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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! The high-level module responsible for managing the pipeline and preparing
//! commands to be issued by the `Renderer`.
//!
//! See the comment at the top of the `renderer` module for a description of
//! how these two pieces interact.
use api::{DebugFlags, Parameter, BoolParameter, PrimitiveFlags, MinimapData};
use api::{DocumentId, ExternalScrollId, HitTestResult};
use api::{IdNamespace, PipelineId, RenderNotifier, SampledScrollOffset};
use api::{NotificationRequest, Checkpoint, QualitySettings};
use api::{FramePublishId, PrimitiveKeyKind, RenderReasons};
use api::units::*;
use api::channel::{single_msg_channel, Sender, Receiver};
use crate::AsyncPropertySampler;
#[cfg(any(feature = "capture", feature = "replay"))]
use crate::render_api::CaptureBits;
#[cfg(feature = "replay")]
use crate::render_api::CapturedDocument;
use crate::render_api::{MemoryReport, TransactionMsg, ResourceUpdate, ApiMsg, FrameMsg, ClearCache, DebugCommand};
use crate::clip::{ClipIntern, PolygonIntern, ClipStoreScratchBuffer};
use crate::filterdata::FilterDataIntern;
#[cfg(any(feature = "capture", feature = "replay"))]
use crate::capture::CaptureConfig;
use crate::composite::{CompositorKind, CompositeDescriptor};
use crate::frame_builder::{FrameBuilder, FrameBuilderConfig, FrameScratchBuffer};
use glyph_rasterizer::{FontInstance};
use crate::gpu_cache::GpuCache;
use crate::hit_test::{HitTest, HitTester, SharedHitTester};
use crate::intern::DataStore;
#[cfg(any(feature = "capture", feature = "replay"))]
use crate::internal_types::{DebugOutput};
use crate::internal_types::{FastHashMap, RenderedDocument, ResultMsg, FrameId, FrameStamp};
use malloc_size_of::{MallocSizeOf, MallocSizeOfOps};
use crate::picture::{PictureScratchBuffer, SliceId, TileCacheInstance, TileCacheParams, SurfaceInfo, RasterConfig};
use crate::picture::{PicturePrimitive};
use crate::prim_store::{PrimitiveScratchBuffer, PrimitiveInstance};
use crate::prim_store::{PrimitiveInstanceKind, PrimTemplateCommonData};
use crate::prim_store::interned::*;
use crate::profiler::{self, TransactionProfile};
use crate::render_task_graph::RenderTaskGraphBuilder;
use crate::renderer::{FullFrameStats, PipelineInfo};
use crate::resource_cache::ResourceCache;
#[cfg(feature = "replay")]
use crate::resource_cache::PlainCacheOwn;
#[cfg(feature = "replay")]
use crate::resource_cache::PlainResources;
#[cfg(feature = "replay")]
use crate::scene::Scene;
use crate::scene::{BuiltScene, SceneProperties};
use crate::scene_builder_thread::*;
use crate::spatial_tree::SpatialTree;
#[cfg(feature = "replay")]
use crate::spatial_tree::SceneSpatialTree;
use crate::telemetry::Telemetry;
#[cfg(feature = "serialize")]
use serde::{Serialize, Deserialize};
#[cfg(feature = "replay")]
use std::collections::hash_map::Entry::{Occupied, Vacant};
use std::sync::Arc;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::{mem, u32};
#[cfg(feature = "capture")]
use std::path::PathBuf;
#[cfg(feature = "replay")]
use crate::frame_builder::Frame;
use time::precise_time_ns;
use core::time::Duration;
use crate::util::{Recycler, VecHelper, drain_filter};
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Copy, Clone)]
pub struct DocumentView {
scene: SceneView,
}
/// Some rendering parameters applying at the scene level.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Copy, Clone)]
pub struct SceneView {
pub device_rect: DeviceIntRect,
pub quality_settings: QualitySettings,
}
enum RenderBackendStatus {
Continue,
StopRenderBackend,
ShutDown(Option<Sender<()>>),
}
macro_rules! declare_data_stores {
( $( $name:ident : $ty:ty, )+ ) => {
/// A collection of resources that are shared by clips, primitives
/// between display lists.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Default)]
pub struct DataStores {
$(
pub $name: DataStore<$ty>,
)+
}
impl DataStores {
/// Reports CPU heap usage.
