| // 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/closure.h" |
| #include "flutter/fml/logging.h" |
| #include "flutter/fml/macros.h" |
| #include "flutter/fml/trace_event.h" |
| #include "impeller/base/strings.h" |
| #include "impeller/base/validation.h" |
| #include "impeller/core/allocator.h" |
| #include "impeller/core/formats.h" |
| #include "impeller/core/texture.h" |
| #include "impeller/entity/contents/clip_contents.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/framebuffer_blend_contents.h" |
| #include "impeller/entity/contents/texture_contents.h" |
| #include "impeller/entity/entity.h" |
| #include "impeller/entity/inline_pass_context.h" |
| #include "impeller/geometry/color.h" |
| #include "impeller/geometry/path_builder.h" |
| #include "impeller/renderer/command.h" |
| #include "impeller/renderer/command_buffer.h" |
| #include "impeller/renderer/render_pass.h" |
| |
| #ifdef IMPELLER_DEBUG |
| #include "impeller/entity/contents/checkerboard_contents.h" |
| #endif // IMPELLER_DEBUG |
| |
| namespace impeller { |
| |
| namespace { |
| std::tuple<std::optional<Color>, BlendMode> ElementAsBackgroundColor( |
| const EntityPass::Element& element, |
| ISize target_size) { |
| if (const Entity* entity = std::get_if<Entity>(&element)) { |
| std::optional<Color> entity_color = entity->AsBackgroundColor(target_size); |
| if (entity_color.has_value()) { |
| return {entity_color.value(), entity->GetBlendMode()}; |
| } |
| } |
| return {}; |
| } |
| } // namespace |
| |
| 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() == BlendMode::kSourceOver && |
| entity.GetContents()->IsOpaque()) { |
| entity.SetBlendMode(BlendMode::kSource); |
| } |
| |
| if (entity.GetBlendMode() > Entity::kLastPipelineBlendMode) { |
| advanced_blend_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; |
| } |
| |
| std::optional<Rect> EntityPass::GetElementsCoverage( |
| std::optional<Rect> coverage_limit) 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_limit.has_value()) { |
| coverage = coverage->Intersection(coverage_limit.value()); |
| } |
| } else if (auto subpass = |
| std::get_if<std::unique_ptr<EntityPass>>(&element)) { |
| coverage = GetSubpassCoverage(*subpass->get(), coverage_limit); |
| } 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_limit) const { |
| auto entities_coverage = subpass.GetElementsCoverage(coverage_limit); |
| // 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->backdrop_filter_proc_) { |
| backdrop_filter_reads_from_pass_texture_ += 1; |
| } |
| if (pass->blend_mode_ > Entity::kLastPipelineBlendMode) { |
| advanced_blend_reads_from_pass_texture_ += 1; |
| } |
| |
| auto subpass_pointer = pass.get(); |
| elements_.emplace_back(std::move(pass)); |
| return subpass_pointer; |
| } |
| |
| void EntityPass::AddSubpassInline(std::unique_ptr<EntityPass> pass) { |
| if (!pass) { |
| return; |
| } |
| FML_DCHECK(pass->superpass_ == nullptr); |
| |
| elements_.insert(elements_.end(), |
| std::make_move_iterator(pass->elements_.begin()), |
| std::make_move_iterator(pass->elements_.end())); |
| |
| backdrop_filter_reads_from_pass_texture_ += |
| pass->backdrop_filter_reads_from_pass_texture_; |
| advanced_blend_reads_from_pass_texture_ += |
| pass->advanced_blend_reads_from_pass_texture_; |
| } |
| |
| static RenderTarget::AttachmentConfig GetDefaultStencilConfig(bool readable) { |
| return RenderTarget::AttachmentConfig{ |
| .storage_mode = readable ? StorageMode::kDevicePrivate |
| : StorageMode::kDeviceTransient, |
| .load_action = LoadAction::kDontCare, |
| .store_action = StoreAction::kDontCare, |
| }; |
| } |
| |
| static EntityPassTarget CreateRenderTarget(ContentContext& renderer, |
| ISize size, |
| bool readable, |
| const Color& clear_color) { |
| 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. |
| |
| RenderTarget target; |
