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// 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/display_list/canvas.h"
#include <memory>
#include <optional>
#include <unordered_map>
#include <utility>
#include "display_list/effects/dl_color_source.h"
#include "display_list/effects/dl_image_filter.h"
#include "flutter/fml/logging.h"
#include "flutter/fml/trace_event.h"
#include "impeller/base/validation.h"
#include "impeller/core/formats.h"
#include "impeller/display_list/color_filter.h"
#include "impeller/display_list/image_filter.h"
#include "impeller/display_list/skia_conversions.h"
#include "impeller/entity/contents/atlas_contents.h"
#include "impeller/entity/contents/clip_contents.h"
#include "impeller/entity/contents/color_source_contents.h"
#include "impeller/entity/contents/content_context.h"
#include "impeller/entity/contents/filters/filter_contents.h"
#include "impeller/entity/contents/framebuffer_blend_contents.h"
#include "impeller/entity/contents/solid_rrect_blur_contents.h"
#include "impeller/entity/contents/text_contents.h"
#include "impeller/entity/contents/texture_contents.h"
#include "impeller/entity/contents/vertices_contents.h"
#include "impeller/entity/geometry/circle_geometry.h"
#include "impeller/entity/geometry/cover_geometry.h"
#include "impeller/entity/geometry/ellipse_geometry.h"
#include "impeller/entity/geometry/fill_path_geometry.h"
#include "impeller/entity/geometry/geometry.h"
#include "impeller/entity/geometry/line_geometry.h"
#include "impeller/entity/geometry/point_field_geometry.h"
#include "impeller/entity/geometry/rect_geometry.h"
#include "impeller/entity/geometry/round_rect_geometry.h"
#include "impeller/entity/geometry/round_superellipse_geometry.h"
#include "impeller/entity/geometry/stroke_path_geometry.h"
#include "impeller/entity/save_layer_utils.h"
#include "impeller/geometry/color.h"
#include "impeller/geometry/constants.h"
#include "impeller/geometry/path_builder.h"
namespace impeller {
namespace {
static bool UseColorSourceContents(
const std::shared_ptr<VerticesGeometry>& vertices,
const Paint& paint) {
// If there are no vertex color or texture coordinates. Or if there
// are vertex coordinates but its just a color.
if (vertices->HasVertexColors()) {
return false;
}
if (vertices->HasTextureCoordinates() && !paint.color_source) {
return true;
}
return !vertices->HasTextureCoordinates();
}
static void SetClipScissor(std::optional<Rect> clip_coverage,
RenderPass& pass,
Point global_pass_position) {
// Set the scissor to the clip coverage area. We do this prior to rendering
// the clip itself and all its contents.
IRect scissor;
if (clip_coverage.has_value()) {
clip_coverage = clip_coverage->Shift(-global_pass_position);
scissor = IRect::RoundOut(clip_coverage.value());
// The scissor rect must not exceed the size of the render target.
scissor = scissor.Intersection(IRect::MakeSize(pass.GetRenderTargetSize()))
.value_or(IRect());
}
pass.SetScissor(scissor);
}
static void ApplyFramebufferBlend(Entity& entity) {
auto src_contents = entity.GetContents();
auto contents = std::make_shared<FramebufferBlendContents>();
contents->SetChildContents(src_contents);
contents->SetBlendMode(entity.GetBlendMode());
entity.SetContents(std::move(contents));
entity.SetBlendMode(BlendMode::kSource);
}
/// @brief Create the subpass restore contents, appling any filters or opacity
/// from the provided paint object.
static std::shared_ptr<Contents> CreateContentsForSubpassTarget(
const Paint& paint,
const std::shared_ptr<Texture>& target,
const Matrix& effect_transform) {
auto contents = TextureContents::MakeRect(Rect::MakeSize(target->GetSize()));
contents->SetTexture(target);
contents->SetLabel("Subpass");
contents->SetSourceRect(Rect::MakeSize(target->GetSize()));
contents->SetOpacity(paint.color.alpha);
contents->SetDeferApplyingOpacity(true);
return paint.WithFiltersForSubpassTarget(std::move(contents),
effect_transform);
}
static const constexpr RenderTarget::AttachmentConfig kDefaultStencilConfig =
RenderTarget::AttachmentConfig{
.storage_mode = StorageMode::kDeviceTransient,
.load_action = LoadAction::kDontCare,
.store_action = StoreAction::kDontCare,
};
static std::unique_ptr<EntityPassTarget> CreateRenderTarget(
ContentContext& renderer,
ISize size,
const Color& clear_color) {
const std::shared_ptr<Context>& 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.
RenderTarget target;
if (context->GetCapabilities()->SupportsOffscreenMSAA()) {
target = renderer.GetRenderTargetCache()->CreateOffscreenMSAA(
/*context=*/*context,
/*size=*/size,
/*mip_count=*/1,
/*label=*/"EntityPass",
/*color_attachment_config=*/
RenderTarget::AttachmentConfigMSAA{
.storage_mode = StorageMode::kDeviceTransient,
.resolve_storage_mode = StorageMode::kDevicePrivate,
.load_action = LoadAction::kDontCare,
.store_action = StoreAction::kMultisampleResolve,
.clear_color = clear_color},
/*stencil_attachment_config=*/kDefaultStencilConfig);
} else {
target = renderer.GetRenderTargetCache()->CreateOffscreen(
*context, // context
size, // size
/*mip_count=*/1,
"EntityPass", // label
RenderTarget::AttachmentConfig{
.storage_mode = StorageMode::kDevicePrivate,
.load_action = LoadAction::kDontCare,
.store_action = StoreAction::kDontCare,
.clear_color = clear_color,
}, // color_attachment_config
kDefaultStencilConfig //
);
}
return std::make_unique<EntityPassTarget>(
target, renderer.GetDeviceCapabilities().SupportsReadFromResolve(),
renderer.GetDeviceCapabilities().SupportsImplicitResolvingMSAA());
}
} // namespace
Canvas::Canvas(ContentContext& renderer,
const RenderTarget& render_target,
bool requires_readback)
: renderer_(renderer),
render_target_(render_target),
requires_readback_(requires_readback),
clip_coverage_stack_(EntityPassClipStack(
Rect::MakeSize(render_target.GetRenderTargetSize()))) {
Initialize(std::nullopt);
SetupRenderPass();
}
Canvas::Canvas(ContentContext& renderer,
const RenderTarget& render_target,
bool requires_readback,
Rect cull_rect)
: renderer_(renderer),
render_target_(render_target),
requires_readback_(requires_readback),
clip_coverage_stack_(EntityPassClipStack(
Rect::MakeSize(render_target.GetRenderTargetSize()))) {
Initialize(cull_rect);
SetupRenderPass();
}
Canvas::Canvas(ContentContext& renderer,
const RenderTarget& render_target,
bool requires_readback,
IRect cull_rect)
: renderer_(renderer),
render_target_(render_target),
requires_readback_(requires_readback),
clip_coverage_stack_(EntityPassClipStack(
Rect::MakeSize(render_target.GetRenderTargetSize()))) {
Initialize(Rect::MakeLTRB(cull_rect.GetLeft(), cull_rect.GetTop(),
cull_rect.GetRight(), cull_rect.GetBottom()));
SetupRenderPass();
}
void Canvas::Initialize(std::optional<Rect> cull_rect) {
initial_cull_rect_ = cull_rect;
transform_stack_.emplace_back(CanvasStackEntry{
.clip_depth = kMaxDepth,
});
FML_DCHECK(GetSaveCount() == 1u);
}
void Canvas::Reset() {
current_depth_ = 0u;
transform_stack_ = {};
}
void Canvas::Concat(const Matrix& transform) {
transform_stack_.back().transform = GetCurrentTransform() * transform;
}
void Canvas::PreConcat(const Matrix& transform) {
transform_stack_.back().transform = transform * GetCurrentTransform();
}
void Canvas::ResetTransform() {
transform_stack_.back().transform = {};
}
void Canvas::Transform(const Matrix& transform) {
Concat(transform);
}
const Matrix& Canvas::GetCurrentTransform() const {
return transform_stack_.back().transform;
}
void Canvas::Translate(const Vector3& offset) {
Concat(Matrix::MakeTranslation(offset));
}
void Canvas::Scale(const Vector2& scale) {
Concat(Matrix::MakeScale(scale));
}
void Canvas::Scale(const Vector3& scale) {
Concat(Matrix::MakeScale(scale));
}
void Canvas::Skew(Scalar sx, Scalar sy) {
Concat(Matrix::MakeSkew(sx, sy));
}
void Canvas::Rotate(Radians radians) {
Concat(Matrix::MakeRotationZ(radians));
}
Point Canvas::GetGlobalPassPosition() const {
if (save_layer_state_.empty()) {
return Point(0, 0);
}
return save_layer_state_.back().coverage.GetOrigin();
}
// clip depth of the previous save or 0.