fn report_memory(&self, ops: &mut MallocSizeOfOps, r: &mut MemoryReport) {
$(
r.interning.data_stores.$name += self.$name.size_of(ops);
)+
}
fn apply_updates(
&mut self,
updates: InternerUpdates,
profile: &mut TransactionProfile,
) {
$(
self.$name.apply_updates(
updates.$name,
profile,
);
)+
}
}
}
}
crate::enumerate_interners!(declare_data_stores);
impl DataStores {
/// Returns the local rect for a primitive. For most primitives, this is
/// stored in the template. For pictures, this is stored inside the picture
/// primitive instance itself, since this is determined during frame building.
pub fn get_local_prim_rect(
&self,
prim_instance: &PrimitiveInstance,
pictures: &[PicturePrimitive],
surfaces: &[SurfaceInfo],
) -> LayoutRect {
match prim_instance.kind {
PrimitiveInstanceKind::Picture { pic_index, .. } => {
let pic = &pictures[pic_index.0];
match pic.raster_config {
Some(RasterConfig { surface_index, ref composite_mode, .. }) => {
let surface = &surfaces[surface_index.0];
composite_mode.get_rect(surface, None)
}
None => {
panic!("bug: get_local_prim_rect should not be called for pass-through pictures");
}
}
}
_ => {
self.as_common_data(prim_instance).prim_rect
}
}
}
/// Returns the local coverage (space occupied) for a primitive. For most primitives,
/// this is stored in the template. For pictures, this is stored inside the picture
/// primitive instance itself, since this is determined during frame building.
pub fn get_local_prim_coverage_rect(
&self,
prim_instance: &PrimitiveInstance,
pictures: &[PicturePrimitive],
surfaces: &[SurfaceInfo],
) -> LayoutRect {
match prim_instance.kind {
PrimitiveInstanceKind::Picture { pic_index, .. } => {
let pic = &pictures[pic_index.0];
match pic.raster_config {
Some(RasterConfig { surface_index, ref composite_mode, .. }) => {
let surface = &surfaces[surface_index.0];
composite_mode.get_coverage(surface, None)
}
None => {
panic!("bug: get_local_prim_coverage_rect should not be called for pass-through pictures");
}
}
}
_ => {
self.as_common_data(prim_instance).prim_rect
}
}
}
/// Returns true if this primitive might need repition.
// TODO(gw): This seems like the wrong place for this - maybe this flag should
// not be in the common prim template data?
pub fn prim_may_need_repetition(
&self,
prim_instance: &PrimitiveInstance,
) -> bool {
match prim_instance.kind {
PrimitiveInstanceKind::Picture { .. } => {
false
}
_ => {
self.as_common_data(prim_instance).may_need_repetition
}
}
}
/// Returns true if this primitive has anti-aliasing enabled.