| if (context->GetCapabilities()->SupportsOffscreenMSAA()) { |
| target = RenderTarget::CreateOffscreenMSAA( |
| *context, // context |
| size, // size |
| "EntityPass", // label |
| RenderTarget::AttachmentConfigMSAA{ |
| .storage_mode = StorageMode::kDeviceTransient, |
| .resolve_storage_mode = StorageMode::kDevicePrivate, |
| .load_action = LoadAction::kDontCare, |
| .store_action = StoreAction::kMultisampleResolve, |
| .clear_color = clear_color}, // color_attachment_config |
| GetDefaultStencilConfig(readable) // stencil_attachment_config |
| ); |
| } else { |
| target = RenderTarget::CreateOffscreen( |
| *context, // context |
| size, // size |
| "EntityPass", // label |
| RenderTarget::AttachmentConfig{ |
| .storage_mode = StorageMode::kDevicePrivate, |
| .load_action = LoadAction::kDontCare, |
| .store_action = StoreAction::kDontCare, |
| .clear_color = clear_color, |
| }, // color_attachment_config |
| GetDefaultStencilConfig(readable) // stencil_attachment_config |
| ); |
| } |
| |
| return EntityPassTarget( |
| target, renderer.GetDeviceCapabilities().SupportsReadFromResolve()); |
| } |
| |
| uint32_t EntityPass::GetTotalPassReads(ContentContext& renderer) const { |
| return renderer.GetDeviceCapabilities().SupportsFramebufferFetch() |
| ? backdrop_filter_reads_from_pass_texture_ |
| : backdrop_filter_reads_from_pass_texture_ + |
| advanced_blend_reads_from_pass_texture_; |
| } |
| |
| bool EntityPass::Render(ContentContext& renderer, |
| const RenderTarget& render_target) const { |
| auto root_render_target = render_target; |
| |
| if (root_render_target.GetColorAttachments().empty()) { |
| VALIDATION_LOG << "The root RenderTarget must have a color attachment."; |
| return false; |
| } |
| |
| renderer.SetLazyGlyphAtlas(std::make_shared<LazyGlyphAtlas>()); |
| fml::ScopedCleanupClosure reset_lazy_glyph_atlas( |
| [&renderer]() { renderer.SetLazyGlyphAtlas(nullptr); }); |
| |
| IterateAllEntities([lazy_glyph_atlas = |
| renderer.GetLazyGlyphAtlas()](const Entity& entity) { |
| if (auto contents = entity.GetContents()) { |
| contents->PopulateGlyphAtlas(lazy_glyph_atlas, entity.DeriveTextScale()); |
| } |
| return true; |
| }); |
| |
| StencilCoverageStack stencil_coverage_stack = {StencilCoverageLayer{ |
| .coverage = Rect::MakeSize(root_render_target.GetRenderTargetSize()), |
| .stencil_depth = 0}}; |
| |
| bool supports_onscreen_backdrop_reads = |
| renderer.GetDeviceCapabilities().SupportsReadFromOnscreenTexture() && |
| // If the backend doesn't have `SupportsReadFromResolve`, we need to flip |
| // between two textures when restoring a previous MSAA pass. |
| renderer.GetDeviceCapabilities().SupportsReadFromResolve(); |
| bool reads_from_onscreen_backdrop = GetTotalPassReads(renderer) > 0; |
| // In this branch path, we need to render everything to an offscreen texture |
| // and then blit the results onto the onscreen texture. If using this branch, |
| // there's no need to set up a stencil attachment on the root render target. |
| if (!supports_onscreen_backdrop_reads && reads_from_onscreen_backdrop) { |
| auto offscreen_target = CreateRenderTarget( |
| renderer, root_render_target.GetRenderTargetSize(), true, |
| GetClearColor(render_target.GetRenderTargetSize())); |
| |
| if (!OnRender(renderer, // renderer |
| offscreen_target.GetRenderTarget() |
| .GetRenderTargetSize(), // root_pass_size |
| offscreen_target, // pass_target |
| Point(), // global_pass_position |
| Point(), // local_pass_position |
| 0, // pass_depth |
| stencil_coverage_stack // stencil_coverage_stack |
| )) { |
| // Validation error messages are triggered for all `OnRender()` failure |
| // cases. |
| return false; |
| } |
| |
| auto command_buffer = renderer.GetContext()->CreateCommandBuffer(); |
| command_buffer->SetLabel("EntityPass Root Command Buffer"); |
| |
| // If the context supports blitting, blit the offscreen texture to the |