size_t Canvas::GetClipHeightFloor() const {
if (transform_stack_.size() > 1) {
return transform_stack_[transform_stack_.size() - 2].clip_height;
}
return 0;
}
size_t Canvas::GetSaveCount() const {
return transform_stack_.size();
}
bool Canvas::IsSkipping() const {
return transform_stack_.back().skipping;
}
void Canvas::RestoreToCount(size_t count) {
while (GetSaveCount() > count) {
if (!Restore()) {
return;
}
}
}
void Canvas::DrawPath(const Path& path, const Paint& paint) {
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
if (paint.style == Paint::Style::kFill) {
FillPathGeometry geom(path);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
} else {
StrokePathGeometry geom(path, paint.stroke_width, paint.stroke_miter,
paint.stroke_cap, paint.stroke_join);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
}
void Canvas::DrawPaint(const Paint& paint) {
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
CoverGeometry geom;
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
bool Canvas::AttemptDrawBlurredRRect(const Rect& rect,
Size corner_radii,
const Paint& paint) {
if (paint.style != Paint::Style::kFill) {
return false;
}
if (paint.color_source) {
return false;
}
if (!paint.mask_blur_descriptor.has_value()) {
return false;
}
// A blur sigma that is not positive enough should not result in a blur.
if (paint.mask_blur_descriptor->sigma.sigma <= kEhCloseEnough) {
return false;
}
// The current rrect blur math doesn't work on ovals.
if (fabsf(corner_radii.width - corner_radii.height) > kEhCloseEnough) {
return false;
}
// For symmetrically mask blurred solid RRects, absorb the mask blur and use
// a faster SDF approximation.
Color rrect_color = paint.color;
if (paint.invert_colors) {
rrect_color = rrect_color.ApplyColorMatrix(kColorInversion);
}
if (paint.color_filter) {
rrect_color = GetCPUColorFilterProc(paint.color_filter)(rrect_color);
}
Paint rrect_paint = {.mask_blur_descriptor = paint.mask_blur_descriptor};
// In some cases, we need to render the mask blur to a separate layer.
//
// 1. If the blur style is normal, we'll be drawing using one draw call and
// no clips. And so we can just wrap the RRect contents with the
// ImageFilter, which will get applied to the result as per usual.
//
// 2. If the blur style is solid, we combine the non-blurred RRect with the
// blurred RRect via two separate draw calls, and so we need to defer any
// fancy blending, translucency, or image filtering until after these two
// draws have been combined in a separate layer.
//
// 3. If the blur style is outer or inner, we apply the blur style via a
// clip. The ImageFilter needs to be applied to the mask blurred result.
// And so if there's an ImageFilter, we need to defer applying it until
// after the clipped RRect blur has been drawn to a separate texture.
// However, since there's only one draw call that produces color, we
// don't need to worry about the blend mode or translucency (unlike with
// BlurStyle::kSolid).
//
if ((paint.mask_blur_descriptor->style !=
FilterContents::BlurStyle::kNormal &&
paint.image_filter) ||
(paint.mask_blur_descriptor->style == FilterContents::BlurStyle::kSolid &&
(!rrect_color.IsOpaque() ||
paint.blend_mode != BlendMode::kSourceOver))) {
Rect render_bounds = rect;
if (paint.mask_blur_descriptor->style !=
FilterContents::BlurStyle::kInner) {
render_bounds =
render_bounds.Expand(paint.mask_blur_descriptor->sigma.sigma * 4.0);
}
// Defer the alpha, blend mode, and image filter to a separate layer.
SaveLayer(
Paint{
.color = Color::White().WithAlpha(rrect_color.alpha),
.image_filter = paint.image_filter,
.blend_mode = paint.blend_mode,
},
render_bounds, nullptr, ContentBoundsPromise::kContainsContents, 1u);
rrect_paint.color = rrect_color.WithAlpha(1);
} else {
rrect_paint.color = rrect_color;
rrect_paint.blend_mode = paint.blend_mode;
rrect_paint.image_filter = paint.image_filter;
Save(1u);
}
auto draw_blurred_rrect = [this, &rect, &corner_radii, &rrect_paint]() {
auto contents = std::make_shared<SolidRRectBlurContents>();
contents->SetColor(rrect_paint.color);
contents->SetSigma(rrect_paint.mask_blur_descriptor->sigma);
contents->SetRRect(rect, corner_radii);
Entity blurred_rrect_entity;
blurred_rrect_entity.SetTransform(GetCurrentTransform());
blurred_rrect_entity.SetBlendMode(rrect_paint.blend_mode);
rrect_paint.mask_blur_descriptor = std::nullopt;
blurred_rrect_entity.SetContents(
rrect_paint.WithFilters(std::move(contents)));
AddRenderEntityToCurrentPass(blurred_rrect_entity);
};
switch (rrect_paint.mask_blur_descriptor->style) {
case FilterContents::BlurStyle::kNormal: {
draw_blurred_rrect();
break;
}
case FilterContents::BlurStyle::kSolid: {
// First, draw the blurred RRect.
draw_blurred_rrect();
// Then, draw the non-blurred RRect on top.