pub fn prim_has_anti_aliasing(
&self,
prim_instance: &PrimitiveInstance,
) -> bool {
match prim_instance.kind {
PrimitiveInstanceKind::Picture { .. } => {
false
}
_ => {
self.as_common_data(prim_instance).flags.contains(PrimitiveFlags::ANTIALISED)
}
}
}
pub fn as_common_data(
&self,
prim_inst: &PrimitiveInstance
) -> &PrimTemplateCommonData {
match prim_inst.kind {
PrimitiveInstanceKind::Rectangle { data_handle, .. } |
PrimitiveInstanceKind::Clear { data_handle, .. } => {
let prim_data = &self.prim[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::Image { data_handle, .. } => {
let prim_data = &self.image[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::ImageBorder { data_handle, .. } => {
let prim_data = &self.image_border[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::LineDecoration { data_handle, .. } => {
let prim_data = &self.line_decoration[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::LinearGradient { data_handle, .. }
| PrimitiveInstanceKind::CachedLinearGradient { data_handle, .. } => {
let prim_data = &self.linear_grad[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::NormalBorder { data_handle, .. } => {
let prim_data = &self.normal_border[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::Picture { .. } => {
panic!("BUG: picture prims don't have common data!");
}
PrimitiveInstanceKind::RadialGradient { data_handle, .. } => {
let prim_data = &self.radial_grad[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::ConicGradient { data_handle, .. } => {
let prim_data = &self.conic_grad[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::TextRun { data_handle, .. } => {
let prim_data = &self.text_run[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::YuvImage { data_handle, .. } => {
let prim_data = &self.yuv_image[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::BackdropCapture { data_handle, .. } => {
let prim_data = &self.backdrop_capture[data_handle];
&prim_data.common
}
PrimitiveInstanceKind::BackdropRender { data_handle, .. } => {
let prim_data = &self.backdrop_render[data_handle];
&prim_data.common
}
}
}
}
#[derive(Default)]
pub struct ScratchBuffer {
pub primitive: PrimitiveScratchBuffer,
pub picture: PictureScratchBuffer,
pub frame: FrameScratchBuffer,
pub clip_store: ClipStoreScratchBuffer,
}
impl ScratchBuffer {
pub fn begin_frame(&mut self) {
self.primitive.begin_frame();
self.picture.begin_frame();
self.frame.begin_frame();
}
pub fn end_frame(&mut self) {
self.primitive.end_frame();
}
pub fn recycle(&mut self, recycler: &mut Recycler) {
self.primitive.recycle(recycler);
self.picture.recycle(recycler);
}
pub fn memory_pressure(&mut self) {
// TODO: causes browser chrome test crashes on windows.
//self.primitive = Default::default();
self.picture = Default::default();
self.frame = Default::default();
self.clip_store = Default::default();
}
}
struct Document {
/// The id of this document
id: DocumentId,
/// Temporary list of removed pipelines received from the scene builder
/// thread and forwarded to the renderer.
removed_pipelines: Vec<(PipelineId, DocumentId)>,
view: DocumentView,
/// The id and time of the current frame.
stamp: FrameStamp,
/// The latest built scene, usable to build frames.
/// received from the scene builder thread.
scene: BuiltScene,
/// The builder object that prodces frames, kept around to preserve some retained state.
frame_builder: FrameBuilder,
/// Allows graphs of render tasks to be created, and then built into an immutable graph output.
rg_builder: RenderTaskGraphBuilder,
/// A data structure to allow hit testing against rendered frames. This is updated
/// every time we produce a fully rendered frame.
hit_tester: Option<Arc<HitTester>>,
/// To avoid synchronous messaging we update a shared hit-tester that other threads
/// can query.
shared_hit_tester: Arc<SharedHitTester>,
/// Properties that are resolved during frame building and can be changed at any time
/// without requiring the scene to be re-built.
dynamic_properties: SceneProperties,
/// Track whether the last built frame is up to date or if it will need to be re-built
/// before rendering again.
frame_is_valid: bool,
hit_tester_is_valid: bool,
rendered_frame_is_valid: bool,
/// We track this information to be able to display debugging information from the
/// renderer.
has_built_scene: bool,
data_stores: DataStores,
/// Retained frame-building version of the spatial tree
spatial_tree: SpatialTree,
minimap_data: FastHashMap<ExternalScrollId, MinimapData>,
/// Contains various vecs of data that is used only during frame building,
/// where we want to recycle the memory each new display list, to avoid constantly
/// re-allocating and moving memory around.
scratch: ScratchBuffer,
#[cfg(feature = "replay")]
loaded_scene: Scene,
/// Tracks the state of the picture cache tiles that were composited on the previous frame.
prev_composite_descriptor: CompositeDescriptor,
/// Tracks if we need to invalidate dirty rects for this document, due to the picture
/// cache slice configuration having changed when a new scene is swapped in.