| // onscreen texture. Otherwise, draw it to the parent texture using a |
| // pipeline (slower). |
| if (renderer.GetContext() |
| ->GetCapabilities() |
| ->SupportsTextureToTextureBlits()) { |
| auto blit_pass = command_buffer->CreateBlitPass(); |
| blit_pass->AddCopy( |
| offscreen_target.GetRenderTarget().GetRenderTargetTexture(), |
| root_render_target.GetRenderTargetTexture()); |
| |
| if (!blit_pass->EncodeCommands( |
| renderer.GetContext()->GetResourceAllocator())) { |
| VALIDATION_LOG << "Failed to encode root pass blit command."; |
| return false; |
| } |
| } else { |
| auto render_pass = command_buffer->CreateRenderPass(root_render_target); |
| render_pass->SetLabel("EntityPass Root Render Pass"); |
| |
| { |
| auto size_rect = Rect::MakeSize( |
| offscreen_target.GetRenderTarget().GetRenderTargetSize()); |
| auto contents = TextureContents::MakeRect(size_rect); |
| contents->SetTexture( |
| offscreen_target.GetRenderTarget().GetRenderTargetTexture()); |
| contents->SetSourceRect(size_rect); |
| contents->SetLabel("Root pass blit"); |
| |
| Entity entity; |
| entity.SetContents(contents); |
| entity.SetBlendMode(BlendMode::kSource); |
| |
| entity.Render(renderer, *render_pass); |
| } |
| |
| if (!render_pass->EncodeCommands()) { |
| VALIDATION_LOG << "Failed to encode root pass command buffer."; |
| return false; |
| } |
| } |
| if (!command_buffer->SubmitCommands()) { |
| VALIDATION_LOG << "Failed to submit root pass command buffer."; |
| return false; |
| } |
| |
| return true; |
| } |
| |
| // If we make it this far, that means the context is capable of rendering |
| // everything directly to the onscreen texture. |
| |
| // The safety check for fetching this color attachment is at the beginning of |
| // this method. |
| auto color0 = root_render_target.GetColorAttachments().find(0)->second; |
| |
| // If a root stencil was provided by the caller, then verify that it has a |
| // configuration which can be used to render this pass. |
| auto stencil_attachment = root_render_target.GetStencilAttachment(); |
| if (stencil_attachment.has_value()) { |
| auto stencil_texture = stencil_attachment->texture; |
| if (!stencil_texture) { |
| VALIDATION_LOG << "The root RenderTarget must have a stencil texture."; |
| return false; |
| } |
| |
| auto stencil_storage_mode = |
| stencil_texture->GetTextureDescriptor().storage_mode; |
| if (reads_from_onscreen_backdrop && |
| stencil_storage_mode == StorageMode::kDeviceTransient) { |
| VALIDATION_LOG << "The given root RenderTarget stencil needs to be read, " |
| "but it's marked as transient."; |
| return false; |
| } |
| } |
| // Setup a new root stencil with an optimal configuration if one wasn't |
| // provided by the caller. |
| else { |
| root_render_target.SetupStencilAttachment( |
| *renderer.GetContext(), color0.texture->GetSize(), |
| renderer.GetContext()->GetCapabilities()->SupportsOffscreenMSAA(), |
| "ImpellerOnscreen", |
| GetDefaultStencilConfig(reads_from_onscreen_backdrop)); |
| } |
| |
| // Set up the clear color of the root pass. |
| color0.clear_color = GetClearColor(render_target.GetRenderTargetSize()); |
| root_render_target.SetColorAttachment(color0, 0); |
| |
| EntityPassTarget pass_target( |
| root_render_target, |
| renderer.GetDeviceCapabilities().SupportsReadFromResolve()); |
| |
| return OnRender( // |
| renderer, // renderer |
| root_render_target.GetRenderTargetSize(), // root_pass_size |
| pass_target, // pass_target |
| Point(), // global_pass_position |
| Point(), // local_pass_position |
| 0, // pass_depth |
| stencil_coverage_stack); // stencil_coverage_stack |
| } |
| |
| EntityPass::EntityResult EntityPass::GetEntityForElement( |
| const EntityPass::Element& element, |
| ContentContext& renderer, |
| InlinePassContext& pass_context, |
| ISize root_pass_size, |
| Point global_pass_position, |