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(rrect_paint.blend_mode);
RoundRectGeometry geom(rect, corner_radii);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, rrect_paint,
/*reuse_depth=*/true);
break;
}
case FilterContents::BlurStyle::kOuter: {
RoundRectGeometry geom(rect, corner_radii);
ClipGeometry(geom, Entity::ClipOperation::kDifference);
draw_blurred_rrect();
break;
}
case FilterContents::BlurStyle::kInner: {
RoundRectGeometry geom(rect, corner_radii);
ClipGeometry(geom, Entity::ClipOperation::kIntersect);
draw_blurred_rrect();
break;
}
}
Restore();
return true;
}
void Canvas::DrawLine(const Point& p0,
const Point& p1,
const Paint& paint,
bool reuse_depth) {
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
LineGeometry geom(p0, p1, paint.stroke_width, paint.stroke_cap);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint,
/*reuse_depth=*/reuse_depth);
}
void Canvas::DrawRect(const Rect& rect, const Paint& paint) {
if (paint.style == Paint::Style::kStroke) {
DrawPath(PathBuilder{}.AddRect(rect).TakePath(), paint);
return;
}
if (AttemptDrawBlurredRRect(rect, {}, paint)) {
return;
}
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
RectGeometry geom(rect);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
void Canvas::DrawOval(const Rect& rect, const Paint& paint) {
// TODO(jonahwilliams): This additional condition avoids an assert in the
// stroke circle geometry generator. I need to verify the condition that this
// assert prevents.
if (rect.IsSquare() && (paint.style == Paint::Style::kFill ||
(paint.style == Paint::Style::kStroke &&
paint.stroke_width < rect.GetWidth()))) {
// Circles have slightly less overhead and can do stroking
DrawCircle(rect.GetCenter(), rect.GetWidth() * 0.5f, paint);
return;
}
if (paint.style == Paint::Style::kStroke) {
// No stroked ellipses yet
DrawPath(PathBuilder{}.AddOval(rect).TakePath(), paint);
return;
}
if (AttemptDrawBlurredRRect(rect, rect.GetSize() * 0.5f, paint)) {
return;
}
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
EllipseGeometry geom(rect);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
void Canvas::DrawRoundRect(const RoundRect& round_rect, const Paint& paint) {
auto& rect = round_rect.GetBounds();
auto& radii = round_rect.GetRadii();
if (radii.AreAllCornersSame()) {
if (AttemptDrawBlurredRRect(rect, radii.top_left, paint)) {
return;
}
if (paint.style == Paint::Style::kFill) {
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
RoundRectGeometry geom(rect, radii.top_left);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
return;
}
}
auto path = PathBuilder{}
.SetConvexity(Convexity::kConvex)
.AddRoundRect(round_rect)
.SetBounds(rect)
.TakePath();
DrawPath(path, paint);
}
void Canvas::DrawCircle(const Point& center,
Scalar radius,
const Paint& paint) {
Size half_size(radius, radius);
if (AttemptDrawBlurredRRect(
Rect::MakeOriginSize(center - half_size, half_size * 2),
{radius, radius}, paint)) {
return;
}
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
if (paint.style == Paint::Style::kStroke) {
CircleGeometry geom(center, radius, paint.stroke_width);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
} else {
CircleGeometry geom(center, radius);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
}
void Canvas::ClipGeometry(const Geometry& geometry,
Entity::ClipOperation clip_op,
bool is_aa) {
if (IsSkipping()) {
return;
}
// Ideally the clip depth would be greater than the current rendering
// depth because any rendering calls that follow this clip operation will
// pre-increment the depth and then be rendering above our clip depth,
// but that case will be caught by the CHECK in AddRenderEntity above.
// In practice we sometimes have a clip set with no rendering after it
// and in such cases the current depth will equal the clip depth.
// Eventually the DisplayList should optimize these out, but it is hard
// to know if a clip will actually be used in advance of storing it in
// the DisplayList buffer.
// See https://github.com/flutter/flutter/issues/147021
FML_DCHECK(current_depth_ <= transform_stack_.back().clip_depth)
<< current_depth_ << " <=? " << transform_stack_.back().clip_depth;
uint32_t clip_depth = transform_stack_.back().clip_depth;
const Matrix clip_transform =
Matrix::MakeTranslation(Vector3(-GetGlobalPassPosition())) *
GetCurrentTransform();
std::optional<Rect> clip_coverage = geometry.GetCoverage(clip_transform);
if (!clip_coverage.has_value()) {
return;
}
ClipContents clip_contents(
clip_coverage.value(),
/*is_axis_aligned_rect=*/geometry.IsAxisAlignedRect() &&
GetCurrentTransform().IsTranslationScaleOnly());
clip_contents.SetClipOperation(clip_op);
EntityPassClipStack::ClipStateResult clip_state_result =
clip_coverage_stack_.RecordClip(
clip_contents, //
/*transform=*/clip_transform, //
/*global_pass_position=*/GetGlobalPassPosition(), //
/*clip_depth=*/clip_depth, //
/*clip_height_floor=*/GetClipHeightFloor(), //
/*is_aa=*/is_aa);
if (clip_state_result.clip_did_change) {
// We only need to update the pass scissor if the clip state has changed.
SetClipScissor(clip_coverage_stack_.CurrentClipCoverage(),
*render_passes_.back().inline_pass_context->GetRenderPass(),
GetGlobalPassPosition());
}
++transform_stack_.back().clip_height;
++transform_stack_.back().num_clips;
if (!clip_state_result.should_render) {
return;
}
// Note: this is a bit of a hack. Its not possible to construct a geometry
// result without begninning the render pass. We should refactor the geometry
// objects so that they only need a reference to the render pass size and/or
// orthographic transform.
Entity entity;
entity.SetTransform(clip_transform);
entity.SetClipDepth(clip_depth);
GeometryResult geometry_result = geometry.GetPositionBuffer(
renderer_, //
entity, //
*render_passes_.back().inline_pass_context->GetRenderPass() //
);
clip_contents.SetGeometry(geometry_result);
clip_coverage_stack_.GetLastReplayResult().clip_contents.SetGeometry(
geometry_result);
clip_contents.Render(
renderer_, *render_passes_.back().inline_pass_context->GetRenderPass(),
clip_depth);
}
void Canvas::DrawPoints(const Point points[],
uint32_t count,
Scalar radius,
const Paint& paint,
PointStyle point_style) {
if (radius <= 0) {
return;
}
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
PointFieldGeometry geom(points, count, radius,
/*round=*/point_style == PointStyle::kRound);
AddRenderEntityWithFiltersToCurrentPass(entity, &geom, paint);
}
void Canvas::DrawImage(const std::shared_ptr<Texture>& image,
Point offset,
const Paint& paint,
const SamplerDescriptor& sampler) {
if (!image) {
return;
}
const auto source = Rect::MakeSize(image->GetSize());
const auto dest = source.Shift(offset);
DrawImageRect(image, source, dest, paint, sampler);
}
void Canvas::DrawImageRect(const std::shared_ptr<Texture>& image,
Rect source,
Rect dest,
const Paint& paint,
const SamplerDescriptor& sampler,
SourceRectConstraint src_rect_constraint) {
if (!image || source.IsEmpty() || dest.IsEmpty()) {
return;
}
auto size = image->GetSize();
if (size.IsEmpty()) {
return;
}
std::optional<Rect> clipped_source =
source.Intersection(Rect::MakeSize(size));
if (!clipped_source) {
return;
}
if (*clipped_source != source) {
Scalar sx = dest.GetWidth() / source.GetWidth();
Scalar sy = dest.GetHeight() / source.GetHeight();
Scalar tx = dest.GetLeft() - source.GetLeft() * sx;
Scalar ty = dest.GetTop() - source.GetTop() * sy;
Matrix src_to_dest = Matrix::MakeTranslateScale({sx, sy, 1}, {tx, ty, 0});
dest = clipped_source->TransformBounds(src_to_dest);
}
auto texture_contents = TextureContents::MakeRect(dest);
texture_contents->SetTexture(image);
texture_contents->SetSourceRect(*clipped_source);
texture_contents->SetStrictSourceRect(src_rect_constraint ==
SourceRectConstraint::kStrict);
texture_contents->SetSamplerDescriptor(sampler);
texture_contents->SetOpacity(paint.color.alpha);
texture_contents->SetDeferApplyingOpacity(paint.HasColorFilter());
Entity entity;
entity.SetBlendMode(paint.blend_mode);
entity.SetTransform(GetCurrentTransform());
if (!paint.mask_blur_descriptor.has_value()) {
entity.SetContents(paint.WithFilters(std::move(texture_contents)));
AddRenderEntityToCurrentPass(entity);
return;
}
RectGeometry out_rect(Rect{});
entity.SetContents(paint.WithFilters(
paint.mask_blur_descriptor->CreateMaskBlur(texture_contents, &out_rect)));
AddRenderEntityToCurrentPass(entity);
}
size_t Canvas::GetClipHeight() const {
return transform_stack_.back().clip_height;
}
void Canvas::DrawVertices(const std::shared_ptr<VerticesGeometry>& vertices,
BlendMode blend_mode,
const Paint& paint) {
// Override the blend mode with kDestination in order to match the behavior
// of Skia's SK_LEGACY_IGNORE_DRAW_VERTICES_BLEND_WITH_NO_SHADER flag, which
// is enabled when the Flutter engine builds Skia.