dirty_rects_are_valid: bool,
profile: TransactionProfile,
frame_stats: Option<FullFrameStats>,
}
impl Document {
pub fn new(
id: DocumentId,
size: DeviceIntSize,
) -> Self {
Document {
id,
removed_pipelines: Vec::new(),
view: DocumentView {
scene: SceneView {
device_rect: size.into(),
quality_settings: QualitySettings::default(),
},
},
stamp: FrameStamp::first(id),
scene: BuiltScene::empty(),
frame_builder: FrameBuilder::new(),
hit_tester: None,
shared_hit_tester: Arc::new(SharedHitTester::new()),
dynamic_properties: SceneProperties::new(),
frame_is_valid: false,
hit_tester_is_valid: false,
rendered_frame_is_valid: false,
has_built_scene: false,
data_stores: DataStores::default(),
spatial_tree: SpatialTree::new(),
minimap_data: FastHashMap::default(),
scratch: ScratchBuffer::default(),
#[cfg(feature = "replay")]
loaded_scene: Scene::new(),
prev_composite_descriptor: CompositeDescriptor::empty(),
dirty_rects_are_valid: true,
profile: TransactionProfile::new(),
rg_builder: RenderTaskGraphBuilder::new(),
frame_stats: None,
}
}
fn can_render(&self) -> bool {
self.scene.has_root_pipeline
}
fn has_pixels(&self) -> bool {
!self.view.scene.device_rect.is_empty()
}
fn process_frame_msg(
&mut self,
message: FrameMsg,
) -> DocumentOps {
match message {
FrameMsg::UpdateEpoch(pipeline_id, epoch) => {
self.scene.pipeline_epochs.insert(pipeline_id, epoch);
}
FrameMsg::HitTest(point, tx) => {
if !self.hit_tester_is_valid {
self.rebuild_hit_tester();
}
let result = match self.hit_tester {
Some(ref hit_tester) => {
hit_tester.hit_test(HitTest::new(point))
}
None => HitTestResult { items: Vec::new() },
};
tx.send(result).unwrap();
}
FrameMsg::RequestHitTester(tx) => {
tx.send(self.shared_hit_tester.clone()).unwrap();
}
FrameMsg::SetScrollOffsets(id, offset) => {
profile_scope!("SetScrollOffset");
if self.set_scroll_offsets(id, offset) {
self.hit_tester_is_valid = false;
self.frame_is_valid = false;
}
return DocumentOps {
scroll: true,
..DocumentOps::nop()
};
}
FrameMsg::ResetDynamicProperties => {
self.dynamic_properties.reset_properties();
}
FrameMsg::AppendDynamicProperties(property_bindings) => {
self.dynamic_properties.add_properties(property_bindings);
}
FrameMsg::AppendDynamicTransformProperties(property_bindings) => {
self.dynamic_properties.add_transforms(property_bindings);
}
FrameMsg::SetIsTransformAsyncZooming(is_zooming, animation_id) => {
if let Some(node_index) = self.spatial_tree.find_spatial_node_by_anim_id(animation_id) {
let node = self.spatial_tree.get_spatial_node_mut(node_index);
if node.is_async_zooming != is_zooming {
node.is_async_zooming = is_zooming;
self.frame_is_valid = false;
}
}
}
FrameMsg::SetMinimapData(id, minimap_data) => {
self.minimap_data.insert(id, minimap_data);
}
}
DocumentOps::nop()
}
fn build_frame(
&mut self,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
debug_flags: DebugFlags,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
frame_stats: Option<FullFrameStats>,
render_reasons: RenderReasons,
) -> RenderedDocument {
let frame_build_start_time = precise_time_ns();
// Advance to the next frame.