| uint32_t pass_depth, |
| StencilCoverageStack& stencil_coverage_stack, |
| 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 (!global_pass_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(-global_pass_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->backdrop_filter_proc_ && |
| subpass->delegate_->CanCollapseIntoParentPass(subpass)) { |
| // Directly render into the parent target and move on. |
| if (!subpass->OnRender( |
| renderer, // renderer |
| root_pass_size, // root_pass_size |
| pass_context.GetPassTarget(), // pass_target |
| global_pass_position, // global_pass_position |
| Point(), // local_pass_position |
| pass_depth, // pass_depth |
| stencil_coverage_stack, // stencil_coverage_stack |
| stencil_depth_, // stencil_depth_floor |
| nullptr, // backdrop_filter_contents |
| pass_context.GetRenderPass(pass_depth) // collapsed_parent_pass |
| )) { |
| // Validation error messages are triggered for all `OnRender()` failure |
| // cases. |
| return EntityPass::EntityResult::Failure(); |
| } |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| std::shared_ptr<Contents> backdrop_filter_contents = nullptr; |
| if (subpass->backdrop_filter_proc_) { |
| auto texture = pass_context.GetTexture(); |
| // Render the backdrop texture before any of the pass elements. |
| const auto& proc = subpass->backdrop_filter_proc_; |
| backdrop_filter_contents = |
| proc(FilterInput::Make(std::move(texture)), subpass->xformation_, |
| /*is_subpass*/ true); |
| |
| // 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(); |
| } |
| |
| if (stencil_coverage_stack.empty()) { |
| // The current clip is empty. This means the pass texture won't be |
| // visible, so skip it. |
| return EntityPass::EntityResult::Skip(); |
| } |
| auto stencil_coverage_back = stencil_coverage_stack.back().coverage; |
| if (!stencil_coverage_back.has_value()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| // The maximum coverage of the subpass. Subpasses textures should never |
| // extend outside the parent pass texture or the current clip coverage. |
| auto coverage_limit = |
| Rect(global_pass_position, Size(pass_context.GetPassTarget() |
| .GetRenderTarget() |
| .GetRenderTargetSize())) |
| .Intersection(stencil_coverage_back.value()); |
| if (!coverage_limit.has_value()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| coverage_limit = |
| coverage_limit->Intersection(Rect::MakeSize(root_pass_size)); |
| if (!coverage_limit.has_value()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| auto subpass_coverage = (subpass->flood_clip_ || backdrop_filter_contents) |
| ? coverage_limit |
| : GetSubpassCoverage(*subpass, coverage_limit); |
| if (!subpass_coverage.has_value()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| auto subpass_size = ISize(subpass_coverage->size); |
| if (subpass_size.IsEmpty()) { |
| return EntityPass::EntityResult::Skip(); |
| } |
| |
| auto subpass_target = CreateRenderTarget( |
| renderer, // renderer |
| subpass_size, // size |
| subpass->GetTotalPassReads(renderer) > 0, // readable |
| subpass->GetClearColor(subpass_size)); // clear_color |
| |
| if (!subpass_target.IsValid()) { |
| VALIDATION_LOG << "Subpass render target is invalid."; |
| return EntityPass::EntityResult::Failure(); |
| } |
| |
| // Stencil textures aren't shared between EntityPasses (as much of the |
| // time they are transient). |
| if (!subpass->OnRender(renderer, // renderer |
| root_pass_size, // root_pass_size |
| subpass_target, // pass_target |
| subpass_coverage->origin, // global_pass_position |
| subpass_coverage->origin - |
| global_pass_position, // local_pass_position |
| ++pass_depth, // pass_depth |
| stencil_coverage_stack, // stencil_coverage_stack |
| subpass->stencil_depth_, // stencil_depth_floor |
| backdrop_filter_contents // backdrop_filter_contents |
| )) { |