if (!paint.color_source) {
blend_mode = BlendMode::kDestination;
}
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
// If there are no vertex colors.
if (UseColorSourceContents(vertices, paint)) {
AddRenderEntityWithFiltersToCurrentPass(entity, vertices.get(), paint);
return;
}
// If the blend mode is destination don't bother to bind or create a texture.
if (blend_mode == BlendMode::kDestination) {
auto contents = std::make_shared<VerticesSimpleBlendContents>();
contents->SetBlendMode(blend_mode);
contents->SetAlpha(paint.color.alpha);
contents->SetGeometry(vertices);
entity.SetContents(paint.WithFilters(std::move(contents)));
AddRenderEntityToCurrentPass(entity);
return;
}
// If there is a texture, use this directly. Otherwise render the color
// source to a texture.
if (paint.color_source &&
paint.color_source->type() == flutter::DlColorSourceType::kImage) {
const flutter::DlImageColorSource* image_color_source =
paint.color_source->asImage();
FML_DCHECK(image_color_source &&
image_color_source->image()->impeller_texture());
auto texture = image_color_source->image()->impeller_texture();
auto x_tile_mode = static_cast<Entity::TileMode>(
image_color_source->horizontal_tile_mode());
auto y_tile_mode =
static_cast<Entity::TileMode>(image_color_source->vertical_tile_mode());
auto sampler_descriptor =
skia_conversions::ToSamplerDescriptor(image_color_source->sampling());
auto effect_transform = image_color_source->matrix();
auto contents = std::make_shared<VerticesSimpleBlendContents>();
contents->SetBlendMode(blend_mode);
contents->SetAlpha(paint.color.alpha);
contents->SetGeometry(vertices);
contents->SetEffectTransform(effect_transform);
contents->SetTexture(texture);
contents->SetTileMode(x_tile_mode, y_tile_mode);
contents->SetSamplerDescriptor(sampler_descriptor);
entity.SetContents(paint.WithFilters(std::move(contents)));
AddRenderEntityToCurrentPass(entity);
return;
}
auto src_paint = paint;
src_paint.color = paint.color.WithAlpha(1.0);
std::shared_ptr<ColorSourceContents> src_contents =
src_paint.CreateContents();
src_contents->SetGeometry(vertices.get());
// If the color source has an intrinsic size, then we use that to
// create the src contents as a simplification. Otherwise we use
// the extent of the texture coordinates to determine how large
// the src contents should be. If neither has a value we fall back
// to using the geometry coverage data.
Rect src_coverage;
auto size = src_contents->GetColorSourceSize();
if (size.has_value()) {
src_coverage = Rect::MakeXYWH(0, 0, size->width, size->height);
} else {
auto cvg = vertices->GetCoverage(Matrix{});
FML_CHECK(cvg.has_value());
src_coverage =
// Covered by FML_CHECK.
// NOLINTNEXTLINE(bugprone-unchecked-optional-access)
vertices->GetTextureCoordinateCoverge().value_or(cvg.value());
}
src_contents = src_paint.CreateContents();
clip_geometry_.push_back(Geometry::MakeRect(Rect::Round(src_coverage)));
src_contents->SetGeometry(clip_geometry_.back().get());
auto contents = std::make_shared<VerticesSimpleBlendContents>();
contents->SetBlendMode(blend_mode);
contents->SetAlpha(paint.color.alpha);
contents->SetGeometry(vertices);
contents->SetLazyTextureCoverage(src_coverage);
contents->SetLazyTexture(
[src_contents, src_coverage](const ContentContext& renderer) {
// Applying the src coverage as the coverage limit prevents the 1px
// coverage pad from adding a border that is picked up by developer
// specified UVs.
return src_contents
->RenderToSnapshot(renderer, {}, Rect::Round(src_coverage))
->texture;
});
entity.SetContents(paint.WithFilters(std::move(contents)));
AddRenderEntityToCurrentPass(entity);
}
void Canvas::DrawAtlas(const std::shared_ptr<AtlasContents>& atlas_contents,
const Paint& paint) {
atlas_contents->SetAlpha(paint.color.alpha);
Entity entity;
entity.SetTransform(GetCurrentTransform());
entity.SetBlendMode(paint.blend_mode);
entity.SetContents(paint.WithFilters(atlas_contents));
AddRenderEntityToCurrentPass(entity);
}
/// Compositor Functionality
/////////////////////////////////////////
void Canvas::SetupRenderPass() {
renderer_.GetRenderTargetCache()->Start();
ColorAttachment color0 = render_target_.GetColorAttachment(0);
auto& stencil_attachment = render_target_.GetStencilAttachment();
auto& depth_attachment = render_target_.GetDepthAttachment();
if (!stencil_attachment.has_value() || !depth_attachment.has_value()) {
// Setup a new root stencil with an optimal configuration if one wasn't
// provided by the caller.
render_target_.SetupDepthStencilAttachments(
*renderer_.GetContext(),
*renderer_.GetContext()->GetResourceAllocator(),
color0.texture->GetSize(),
renderer_.GetContext()->GetCapabilities()->SupportsOffscreenMSAA(),
"ImpellerOnscreen", kDefaultStencilConfig);
}
// Set up the clear color of the root pass.
color0.clear_color = Color::BlackTransparent();
render_target_.SetColorAttachment(color0, 0);
// If requires_readback is true, then there is a backdrop filter or emulated
// advanced blend in the first save layer. This requires a readback, which
// isn't supported by onscreen textures. To support this, we immediately begin
// a second save layer with the same dimensions as the onscreen. When
// rendering is completed, we must blit this saveLayer to the onscreen.
if (requires_readback_) {
auto entity_pass_target =
CreateRenderTarget(renderer_, //
color0.texture->GetSize(), //
/*clear_color=*/Color::BlackTransparent());
render_passes_.push_back(
LazyRenderingConfig(renderer_, std::move(entity_pass_target)));
} else {
auto entity_pass_target = std::make_unique<EntityPassTarget>(
render_target_, //
renderer_.GetDeviceCapabilities().SupportsReadFromResolve(), //
renderer_.GetDeviceCapabilities().SupportsImplicitResolvingMSAA() //
);
render_passes_.push_back(
LazyRenderingConfig(renderer_, std::move(entity_pass_target)));
}
}
void Canvas::SkipUntilMatchingRestore(size_t total_content_depth) {
auto entry = CanvasStackEntry{};
entry.skipping = true;
entry.clip_depth = current_depth_ + total_content_depth;
transform_stack_.push_back(entry);
}
void Canvas::Save(uint32_t total_content_depth) {
if (IsSkipping()) {
return SkipUntilMatchingRestore(total_content_depth);
}
auto entry = CanvasStackEntry{};
entry.transform = transform_stack_.back().transform;
entry.clip_depth = current_depth_ + total_content_depth;
entry.distributed_opacity = transform_stack_.back().distributed_opacity;
FML_DCHECK(entry.clip_depth <= transform_stack_.back().clip_depth)
<< entry.clip_depth << " <=? " << transform_stack_.back().clip_depth
<< " after allocating " << total_content_depth;
entry.clip_height = transform_stack_.back().clip_height;
entry.rendering_mode = Entity::RenderingMode::kDirect;
transform_stack_.push_back(entry);
}
std::optional<Rect> Canvas::GetLocalCoverageLimit() const {
if (!clip_coverage_stack_.HasCoverage()) {
// The current clip is empty. This means the pass texture won't be
// visible, so skip it.
