| // 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. |
| |
| #ifndef FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_ |
| #define FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_ |
| |
| #include <cstdint> |
| #include <functional> |
| #include <memory> |
| #include <optional> |
| #include <vector> |
| |
| #include "impeller/entity/contents/contents.h" |
| #include "impeller/entity/contents/filters/filter_contents.h" |
| #include "impeller/entity/entity.h" |
| #include "impeller/entity/entity_pass_delegate.h" |
| #include "impeller/entity/inline_pass_context.h" |
| #include "impeller/renderer/render_target.h" |
| |
| namespace impeller { |
| |
| class ContentContext; |
| class EntityPassClipRecorder; |
| |
| class EntityPass { |
| public: |
| /// Elements are renderable items in the `EntityPass`. Each can either be an |
| /// `Entity` or a child `EntityPass`. |
| /// |
| /// When the element is a child `EntityPass`, it may be rendered to an |
| /// offscreen texture and converted into an `Entity` that draws the texture |
| /// into the current pass, or its children may be collapsed into the current |
| /// |
| /// `EntityPass`. Elements are converted to Entities in |
| /// `GetEntityForElement()`. |
| using Element = std::variant<Entity, std::unique_ptr<EntityPass>>; |
| |
| static const std::string kCaptureDocumentName; |
| |
| using BackdropFilterProc = std::function<std::shared_ptr<FilterContents>( |
| FilterInput::Ref, |
| const Matrix& effect_transform, |
| Entity::RenderingMode rendering_mode)>; |
| |
| struct ClipCoverageLayer { |
| std::optional<Rect> coverage; |
| size_t clip_depth; |
| }; |
| |
| using ClipCoverageStack = std::vector<ClipCoverageLayer>; |
| |
| EntityPass(); |
| |
| ~EntityPass(); |
| |
| void SetDelegate(std::shared_ptr<EntityPassDelegate> delgate); |
| |
| /// @brief Set the bounds limit, which is provided by the user when creating |
| /// a SaveLayer. This is a hint that allows the user to communicate |
| /// that it's OK to not render content outside of the bounds. |
| /// |
| /// For consistency with Skia, we effectively treat this like a |
| /// rectangle clip by forcing the subpass texture size to never exceed |
| /// it. |
| void SetBoundsLimit(std::optional<Rect> bounds_limit); |
| |
| /// @brief Get the bounds limit, which is provided by the user when creating |
| /// a SaveLayer. |
| std::optional<Rect> GetBoundsLimit() const; |
| |
| size_t GetSubpassesDepth() const; |
| |
| /// @brief Add an entity to the current entity pass. |
| void AddEntity(Entity entity); |
| |
| void PushClip(Entity entity); |
| |
| void PopClips(size_t num_clips, uint64_t depth); |
| |
| void PopAllClips(uint64_t depth); |
| |
| void SetElements(std::vector<Element> elements); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Appends a given pass as a subpass. |
| /// |
| EntityPass* AddSubpass(std::unique_ptr<EntityPass> pass); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Merges a given pass into this pass. Useful for drawing |
| /// pre-recorded pictures that don't require rendering into a separate |
| /// subpass. |
| /// |
| void AddSubpassInline(std::unique_ptr<EntityPass> pass); |
| |
| EntityPass* GetSuperpass() const; |
| |
| bool Render(ContentContext& renderer, |
| const RenderTarget& render_target) const; |
| |
| /// @brief Iterate all elements (entities and subpasses) in this pass, |
| /// recursively including elements of child passes. The iteration |
| /// order is depth-first. Whenever a subpass elements is encountered, |
| /// it's included in the stream before its children. |
| void IterateAllElements(const std::function<bool(Element&)>& iterator); |
| |
| void IterateAllElements( |
| const std::function<bool(const Element&)>& iterator) const; |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Iterate all entities in this pass, recursively including entities |
| /// of child passes. The iteration order is depth-first. |
| /// |
| void IterateAllEntities(const std::function<bool(Entity&)>& iterator); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Iterate all entities in this pass, recursively including entities |
| /// of child passes. The iteration order is depth-first and does not |
| /// allow modification of the entities. |
| /// |
| void IterateAllEntities( |
| const std::function<bool(const Entity&)>& iterator) const; |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Iterate entities in this pass up until the first subpass is found. |
| /// This is useful for limiting look-ahead optimizations. |
| /// |
| /// @return Returns whether a subpass was encountered. |
| /// |
| bool IterateUntilSubpass(const std::function<bool(Entity&)>& iterator); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Return the number of elements on this pass. |