| // Validation error messages are triggered for all `OnRender()` failure |
| // cases. |
| return EntityPass::EntityResult::Failure(); |
| } |
| |
| // The subpass target's texture may have changed during OnRender. |
| auto subpass_texture = |
| subpass_target.GetRenderTarget().GetRenderTargetTexture(); |
| |
| auto offscreen_texture_contents = |
| subpass->delegate_->CreateContentsForSubpassTarget( |
| subpass_texture, |
| Matrix::MakeTranslation(Vector3{-global_pass_position}) * |
| 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(); |
| } |
| |
| 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 - global_pass_position))); |
| } else { |
| FML_UNREACHABLE(); |
| } |
| |
| return EntityPass::EntityResult::Success(element_entity); |
| } |
| |
| bool EntityPass::OnRender( |
| ContentContext& renderer, |
| ISize root_pass_size, |
| EntityPassTarget& pass_target, |
| Point global_pass_position, |
| Point local_pass_position, |
| uint32_t pass_depth, |
| StencilCoverageStack& stencil_coverage_stack, |
| size_t stencil_depth_floor, |
| std::shared_ptr<Contents> backdrop_filter_contents, |
| const std::optional<InlinePassContext::RenderPassResult>& |
| collapsed_parent_pass) const { |
| TRACE_EVENT0("impeller", "EntityPass::OnRender"); |
| |
| auto context = renderer.GetContext(); |
| InlinePassContext pass_context( |
| context, pass_target, GetTotalPassReads(renderer), collapsed_parent_pass); |
| if (!pass_context.IsValid()) { |
| VALIDATION_LOG << SPrintF("Pass context invalid (Depth=%d)", pass_depth); |
| return false; |
| } |
| |
| if (!(GetClearColor(root_pass_size) == Color::BlackTransparent())) { |
| // Force the pass context to create at least one new pass if the clear color |
| // is present. The `EndPass` first ensures that the clear color will get |
| // applied even if this EntityPass is getting collapsed into the parent |
| // pass. |
| pass_context.EndPass(); |
| pass_context.GetRenderPass(pass_depth); |
| } |
| |
| auto render_element = [&stencil_depth_floor, &pass_context, &pass_depth, |
| &renderer, &stencil_coverage_stack, |
| &global_pass_position](Entity& element_entity) { |
| auto result = pass_context.GetRenderPass(pass_depth); |
| |
| if (!result.pass) { |
| // 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 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. |
| // Also, it's not possible to blit the non-MSAA resolve texture of the |
| // previous pass to MSAA textures (let alone a transient one). |
| 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)) { |
| VALIDATION_LOG << "Failed to render MSAA backdrop filter entity."; |
| return false; |
| } |
| } |
| |
| auto current_stencil_coverage = stencil_coverage_stack.back().coverage; |
| if (current_stencil_coverage.has_value()) { |
| // Entity transforms are relative to the current pass position, so we need |
| // to check stencil coverage in the same space. |
| current_stencil_coverage->origin -= global_pass_position; |
| } |
| |
| if (!element_entity.ShouldRender(current_stencil_coverage)) { |
| return true; // Nothing to render. |
| } |
| |
| auto stencil_coverage = |
| element_entity.GetStencilCoverage(current_stencil_coverage); |
| if (stencil_coverage.coverage.has_value()) { |
| stencil_coverage.coverage->origin += global_pass_position; |
| } |
| |
| // 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 |
| // stencil coverage (which is the max clip bounds). The contents may |
| // optionally use this hint to avoid unnecessary rendering work. |
| element_entity.GetContents()->SetCoverageHint(current_stencil_coverage); |
| |
| switch (stencil_coverage.type) { |
| case Contents::StencilCoverage::Type::kNoChange: |
| break; |
| case Contents::StencilCoverage::Type::kAppend: { |
| auto op = stencil_coverage_stack.back().coverage; |
| stencil_coverage_stack.push_back(StencilCoverageLayer{ |
| .coverage = stencil_coverage.coverage, |