return std::nullopt;
}
auto maybe_current_clip_coverage = clip_coverage_stack_.CurrentClipCoverage();
if (!maybe_current_clip_coverage.has_value()) {
return std::nullopt;
}
auto current_clip_coverage = maybe_current_clip_coverage.value();
// The maximum coverage of the subpass. Subpasses textures should never
// extend outside the parent pass texture or the current clip coverage.
std::optional<Rect> maybe_coverage_limit =
Rect::MakeOriginSize(GetGlobalPassPosition(),
Size(render_passes_.back()
.inline_pass_context->GetTexture()
->GetSize()))
.Intersection(current_clip_coverage);
if (!maybe_coverage_limit.has_value() || maybe_coverage_limit->IsEmpty()) {
return std::nullopt;
}
return maybe_coverage_limit->Intersection(
Rect::MakeSize(render_target_.GetRenderTargetSize()));
}
void Canvas::SaveLayer(const Paint& paint,
std::optional<Rect> bounds,
const flutter::DlImageFilter* backdrop_filter,
ContentBoundsPromise bounds_promise,
uint32_t total_content_depth,
bool can_distribute_opacity,
std::optional<int64_t> backdrop_id) {
TRACE_EVENT0("flutter", "Canvas::saveLayer");
if (IsSkipping()) {
return SkipUntilMatchingRestore(total_content_depth);
}
auto maybe_coverage_limit = GetLocalCoverageLimit();
if (!maybe_coverage_limit.has_value()) {
return SkipUntilMatchingRestore(total_content_depth);
}
auto coverage_limit = maybe_coverage_limit.value();
if (can_distribute_opacity && !backdrop_filter &&
Paint::CanApplyOpacityPeephole(paint) &&
bounds_promise != ContentBoundsPromise::kMayClipContents) {
Save(total_content_depth);
transform_stack_.back().distributed_opacity *= paint.color.alpha;
return;
}
std::shared_ptr<FilterContents> filter_contents = paint.WithImageFilter(
Rect(), transform_stack_.back().transform,
Entity::RenderingMode::kSubpassPrependSnapshotTransform);
std::optional<Rect> maybe_subpass_coverage = ComputeSaveLayerCoverage(
bounds.value_or(Rect::MakeMaximum()),
transform_stack_.back().transform, //
coverage_limit, //
filter_contents, //
/*flood_output_coverage=*/
Entity::IsBlendModeDestructive(paint.blend_mode), //
/*flood_input_coverage=*/!!backdrop_filter ||
(paint.color_filter &&
paint.color_filter->modifies_transparent_black()) //
);
if (!maybe_subpass_coverage.has_value()) {
return SkipUntilMatchingRestore(total_content_depth);
}
auto subpass_coverage = maybe_subpass_coverage.value();
// When an image filter is present, clamp to avoid flicking due to nearest
// sampled image. For other cases, round out to ensure than any geometry is
// not cut off.
//
// See also this bug: https://github.com/flutter/flutter/issues/144213
//
// TODO(jonahwilliams): this could still round out for filters that use decal
// sampling mode.
ISize subpass_size;
bool did_round_out = false;
if (paint.image_filter) {
subpass_size = ISize(subpass_coverage.GetSize());
} else {
did_round_out = true;
subpass_size =
static_cast<ISize>(IRect::RoundOut(subpass_coverage).GetSize());
}
if (subpass_size.IsEmpty()) {
return SkipUntilMatchingRestore(total_content_depth);
}
// When there are scaling filters present, these contents may exceed the
// maximum texture size. Perform a clamp here, which may cause rendering
// artifacts.
subpass_size = subpass_size.Min(renderer_.GetContext()
->GetCapabilities()
->GetMaximumRenderPassAttachmentSize());
// Backdrop filter state, ignored if there is no BDF.
std::shared_ptr<FilterContents> backdrop_filter_contents;
Point local_position = Point(0, 0);
if (backdrop_filter) {
local_position = subpass_coverage.GetOrigin() - GetGlobalPassPosition();
Canvas::BackdropFilterProc backdrop_filter_proc =
[backdrop_filter = backdrop_filter](
const FilterInput::Ref& input, const Matrix& effect_transform,
Entity::RenderingMode rendering_mode) {
auto filter = WrapInput(backdrop_filter, input);
filter->SetEffectTransform(effect_transform);
filter->SetRenderingMode(rendering_mode);
return filter;
};
std::shared_ptr<Texture> input_texture;
// If the backdrop ID is not nullopt and there is more than one usage
// of it in the current scene, cache the backdrop texture and remove it from
// the current entity pass flip.
bool will_cache_backdrop_texture = false;
BackdropData* backdrop_data = nullptr;
// If we've reached this point, there is at least one backdrop filter. But
// potentially more if there is a backdrop id. We may conditionally set this
// to a higher value in the if block below.
size_t backdrop_count = 1;
if (backdrop_id.has_value()) {
std::unordered_map<int64_t, BackdropData>::iterator backdrop_data_it =
backdrop_data_.find(backdrop_id.value());
if (backdrop_data_it != backdrop_data_.end()) {
backdrop_data = &backdrop_data_it->second;
will_cache_backdrop_texture =
backdrop_data_it->second.backdrop_count > 1;
backdrop_count = backdrop_data_it->second.backdrop_count;
}
}
if (!will_cache_backdrop_texture || !backdrop_data->texture_slot) {
backdrop_count_ -= backdrop_count;
// The onscreen texture can be flipped to if:
// 1. The device supports framebuffer fetch
// 2. There are no more backdrop filters
// 3. The current render pass is for the onscreen pass.
const bool should_use_onscreen =
renderer_.GetDeviceCapabilities().SupportsFramebufferFetch() &&
backdrop_count_ == 0 && render_passes_.size() == 1u;
input_texture = FlipBackdrop(
GetGlobalPassPosition(), //
/*should_remove_texture=*/will_cache_backdrop_texture, //
/*should_use_onscreen=*/should_use_onscreen //
);
if (!input_texture) {
// Validation failures are logged in FlipBackdrop.
return;
}
if (will_cache_backdrop_texture) {
backdrop_data->texture_slot = input_texture;
}
} else {
input_texture = backdrop_data->texture_slot;
}
backdrop_filter_contents = backdrop_filter_proc(
FilterInput::Make(std::move(input_texture)),
transform_stack_.back().transform.Basis(),
// When the subpass has a translation that means the math with
// the snapshot has to be different.
transform_stack_.back().transform.HasTranslation()
? Entity::RenderingMode::kSubpassPrependSnapshotTransform
: Entity::RenderingMode::kSubpassAppendSnapshotTransform);
if (will_cache_backdrop_texture) {
FML_DCHECK(backdrop_data);
// If all filters on the shared backdrop layer are equal, process the
// layer once.
if (backdrop_data->all_filters_equal &&
!backdrop_data->shared_filter_snapshot.has_value()) {
// TODO(157110): compute minimum input hint.
backdrop_data->shared_filter_snapshot =
backdrop_filter_contents->RenderToSnapshot(renderer_, {});
}
std::optional<Snapshot> maybe_snapshot =
backdrop_data->shared_filter_snapshot;
if (maybe_snapshot.has_value()) {
Snapshot snapshot = maybe_snapshot.value();
std::shared_ptr<TextureContents> contents = TextureContents::MakeRect(
subpass_coverage.Shift(-GetGlobalPassPosition()));
auto scaled =
subpass_coverage.TransformBounds(snapshot.transform.Invert());
contents->SetTexture(snapshot.texture);
contents->SetSourceRect(scaled);
contents->SetSamplerDescriptor(snapshot.sampler_descriptor);
// This backdrop entity sets a depth value as it is written to the newly
// flipped backdrop and not into a new saveLayer.
