| stencil_stack.pop_back(); |
| |
| if (!stencil_stack.back().coverage.has_value()) { |
| // Running this restore op won't make anything renderable, so skip it. |
| return true; |
| } |
| } break; |
| } |
| |
| element_entity.SetStencilDepth(element_entity.GetStencilDepth() - |
| stencil_depth_floor); |
| if (!element_entity.Render(renderer, *result.pass)) { |
| return false; |
| } |
| return true; |
| }; |
| |
| if (backdrop_filter_proc_.has_value()) { |
| if (!backdrop_filter_contents) { |
| return false; |
| } |
| |
| Entity backdrop_entity; |
| backdrop_entity.SetContents(std::move(backdrop_filter_contents)); |
| backdrop_entity.SetTransformation( |
| Matrix::MakeTranslation(Vector3(parent_position - position))); |
| backdrop_entity.SetStencilDepth(stencil_depth_floor); |
| |
| render_element(backdrop_entity); |
| } |
| |
| for (const auto& element : elements_) { |
| EntityResult result = |
| GetEntityForElement(element, renderer, pass_context, root_pass_size, |
| position, pass_depth, stencil_depth_floor); |
| |
| switch (result.status) { |
| case EntityResult::kSuccess: |
| break; |
| case EntityResult::kFailure: |
| return false; |
| case EntityResult::kSkip: |
| continue; |
| }; |
| |
| //-------------------------------------------------------------------------- |
| /// Setup advanced blends. |
| /// |
| |
| if (result.entity.GetBlendMode() > Entity::kLastPipelineBlendMode) { |
| // End the active pass and flush the buffer before rendering "advanced" |
| // blends. Advanced blends work by binding the current render target |
| // texture as an input ("destination"), blending with a second texture |
| // input ("source"), writing the result to an intermediate texture, and |
| // finally copying the data from the intermediate texture back to the |
| // render target texture. And so all of the commands that have written |
| // to the render target texture so far need to execute before it's bound |
| // for blending (otherwise the blend pass will end up executing before |
| // all the previous commands in the active pass). |
| if (!pass_context.EndPass()) { |
| return false; |
| } |
| |
| // Amend an advanced blend filter to the contents, attaching the pass |
| // texture. |
| auto texture = pass_context.GetTexture(); |
| if (!texture) { |
| return false; |
| } |
| |
| FilterInput::Vector inputs = { |
| FilterInput::Make(result.entity.GetContents()), |
| FilterInput::Make(texture, |
| result.entity.GetTransformation().Invert())}; |
| auto contents = |
| ColorFilterContents::MakeBlend(result.entity.GetBlendMode(), inputs); |
| contents->SetCoverageCrop(result.entity.GetCoverage()); |
| result.entity.SetContents(std::move(contents)); |
| result.entity.SetBlendMode(BlendMode::kSource); |
| } |
| |
| //-------------------------------------------------------------------------- |
| /// Render the Element. |
| /// |
| |
| if (!render_element(result.entity)) { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| void EntityPass::IterateAllEntities( |
| const std::function<bool(Entity&)>& iterator) { |
| if (!iterator) { |
| return; |
| } |
| |
| for (auto& element : elements_) { |
| if (auto entity = std::get_if<Entity>(&element)) { |
| if (!iterator(*entity)) { |
| return; |
| } |
| continue; |
| } |
| if (auto subpass = std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| subpass->get()->IterateAllEntities(iterator); |
| continue; |
| } |
| FML_UNREACHABLE(); |
| } |
| } |
| |
| std::unique_ptr<EntityPass> EntityPass::Clone() const { |
| std::vector<Element> new_elements; |
| new_elements.reserve(elements_.size()); |
| |
| for (const auto& element : elements_) { |
| if (auto entity = std::get_if<Entity>(&element)) { |
| new_elements.push_back(*entity); |
| continue; |
| } |
| if (auto subpass = std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| new_elements.push_back(subpass->get()->Clone()); |
| continue; |
| } |
| FML_UNREACHABLE(); |
| } |
| |
| auto pass = std::make_unique<EntityPass>(); |
| pass->SetElements(std::move(new_elements)); |
| return pass; |
| } |
| |
| void EntityPass::SetTransformation(Matrix xformation) { |
| xformation_ = xformation; |
| } |
| |
| void EntityPass::SetStencilDepth(size_t stencil_depth) { |
| stencil_depth_ = stencil_depth; |
| } |
| |
| void EntityPass::SetBlendMode(BlendMode blend_mode) { |
| blend_mode_ = blend_mode; |
| cover_whole_screen_ = Entity::BlendModeShouldCoverWholeScreen(blend_mode); |
| } |
| |
| void EntityPass::SetBackdropFilter(std::optional<BackdropFilterProc> proc) { |
| if (superpass_) { |
| VALIDATION_LOG << "Backdrop filters cannot be set on EntityPasses that " |
| "have already been appended to another pass."; |
| } |
| |
| backdrop_filter_proc_ = std::move(proc); |
| } |
| |
| } // namespace impeller |