| .stencil_depth = element_entity.GetStencilDepth() + 1}); |
| FML_DCHECK(stencil_coverage_stack.back().stencil_depth == |
| stencil_coverage_stack.size() - 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_coverage_stack.back().stencil_depth <= |
| element_entity.GetStencilDepth()) { |
| // Drop stencil restores that will do nothing. |
| return true; |
| } |
| |
| auto restoration_depth = element_entity.GetStencilDepth(); |
| FML_DCHECK(restoration_depth < stencil_coverage_stack.size()); |
| |
| // We only need to restore the area that covers the coverage of the |
| // stencil rect at target depth + 1. |
| std::optional<Rect> restore_coverage = |
| (restoration_depth + 1 < stencil_coverage_stack.size()) |
| ? stencil_coverage_stack[restoration_depth + 1].coverage |
| : std::nullopt; |
| if (restore_coverage.has_value()) { |
| // Make the coverage rectangle relative to the current pass. |
| restore_coverage->origin -= global_pass_position; |
| } |
| stencil_coverage_stack.resize(restoration_depth + 1); |
| |
| if (!stencil_coverage_stack.back().coverage.has_value()) { |
| // Running this restore op won't make anything renderable, so skip it. |
| return true; |
| } |
| |
| auto restore_contents = static_cast<ClipRestoreContents*>( |
| element_entity.GetContents().get()); |
| restore_contents->SetRestoreCoverage(restore_coverage); |
| |
| } break; |
| } |
| |
| element_entity.SetStencilDepth(element_entity.GetStencilDepth() - |
| stencil_depth_floor); |
| if (!element_entity.Render(renderer, *result.pass)) { |
| VALIDATION_LOG << "Failed to render entity."; |
| return false; |
| } |
| return true; |
| }; |
| |
| if (backdrop_filter_proc_) { |
| if (!backdrop_filter_contents) { |
| VALIDATION_LOG |
| << "EntityPass contains a backdrop filter, but no backdrop filter " |
| "contents was supplied by the parent pass at render time. This is " |
| "a bug in EntityPass. Parent passes are responsible for setting " |
| "up backdrop filters for their children."; |
| return false; |
| } |
| |
| Entity backdrop_entity; |
| backdrop_entity.SetContents(std::move(backdrop_filter_contents)); |
| backdrop_entity.SetTransformation( |
| Matrix::MakeTranslation(Vector3(-local_pass_position))); |
| backdrop_entity.SetStencilDepth(stencil_depth_floor); |
| |
| render_element(backdrop_entity); |
| } |
| |
| bool is_collapsing_clear_colors = true; |
| for (const auto& element : elements_) { |
| // Skip elements that are incorporated into the clear color. |
| if (is_collapsing_clear_colors) { |
| auto [entity_color, _] = |
| ElementAsBackgroundColor(element, root_pass_size); |
| if (entity_color.has_value()) { |
| continue; |
| } |
| is_collapsing_clear_colors = false; |
| } |
| |
| EntityResult result = |
| GetEntityForElement(element, // element |
| renderer, // renderer |
| pass_context, // pass_context |
| root_pass_size, // root_pass_size |
| global_pass_position, // global_pass_position |
| pass_depth, // pass_depth |
| stencil_coverage_stack, // stencil_coverage_stack |
| stencil_depth_floor); // stencil_depth_floor |
| |
| switch (result.status) { |
| case EntityResult::kSuccess: |
| break; |
| case EntityResult::kFailure: |
| // All failure cases should be covered by specific validation messages |
| // in `GetEntityForElement()`. |
| return false; |
| case EntityResult::kSkip: |
| continue; |
| }; |
| |
| //-------------------------------------------------------------------------- |
| /// Setup advanced blends. |
| /// |
| |
| if (result.entity.GetBlendMode() > Entity::kLastPipelineBlendMode) { |
| if (renderer.GetDeviceCapabilities().SupportsFramebufferFetch()) { |
| auto src_contents = result.entity.GetContents(); |
| auto contents = std::make_shared<FramebufferBlendContents>(); |
| contents->SetChildContents(src_contents); |
| contents->SetBlendMode(result.entity.GetBlendMode()); |