Entity backdrop_entity;
backdrop_entity.SetContents(std::move(contents));
backdrop_entity.SetClipDepth(++current_depth_);
backdrop_entity.SetBlendMode(paint.blend_mode);
backdrop_entity.Render(renderer_, GetCurrentRenderPass());
Save(0);
return;
}
}
}
// When applying a save layer, absorb any pending distributed opacity.
Paint paint_copy = paint;
paint_copy.color.alpha *= transform_stack_.back().distributed_opacity;
transform_stack_.back().distributed_opacity = 1.0;
render_passes_.push_back(
LazyRenderingConfig(renderer_, //
CreateRenderTarget(renderer_, //
subpass_size, //
Color::BlackTransparent() //
)));
save_layer_state_.push_back(SaveLayerState{paint_copy, subpass_coverage});
CanvasStackEntry entry;
entry.transform = transform_stack_.back().transform;
entry.clip_depth = current_depth_ + total_content_depth;
FML_DCHECK(entry.clip_depth <= transform_stack_.back().clip_depth)
<< entry.clip_depth << " <=? " << transform_stack_.back().clip_depth
<< " after allocating " << total_content_depth;
entry.clip_height = transform_stack_.back().clip_height;
entry.rendering_mode = Entity::RenderingMode::kSubpassAppendSnapshotTransform;
entry.did_round_out = did_round_out;
transform_stack_.emplace_back(entry);
// Start non-collapsed subpasses with a fresh clip coverage stack limited by
// the subpass coverage. This is important because image filters applied to
// save layers may transform the subpass texture after it's rendered,
// causing parent clip coverage to get misaligned with the actual area that
// the subpass will affect in the parent pass.
clip_coverage_stack_.PushSubpass(subpass_coverage, GetClipHeight());
if (!backdrop_filter_contents) {
return;
}
// Render the backdrop entity.
Entity backdrop_entity;
backdrop_entity.SetContents(std::move(backdrop_filter_contents));
backdrop_entity.SetTransform(
Matrix::MakeTranslation(Vector3(-local_position)));
backdrop_entity.SetClipDepth(std::numeric_limits<uint32_t>::max());
backdrop_entity.Render(renderer_, GetCurrentRenderPass());
}
bool Canvas::Restore() {
FML_DCHECK(transform_stack_.size() > 0);
if (transform_stack_.size() == 1) {
return false;
}
// This check is important to make sure we didn't exceed the depth
// that the clips were rendered at while rendering any of the
// rendering ops. It is OK for the current depth to equal the
// outgoing clip depth because that means the clipping would have
// been successful up through the last rendering op, but it cannot
// be greater.
// Also, we bump the current rendering depth to the outgoing clip
// depth so that future rendering operations are not clipped by
// any of the pixels set by the expiring clips. It is OK for the
// estimates used to determine the clip depth in save/saveLayer
// to be overly conservative, but we need to jump the depth to
// the clip depth so that the next rendering op will get a
// larger depth (it will pre-increment the current_depth_ value).
FML_DCHECK(current_depth_ <= transform_stack_.back().clip_depth)
<< current_depth_ << " <=? " << transform_stack_.back().clip_depth;
current_depth_ = transform_stack_.back().clip_depth;
if (IsSkipping()) {
transform_stack_.pop_back();
return true;
}
if (transform_stack_.back().rendering_mode ==
Entity::RenderingMode::kSubpassAppendSnapshotTransform ||
transform_stack_.back().rendering_mode ==
Entity::RenderingMode::kSubpassPrependSnapshotTransform) {
auto lazy_render_pass = std::move(render_passes_.back());
render_passes_.pop_back();
// Force the render pass to be constructed if it never was.
lazy_render_pass.inline_pass_context->GetRenderPass();
SaveLayerState save_layer_state = save_layer_state_.back();
save_layer_state_.pop_back();
auto global_pass_position = GetGlobalPassPosition();
std::shared_ptr<Contents> contents = CreateContentsForSubpassTarget(
save_layer_state.paint, //
lazy_render_pass.inline_pass_context->GetTexture(), //
Matrix::MakeTranslation(Vector3{-global_pass_position}) * //
transform_stack_.back().transform //
);
lazy_render_pass.inline_pass_context->EndPass();
// Round the subpass texture position for pixel alignment with the parent
// pass render target. By default, we draw subpass textures with nearest
// sampling, so aligning here is important for avoiding visual nearest
// sampling errors caused by limited floating point precision when
// straddling a half pixel boundary.
Point subpass_texture_position;
if (transform_stack_.back().did_round_out) {
// Subpass coverage was rounded out, origin potentially moved "down" by
// as much as a pixel.
subpass_texture_position =
(save_layer_state.coverage.GetOrigin() - global_pass_position)
.Floor();
} else {
// Subpass coverage was truncated. Pick the closest phyiscal pixel.
subpass_texture_position =
(save_layer_state.coverage.GetOrigin() - global_pass_position)
.Round();
}
Entity element_entity;
element_entity.SetClipDepth(++current_depth_);
element_entity.SetContents(std::move(contents));
element_entity.SetBlendMode(save_layer_state.paint.blend_mode);
element_entity.SetTransform(
Matrix::MakeTranslation(Vector3(subpass_texture_position)));
if (element_entity.GetBlendMode() > Entity::kLastPipelineBlendMode) {
if (renderer_.GetDeviceCapabilities().SupportsFramebufferFetch()) {
ApplyFramebufferBlend(element_entity);
} else {
// 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).
auto input_texture = FlipBackdrop(GetGlobalPassPosition());
if (!input_texture) {
return false;
}
FilterInput::Vector inputs = {
FilterInput::Make(input_texture,
element_entity.GetTransform().Invert()),
FilterInput::Make(element_entity.GetContents())};
auto contents = ColorFilterContents::MakeBlend(
element_entity.GetBlendMode(), inputs);
contents->SetCoverageHint(element_entity.GetCoverage());
element_entity.SetContents(std::move(contents));
element_entity.SetBlendMode(BlendMode::kSource);
}
}
element_entity.Render(
renderer_, //
*render_passes_.back().inline_pass_context->GetRenderPass() //
);
clip_coverage_stack_.PopSubpass();
transform_stack_.pop_back();
// We don't need to restore clips if a saveLayer was performed, as the clip
// state is per render target, and no more rendering operations will be
// performed as the render target workloaded is completed in the restore.
return true;
}
size_t num_clips = transform_stack_.back().num_clips;
transform_stack_.pop_back();
if (num_clips > 0) {
EntityPassClipStack::ClipStateResult clip_state_result =
clip_coverage_stack_.RecordRestore(GetGlobalPassPosition(),
GetClipHeight());
// Clip restores are never required with depth based clipping.