| /// |
| size_t GetElementCount() const; |
| |
| void SetTransform(Matrix transform); |
| |
| void SetClipDepth(size_t clip_depth); |
| |
| size_t GetClipDepth() const; |
| |
| void SetNewClipDepth(size_t clip_depth); |
| |
| uint32_t GetNewClipDepth() const; |
| |
| void SetBlendMode(BlendMode blend_mode); |
| |
| /// @brief Return the premultiplied clear color of the pass entities, if any. |
| std::optional<Color> GetClearColor(ISize size = ISize::Infinite()) const; |
| |
| /// @brief Return the premultiplied clear color of the pass entities. |
| /// |
| /// If the entity pass has no clear color, this will return transparent black. |
| Color GetClearColorOrDefault(ISize size = ISize::Infinite()) const; |
| |
| void SetBackdropFilter(BackdropFilterProc proc); |
| |
| void SetEnableOffscreenCheckerboard(bool enabled); |
| |
| int32_t GetRequiredMipCount() const { return required_mip_count_; } |
| |
| void SetRequiredMipCount(int32_t mip_count) { |
| required_mip_count_ = mip_count; |
| } |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Computes the coverage of a given subpass. This is used to |
| /// determine the texture size of a given subpass before it's rendered |
| /// to and passed through the subpass ImageFilter, if any. |
| /// |
| /// @param[in] subpass The EntityPass for which to compute |
| /// pre-filteredcoverage. |
| /// @param[in] coverage_limit Confines coverage to a specified area. This |
| /// hint is used to trim coverage to the root |
| /// framebuffer area. `std::nullopt` means there |
| /// is no limit. |
| /// |
| /// @return The screen space pixel area that the subpass contents will render |
| /// into, prior to being transformed by the subpass ImageFilter, if |
| /// any. `std::nullopt` means rendering the subpass will have no |
| /// effect on the color attachment. |
| /// |
| std::optional<Rect> GetSubpassCoverage( |
| const EntityPass& subpass, |
| std::optional<Rect> coverage_limit) const; |
| |
| std::optional<Rect> GetElementsCoverage( |
| std::optional<Rect> coverage_limit) const; |
| |
| /// Exposed for testing purposes only. |
| const EntityPassClipRecorder& GetEntityPassClipRecorder() const; |
| |
| private: |
| struct EntityResult { |
| enum Status { |
| /// The entity was successfully resolved and can be rendered. |
| kSuccess, |
| /// An unexpected rendering error occurred while resolving the Entity. |
| kFailure, |
| /// The entity should be skipped because rendering it will contribute |
| /// nothing to the frame. |
| kSkip, |
| }; |
| |
| /// @brief The resulting entity that should be rendered. If `std::nullopt`, |
| /// there is nothing to render. |
| Entity entity; |
| /// @brief This is set to `false` if there was an unexpected rendering |
| /// error while resolving the Entity. |
| Status status = kFailure; |
| |
| static EntityResult Success(Entity e) { return {std::move(e), kSuccess}; } |
| static EntityResult Failure() { return {{}, kFailure}; } |
| static EntityResult Skip() { return {{}, kSkip}; } |
| }; |
| |
| bool RenderElement(Entity& element_entity, |
| size_t clip_depth_floor, |
| InlinePassContext& pass_context, |
| int32_t pass_depth, |
| ContentContext& renderer, |
| ClipCoverageStack& clip_coverage_stack, |
| Point global_pass_position) const; |
| |
| EntityResult GetEntityForElement(const EntityPass::Element& element, |
| ContentContext& renderer, |
| Capture& capture, |
| InlinePassContext& pass_context, |
| ISize root_pass_size, |
| Point global_pass_position, |
| uint32_t pass_depth, |
| ClipCoverageStack& clip_coverage_stack, |
| size_t clip_depth_floor) const; |
| |
| //---------------------------------------------------------------------------- |
| /// @brief OnRender is the internal command recording routine for |
| /// `EntityPass`. Its job is to walk through each `Element` which |
| /// was appended to the scene (either an `Entity` via `AddEntity()` |
| /// or a child `EntityPass` via `AddSubpass()`) and render them to |
| /// the given `pass_target`. |
| /// @param[in] renderer The Contents context, which manages |
| /// pipeline state. |
| /// @param[in] root_pass_size The size of the texture being |
| /// rendered into at the root of the |
| /// `EntityPass` tree. This is the size |
| /// of the `RenderTarget` color |
| /// attachment passed to the public |
| /// `EntityPass::Render` method. |
| /// @param[out] pass_target Stores the render target that should |
| /// be used for rendering. |
| /// @param[in] global_pass_position The position that this `EntityPass` |
| /// will be drawn to the parent pass |
| /// relative to the root pass origin. |
| /// Used for offsetting drawn `Element`s, |
| /// whose origins are all in root |