| result.entity.SetContents(std::move(contents)); |
| result.entity.SetBlendMode(BlendMode::kSource); |
| } 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). |
| |
| if (!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."; |
| return false; |
| } |
| |
| // Amend an advanced blend filter to the contents, attaching the pass |
| // texture. |
| auto texture = pass_context.GetTexture(); |
| if (!texture) { |
| VALIDATION_LOG << "Failed to fetch the color texture in order to " |
| "apply an advanced blend."; |
| return false; |
| } |
| |
| FilterInput::Vector inputs = { |
| FilterInput::Make(texture, |
| result.entity.GetTransformation().Invert()), |
| FilterInput::Make(result.entity.GetContents())}; |
| auto contents = ColorFilterContents::MakeBlend( |
| result.entity.GetBlendMode(), inputs); |
| contents->SetCoverageHint(result.entity.GetCoverage()); |
| result.entity.SetContents(std::move(contents)); |
| result.entity.SetBlendMode(BlendMode::kSource); |
| } |
| } |
| |
| //-------------------------------------------------------------------------- |
| /// Render the Element. |
| /// |
| |
| if (!render_element(result.entity)) { |
| // Specific validation logs are handled in `render_element()`. |
| return false; |
| } |
| } |
| |
| #ifdef IMPELLER_DEBUG |
| //-------------------------------------------------------------------------- |
| /// Draw debug checkerboard over offscreen textures. |
| /// |
| |
| // When the pass depth is > 0, this EntityPass is being rendered to an |
| // offscreen texture. |
| if (enable_offscreen_debug_checkerboard_ && |
| !collapsed_parent_pass.has_value() && pass_depth > 0) { |
| auto result = pass_context.GetRenderPass(pass_depth); |
| if (!result.pass) { |
| // Failure to produce a render pass should be explained by specific errors |
| // in `InlinePassContext::GetRenderPass()`. |
| return false; |
| } |
| auto checkerboard = CheckerboardContents(); |
| auto color = ColorHSB(0, // hue |
| 1, // saturation |
| std::max(0.0, 0.6 - pass_depth / 5), // brightness |
| 0.25); // alpha |
| checkerboard.SetColor(Color(color)); |
| checkerboard.Render(renderer, {}, *result.pass); |
| } |
| #endif |
| |
| 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(); |
| } |
| } |
| |
| void EntityPass::IterateAllEntities( |
| const std::function<bool(const Entity&)>& iterator) const { |
| if (!iterator) { |
| return; |
| } |
| |
| for (const 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)) { |
| const EntityPass* entity_pass = subpass->get(); |
| entity_pass->IterateAllEntities(iterator); |
| continue; |
| } |
| FML_UNREACHABLE(); |
| } |
| } |
| |
| bool EntityPass::IterateUntilSubpass( |
| const std::function<bool(Entity&)>& iterator) { |
| if (!iterator) { |
| return true; |
| } |
| |
| for (auto& element : elements_) { |
| if (auto entity = std::get_if<Entity>(&element)) { |
| if (!iterator(*entity)) { |
| return false; |
| } |
| continue; |
| } |
| return true; |
| } |
| return false; |
| } |
| |
| size_t EntityPass::GetElementCount() const { |
| return elements_.size(); |
| } |
| |
| 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; |
| flood_clip_ = Entity::IsBlendModeDestructive(blend_mode); |
| } |
| |
| Color EntityPass::GetClearColor(ISize target_size) const { |
| Color result = Color::BlackTransparent(); |
| for (const Element& element : elements_) { |
| auto [entity_color, blend_mode] = |
| ElementAsBackgroundColor(element, target_size); |
| if (!entity_color.has_value()) { |
| break; |
| } |
| result = result.Blend(entity_color.value(), blend_mode); |
| } |
| return result.Premultiply(); |
| } |
| |
| void EntityPass::SetBackdropFilter(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); |
| } |
| |
| void EntityPass::SetEnableOffscreenCheckerboard(bool enabled) { |
| enable_offscreen_debug_checkerboard_ = enabled; |
| } |
| |
| } // namespace impeller |