FML_DCHECK(!clip_state_result.should_render);
if (clip_state_result.clip_did_change) {
// We only need to update the pass scissor if the clip state has changed.
SetClipScissor(
clip_coverage_stack_.CurrentClipCoverage(), //
*render_passes_.back().inline_pass_context->GetRenderPass(), //
GetGlobalPassPosition() //
);
}
}
return true;
}
void Canvas::DrawTextFrame(const std::shared_ptr<TextFrame>& text_frame,
Point position,
const Paint& paint) {
Entity entity;
entity.SetClipDepth(GetClipHeight());
entity.SetBlendMode(paint.blend_mode);
auto text_contents = std::make_shared<TextContents>();
text_contents->SetTextFrame(text_frame);
text_contents->SetForceTextColor(paint.mask_blur_descriptor.has_value());
text_contents->SetScale(GetCurrentTransform().GetMaxBasisLengthXY());
text_contents->SetColor(paint.color);
text_contents->SetOffset(position);
text_contents->SetTextProperties(paint.color, //
paint.style == Paint::Style::kStroke, //
paint.stroke_width, //
paint.stroke_cap, //
paint.stroke_join, //
paint.stroke_miter //
);
entity.SetTransform(GetCurrentTransform() *
Matrix::MakeTranslation(position));
// TODO(bdero): This mask blur application is a hack. It will always wind up
// doing a gaussian blur that affects the color source itself
// instead of just the mask. The color filter text support
// needs to be reworked in order to interact correctly with
// mask filters.
// https://github.com/flutter/flutter/issues/133297
entity.SetContents(paint.WithFilters(paint.WithMaskBlur(
std::move(text_contents), true, GetCurrentTransform())));
AddRenderEntityToCurrentPass(entity, false);
}
void Canvas::AddRenderEntityWithFiltersToCurrentPass(Entity& entity,
const Geometry* geometry,
const Paint& paint,
bool reuse_depth) {
std::shared_ptr<ColorSourceContents> contents = paint.CreateContents();
if (!paint.color_filter && !paint.invert_colors && !paint.image_filter &&
!paint.mask_blur_descriptor.has_value()) {
contents->SetGeometry(geometry);
entity.SetContents(std::move(contents));
AddRenderEntityToCurrentPass(entity, reuse_depth);
return;
}
// Attempt to apply the color filter on the CPU first.
// Note: This is not just an optimization; some color sources rely on
// CPU-applied color filters to behave properly.
bool needs_color_filter = paint.color_filter || paint.invert_colors;
if (needs_color_filter &&
contents->ApplyColorFilter([&](Color color) -> Color {
if (paint.color_filter) {
color = GetCPUColorFilterProc(paint.color_filter)(color);
}
if (paint.invert_colors) {
color = color.ApplyColorMatrix(kColorInversion);
}
return color;
})) {
needs_color_filter = false;
}
bool can_apply_mask_filter = geometry->CanApplyMaskFilter();
contents->SetGeometry(geometry);
if (can_apply_mask_filter && paint.mask_blur_descriptor.has_value()) {
// If there's a mask blur and we need to apply the color filter on the GPU,
// we need to be careful to only apply the color filter to the source
// colors. CreateMaskBlur is able to handle this case.
RectGeometry out_rect(Rect{});
auto filter_contents = paint.mask_blur_descriptor->CreateMaskBlur(
contents, needs_color_filter ? paint.color_filter : nullptr,
needs_color_filter ? paint.invert_colors : false, &out_rect);
entity.SetContents(std::move(filter_contents));
AddRenderEntityToCurrentPass(entity, reuse_depth);
return;
}
std::shared_ptr<Contents> contents_copy = std::move(contents);
// Image input types will directly set their color filter,
// if any. See `TiledTextureContents.SetColorFilter`.
if (needs_color_filter &&
(!paint.color_source ||
paint.color_source->type() != flutter::DlColorSourceType::kImage)) {
if (paint.color_filter) {
contents_copy = WrapWithGPUColorFilter(
paint.color_filter, FilterInput::Make(std::move(contents_copy)),
ColorFilterContents::AbsorbOpacity::kYes);
}
if (paint.invert_colors) {
contents_copy =
WrapWithInvertColors(FilterInput::Make(std::move(contents_copy)),
ColorFilterContents::AbsorbOpacity::kYes);
}
}
if (paint.image_filter) {
std::shared_ptr<FilterContents> filter = WrapInput(
paint.image_filter, FilterInput::Make(std::move(contents_copy)));
filter->SetRenderingMode(Entity::RenderingMode::kDirect);
entity.SetContents(filter);
AddRenderEntityToCurrentPass(entity, reuse_depth);
return;
}
entity.SetContents(std::move(contents_copy));
AddRenderEntityToCurrentPass(entity, reuse_depth);
}
void Canvas::AddRenderEntityToCurrentPass(Entity& entity, bool reuse_depth) {
if (IsSkipping()) {
return;
}
entity.SetTransform(
Matrix::MakeTranslation(Vector3(-GetGlobalPassPosition())) *
entity.GetTransform());
entity.SetInheritedOpacity(transform_stack_.back().distributed_opacity);
if (entity.GetBlendMode() == BlendMode::kSourceOver &&
entity.GetContents()->IsOpaque(entity.GetTransform())) {
entity.SetBlendMode(BlendMode::kSource);
}
// If the entity covers the current render target and is a solid color, then
// conditionally update the backdrop color to its solid color value blended
// with the current backdrop.
if (render_passes_.back().IsApplyingClearColor()) {
std::optional<Color> maybe_color = entity.AsBackgroundColor(
render_passes_.back().inline_pass_context->GetTexture()->GetSize());
if (maybe_color.has_value()) {
Color color = maybe_color.value();
RenderTarget& render_target = render_passes_.back()
.inline_pass_context->GetPassTarget()
.GetRenderTarget();
ColorAttachment attachment = render_target.GetColorAttachment(0);
// Attachment.clear color needs to be premultiplied at all times, but the
// Color::Blend function requires unpremultiplied colors.
attachment.clear_color = attachment.clear_color.Unpremultiply()
.Blend(color, entity.GetBlendMode())
.Premultiply();
render_target.SetColorAttachment(attachment, 0u);
return;
}
}
if (!reuse_depth) {
++current_depth_;
}
// We can render at a depth up to and including the depth of the currently
// active clips and we will still be clipped out, but we cannot render at
// a depth that is greater than the current clips or we will not be clipped.