self.stamp.advance();
assert!(self.stamp.frame_id() != FrameId::INVALID,
"First frame increment must happen before build_frame()");
let frame = {
let frame = self.frame_builder.build(
&mut self.scene,
resource_cache,
gpu_cache,
&mut self.rg_builder,
self.stamp,
self.view.scene.device_rect.min,
&self.dynamic_properties,
&mut self.data_stores,
&mut self.scratch,
debug_flags,
tile_caches,
&mut self.spatial_tree,
self.dirty_rects_are_valid,
&mut self.profile,
// Consume the minimap data. If APZ wants a minimap rendered
// on the next frame, it will add new entries to the minimap
// data during sampling.
mem::take(&mut self.minimap_data)
);
frame
};
self.frame_is_valid = true;
self.dirty_rects_are_valid = true;
self.has_built_scene = false;
let frame_build_time_ms =
profiler::ns_to_ms(precise_time_ns() - frame_build_start_time);
self.profile.set(profiler::FRAME_BUILDING_TIME, frame_build_time_ms);
let frame_stats = frame_stats.map(|mut stats| {
stats.frame_build_time += frame_build_time_ms;
stats
});
RenderedDocument {
frame,
profile: self.profile.take_and_reset(),
frame_stats: frame_stats,
render_reasons,
}
}
fn rebuild_hit_tester(&mut self) {
self.spatial_tree.update_tree(&self.dynamic_properties);
let hit_tester = Arc::new(self.scene.create_hit_tester(&self.spatial_tree));
self.hit_tester = Some(Arc::clone(&hit_tester));
self.shared_hit_tester.update(hit_tester);
self.hit_tester_is_valid = true;
}
pub fn updated_pipeline_info(&mut self) -> PipelineInfo {
let removed_pipelines = self.removed_pipelines.take_and_preallocate();
PipelineInfo {
epochs: self.scene.pipeline_epochs.iter()
.map(|(&pipeline_id, &epoch)| ((pipeline_id, self.id), epoch)).collect(),
removed_pipelines,
}
}
/// Returns true if the node actually changed position or false otherwise.
pub fn set_scroll_offsets(
&mut self,
id: ExternalScrollId,
offsets: Vec<SampledScrollOffset>,
) -> bool {
self.spatial_tree.set_scroll_offsets(id, offsets)
}
/// Update the state of tile caches when a new scene is being swapped in to
/// the render backend. Retain / reuse existing caches if possible, and
/// destroy any now unused caches.
fn update_tile_caches_for_new_scene(
&mut self,
mut requested_tile_caches: FastHashMap<SliceId, TileCacheParams>,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
resource_cache: &mut ResourceCache,
) {
let mut new_tile_caches = FastHashMap::default();
new_tile_caches.reserve(requested_tile_caches.len());
// Step through the tile caches that are needed for the new scene, and see
// if we have an existing cache that can be reused.
for (slice_id, params) in requested_tile_caches.drain() {
let tile_cache = match tile_caches.remove(&slice_id) {
Some(mut existing_tile_cache) => {
// Found an existing cache - update the cache params and reuse it
existing_tile_cache.prepare_for_new_scene(
params,
resource_cache,
);
existing_tile_cache
}
None => {
// No cache exists so create a new one
Box::new(TileCacheInstance::new(params))
}
};
new_tile_caches.insert(slice_id, tile_cache);
}
// Replace current tile cache map, and return what was left over,
// which are now unused.
let unused_tile_caches = mem::replace(
tile_caches,
new_tile_caches,
);
if !unused_tile_caches.is_empty() {
// If the slice configuration changed, assume we can't rely on the
// current dirty rects for next composite
self.dirty_rects_are_valid = false;
// Destroy any native surfaces allocated by these unused caches
for (_, tile_cache) in unused_tile_caches {
tile_cache.destroy(resource_cache);
}
}
}
pub fn new_async_scene_ready(
&mut self,
mut built_scene: BuiltScene,
recycler: &mut Recycler,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
resource_cache: &mut ResourceCache,
) {
self.frame_is_valid = false;
self.hit_tester_is_valid = false;
self.update_tile_caches_for_new_scene(
mem::replace(&mut built_scene.tile_cache_config.tile_caches, FastHashMap::default()),
tile_caches,
resource_cache,
);
self.scene = built_scene;
self.scratch.recycle(recycler);
}
}
struct DocumentOps {
scroll: bool,
}
impl DocumentOps {
fn nop() -> Self {
DocumentOps {
scroll: false,
}
}
}
/// The unique id for WR resource identification.