| /// pass/screen space, |
| /// @param[in] local_pass_position The position that this `EntityPass` |
| /// will be drawn to the parent pass |
| /// relative to the parent pass origin. |
| /// Used for positioning backdrop |
| /// filters. |
| /// @param[in] pass_depth The tree depth of the `EntityPass` at |
| /// render time. Only used for labeling |
| /// and debugging purposes. This can vary |
| /// depending on whether passes are |
| /// collapsed or not. |
| /// @param[in] clip_coverage_stack A global stack of coverage rectangles |
| /// for the clip buffer at each depth. |
| /// Higher depths are more restrictive. |
| /// Used to cull Elements that we |
| /// know won't result in a visible |
| /// change. |
| /// @param[in] clip_depth_floor The clip depth that a value of |
| /// zero corresponds to in the given |
| /// `pass_target` clip buffer. |
| /// When new `pass_target`s are created |
| /// for subpasses, their clip buffers are |
| /// initialized at zero, and so this |
| /// value is used to offset Entity clip |
| /// depths to match the clip buffer. |
| /// @param[in] backdrop_filter_contents Optional. Is supplied, this contents |
| /// is rendered prior to anything else in |
| /// the `EntityPass`, offset by the |
| /// `local_pass_position`. |
| /// @param[in] collapsed_parent_pass Optional. If supplied, this |
| /// `InlinePassContext` state is used to |
| /// begin rendering elements instead of |
| /// creating a new `RenderPass`. This |
| /// "collapses" the Elements into the |
| /// parent pass. |
| /// |
| bool OnRender(ContentContext& renderer, |
| Capture& capture, |
| ISize root_pass_size, |
| EntityPassTarget& pass_target, |
| Point global_pass_position, |
| Point local_pass_position, |
| uint32_t pass_depth, |
| ClipCoverageStack& clip_coverage_stack, |
| size_t clip_depth_floor = 0, |
| std::shared_ptr<Contents> backdrop_filter_contents = nullptr, |
| const std::optional<InlinePassContext::RenderPassResult>& |
| collapsed_parent_pass = std::nullopt) const; |
| |
| /// The list of renderable items in the scene. Each of these items is |
| /// evaluated and recorded to an `EntityPassTarget` by the `OnRender` method. |
| std::vector<Element> elements_; |
| |
| /// The stack of currently active clips (during Aiks recording time). Each |
| /// entry is an index into the `elements_` list. The depth value of a clip is |
| /// the max of all the entities it affects, so assignment of the depth value |
| /// is deferred until clip restore or end of the EntityPass. |
| std::vector<size_t> active_clips_; |
| |
| EntityPass* superpass_ = nullptr; |
| Matrix transform_; |
| size_t clip_depth_ = 0u; |
| uint32_t new_clip_depth_ = 1u; |
| BlendMode blend_mode_ = BlendMode::kSourceOver; |
| bool flood_clip_ = false; |
| bool enable_offscreen_debug_checkerboard_ = false; |
| std::optional<Rect> bounds_limit_; |
| std::unique_ptr<EntityPassClipRecorder> clip_replay_ = |
| std::make_unique<EntityPassClipRecorder>(); |
| int32_t required_mip_count_ = 1; |
| |
| /// These values are incremented whenever something is added to the pass that |
| /// requires reading from the backdrop texture. Currently, this can happen in |
| /// the following scenarios: |
| /// 1. An entity with an "advanced blend" is added to the pass. |
| /// 2. A subpass with a backdrop filter is added to the pass. |
| /// These are tracked as separate values because we may ignore |
| /// blend_reads_from_pass_texture_ if the device supports framebuffer based |
| /// advanced blends. |
| uint32_t advanced_blend_reads_from_pass_texture_ = 0; |
| uint32_t backdrop_filter_reads_from_pass_texture_ = 0; |
| |
| uint32_t GetTotalPassReads(ContentContext& renderer) const; |
| |
| BackdropFilterProc backdrop_filter_proc_ = nullptr; |
| |
| std::shared_ptr<EntityPassDelegate> delegate_ = |
| EntityPassDelegate::MakeDefault(); |
| |
| EntityPass(const EntityPass&) = delete; |
| |
| EntityPass& operator=(const EntityPass&) = delete; |
| }; |
| |
| /// @brief A class that tracks all clips that have been recorded in the current |
| /// entity pass stencil. |
| /// |
| /// These clips are replayed when restoring the backdrop so that the |
| /// stencil buffer is left in an identical state. |
| class EntityPassClipRecorder { |
| public: |
| EntityPassClipRecorder(); |
| |
| ~EntityPassClipRecorder() = default; |
| |
| /// @brief Record the entity based on the provided coverage [type]. |
| void RecordEntity(const Entity& entity, Contents::ClipCoverage::Type type); |
| |
| const std::vector<Entity>& GetReplayEntities() const; |
| |
| private: |
| std::vector<Entity> rendered_clip_entities_; |
| }; |
| |
| } // namespace impeller |
| |
| #endif // FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_ |