FML_DCHECK(current_depth_ <= transform_stack_.back().clip_depth)
<< current_depth_ << " <=? " << transform_stack_.back().clip_depth;
entity.SetClipDepth(current_depth_);
if (entity.GetBlendMode() > Entity::kLastPipelineBlendMode) {
if (renderer_.GetDeviceCapabilities().SupportsFramebufferFetch()) {
ApplyFramebufferBlend(entity);
} else {
// 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).
auto input_texture = FlipBackdrop(GetGlobalPassPosition());
if (!input_texture) {
return;
}
// The coverage hint tells the rendered Contents which portion of the
// rendered output will actually be used, and so we set this to the
// current clip coverage (which is the max clip bounds). The contents may
// optionally use this hint to avoid unnecessary rendering work.
auto element_coverage_hint = entity.GetContents()->GetCoverageHint();
entity.GetContents()->SetCoverageHint(Rect::Intersection(
element_coverage_hint, clip_coverage_stack_.CurrentClipCoverage()));
FilterInput::Vector inputs = {
FilterInput::Make(input_texture, entity.GetTransform().Invert()),
FilterInput::Make(entity.GetContents())};
auto contents =
ColorFilterContents::MakeBlend(entity.GetBlendMode(), inputs);
entity.SetContents(std::move(contents));
entity.SetBlendMode(BlendMode::kSource);
}
}
const std::shared_ptr<RenderPass>& result =
render_passes_.back().inline_pass_context->GetRenderPass();
if (!result) {
// Failure to produce a render pass should be explained by specific errors
// in `InlinePassContext::GetRenderPass()`, so avoid log spam and don't
// append a validation log here.
return;
}
entity.Render(renderer_, *result);
}
RenderPass& Canvas::GetCurrentRenderPass() const {
return *render_passes_.back().inline_pass_context->GetRenderPass();
}
void Canvas::SetBackdropData(
std::unordered_map<int64_t, BackdropData> backdrop_data,
size_t backdrop_count) {
backdrop_data_ = std::move(backdrop_data);
backdrop_count_ = backdrop_count;
}
std::shared_ptr<Texture> Canvas::FlipBackdrop(Point global_pass_position,
bool should_remove_texture,
bool should_use_onscreen) {
LazyRenderingConfig rendering_config = std::move(render_passes_.back());
render_passes_.pop_back();
// If the very first thing we render in this EntityPass is a subpass that
// happens to have a backdrop filter or advanced blend, than that backdrop
// filter/blend will sample from an uninitialized texture.
//
// By calling `pass_context.GetRenderPass` here, we force the texture to pass
// through at least one RenderPass with the correct clear configuration before
// any sampling occurs.
//
// In cases where there are no contents, we
// could instead check the clear color and initialize a 1x2 CPU texture
// instead of ending the pass.
rendering_config.inline_pass_context->GetRenderPass();
if (!rendering_config.inline_pass_context->EndPass()) {
VALIDATION_LOG
<< "Failed to end the current render pass in order to read from "
"the backdrop texture and apply an advanced blend or backdrop "
"filter.";
// Note: adding this render pass ensures there are no later crashes from
// unbalanced save layers. Ideally, this method would return false and the
// renderer could handle that by terminating dispatch.
render_passes_.push_back(LazyRenderingConfig(
renderer_, std::move(rendering_config.entity_pass_target),
std::move(rendering_config.inline_pass_context)));
return nullptr;
}
const std::shared_ptr<Texture>& input_texture =
rendering_config.inline_pass_context->GetTexture();
if (!input_texture) {
VALIDATION_LOG << "Failed to fetch the color texture in order to "
"apply an advanced blend or backdrop filter.";
// Note: see above.
render_passes_.push_back(LazyRenderingConfig(
renderer_, std::move(rendering_config.entity_pass_target),
std::move(rendering_config.inline_pass_context)));
return nullptr;
}
if (should_use_onscreen) {
ColorAttachment color0 = render_target_.GetColorAttachment(0);
// When MSAA is being used, we end up overriding the entire backdrop by
// drawing the previous pass texture, and so we don't have to clear it and
// can use kDontCare.
color0.load_action = color0.resolve_texture != nullptr
? LoadAction::kDontCare
: LoadAction::kLoad;
render_target_.SetColorAttachment(color0, 0);
auto entity_pass_target = std::make_unique<EntityPassTarget>(
render_target_, //
renderer_.GetDeviceCapabilities().SupportsReadFromResolve(), //
renderer_.GetDeviceCapabilities().SupportsImplicitResolvingMSAA() //
);
render_passes_.push_back(
LazyRenderingConfig(renderer_, std::move(entity_pass_target)));
requires_readback_ = false;
} else {
render_passes_.push_back(LazyRenderingConfig(
renderer_, std::move(rendering_config.entity_pass_target),
std::move(rendering_config.inline_pass_context)));
// If the current texture is being cached for a BDF we need to ensure we
// don't recycle it during recording; remove it from the entity pass target.
if (should_remove_texture) {
render_passes_.back().entity_pass_target->RemoveSecondary();
}
}
RenderPass& current_render_pass =
*render_passes_.back().inline_pass_context->GetRenderPass();
// Eagerly restore the BDF contents.
// If the pass context returns a backdrop 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. Also, it's not possible
// to blit the non-MSAA resolve texture of the previous pass to MSAA
// textures (let alone a transient one).
Rect size_rect = Rect::MakeSize(input_texture->GetSize());
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(input_texture);
Entity msaa_backdrop_entity;
msaa_backdrop_entity.SetContents(std::move(msaa_backdrop_contents));
msaa_backdrop_entity.SetBlendMode(BlendMode::kSource);
msaa_backdrop_entity.SetClipDepth(std::numeric_limits<uint32_t>::max());
if (!msaa_backdrop_entity.Render(renderer_, current_render_pass)) {
VALIDATION_LOG << "Failed to render MSAA backdrop entity.";
return nullptr;
}
// Restore any clips that were recorded before the backdrop filter was
// applied.
auto& replay_entities = clip_coverage_stack_.GetReplayEntities();
for (const auto& replay : replay_entities) {
SetClipScissor(replay.clip_coverage, current_render_pass,
global_pass_position);
if (!replay.clip_contents.Render(renderer_, current_render_pass,
replay.clip_depth)) {
VALIDATION_LOG << "Failed to render entity for clip restore.";
}
}
return input_texture;
}
bool Canvas::BlitToOnscreen() {
auto command_buffer = renderer_.GetContext()->CreateCommandBuffer();
command_buffer->SetLabel("EntityPass Root Command Buffer");
auto offscreen_target = render_passes_.back()
.inline_pass_context->GetPassTarget()
.GetRenderTarget();
if (renderer_.GetContext()
->GetCapabilities()
->SupportsTextureToTextureBlits()) {
auto blit_pass = command_buffer->CreateBlitPass();
blit_pass->AddCopy(offscreen_target.GetRenderTargetTexture(),
render_target_.GetRenderTargetTexture());
if (!blit_pass->EncodeCommands(
renderer_.GetContext()->GetResourceAllocator())) {
VALIDATION_LOG << "Failed to encode root pass blit command.";
return false;
}
if (!renderer_.GetContext()->EnqueueCommandBuffer(
std::move(command_buffer))) {
return false;
}
} else {
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);
contents->SetLabel("Root pass blit");
Entity entity;
entity.SetContents(contents);
entity.SetBlendMode(BlendMode::kSource);
if (!entity.Render(renderer_, *render_pass)) {
VALIDATION_LOG << "Failed to render EntityPass root blit.";
return false;
}
}
if (!render_pass->EncodeCommands()) {
VALIDATION_LOG << "Failed to encode root pass command buffer.";
return false;
}
if (!renderer_.GetContext()->EnqueueCommandBuffer(
std::move(command_buffer))) {
return false;
}
}
return true;
}
void Canvas::EndReplay() {
FML_DCHECK(render_passes_.size() == 1u);
render_passes_.back().inline_pass_context->GetRenderPass();
render_passes_.back().inline_pass_context->EndPass();
backdrop_data_.clear();
// If requires_readback_ was true, then we rendered to an offscreen texture
// instead of to the onscreen provided in the render target. Now we need to
// draw or blit the offscreen back to the onscreen.
if (requires_readback_) {
BlitToOnscreen();
}
if (!renderer_.GetContext()->FlushCommandBuffers()) {
// Not much we can do.
VALIDATION_LOG << "Failed to submit command buffers";
}
render_passes_.clear();
renderer_.GetRenderTargetCache()->End();
clip_geometry_.clear();
Reset();
Initialize(initial_cull_rect_);
}
} // namespace impeller