/// The namespace_id should start from 1.
static NEXT_NAMESPACE_ID: AtomicUsize = AtomicUsize::new(1);
#[cfg(any(feature = "capture", feature = "replay"))]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
struct PlainRenderBackend {
frame_config: FrameBuilderConfig,
documents: FastHashMap<DocumentId, DocumentView>,
resource_sequence_id: u32,
}
/// The render backend is responsible for transforming high level display lists into
/// GPU-friendly work which is then submitted to the renderer in the form of a frame::Frame.
///
/// The render backend operates on its own thread.
pub struct RenderBackend {
api_rx: Receiver<ApiMsg>,
result_tx: Sender<ResultMsg>,
scene_tx: Sender<SceneBuilderRequest>,
gpu_cache: GpuCache,
resource_cache: ResourceCache,
frame_config: FrameBuilderConfig,
default_compositor_kind: CompositorKind,
documents: FastHashMap<DocumentId, Document>,
notifier: Box<dyn RenderNotifier>,
sampler: Option<Box<dyn AsyncPropertySampler + Send>>,
size_of_ops: Option<MallocSizeOfOps>,
debug_flags: DebugFlags,
namespace_alloc_by_client: bool,
recycler: Recycler,
#[cfg(feature = "capture")]
/// If `Some`, do 'sequence capture' logging, recording updated documents,
/// frames, etc. This is set only through messages from the scene builder,
/// so all control of sequence capture goes through there.
capture_config: Option<CaptureConfig>,
#[cfg(feature = "replay")]
loaded_resource_sequence_id: u32,
/// A map of tile caches. These are stored in the backend as they are
/// persisted between both frame and scenes.
tile_caches: FastHashMap<SliceId, Box<TileCacheInstance>>,
/// The id of the latest PublishDocument
frame_publish_id: FramePublishId,
}
impl RenderBackend {
pub fn new(
api_rx: Receiver<ApiMsg>,
result_tx: Sender<ResultMsg>,
scene_tx: Sender<SceneBuilderRequest>,
resource_cache: ResourceCache,
notifier: Box<dyn RenderNotifier>,
frame_config: FrameBuilderConfig,
sampler: Option<Box<dyn AsyncPropertySampler + Send>>,
size_of_ops: Option<MallocSizeOfOps>,
debug_flags: DebugFlags,
namespace_alloc_by_client: bool,
) -> RenderBackend {
RenderBackend {
api_rx,
result_tx,
scene_tx,
resource_cache,
gpu_cache: GpuCache::new(),
frame_config,
default_compositor_kind : frame_config.compositor_kind,
documents: FastHashMap::default(),
notifier,
sampler,
size_of_ops,
debug_flags,
namespace_alloc_by_client,
recycler: Recycler::new(),
#[cfg(feature = "capture")]
capture_config: None,
#[cfg(feature = "replay")]
loaded_resource_sequence_id: 0,
tile_caches: FastHashMap::default(),
frame_publish_id: FramePublishId::first(),
}
}
pub fn next_namespace_id() -> IdNamespace {
IdNamespace(NEXT_NAMESPACE_ID.fetch_add(1, Ordering::Relaxed) as u32)
}
pub fn run(&mut self) {
let mut frame_counter: u32 = 0;
let mut status = RenderBackendStatus::Continue;
if let Some(ref sampler) = self.sampler {
sampler.register();
}
while let RenderBackendStatus::Continue = status {
status = match self.api_rx.recv() {
Ok(msg) => {
self.process_api_msg(msg, &mut frame_counter)
}
Err(..) => { RenderBackendStatus::ShutDown(None) }
};
}
if let RenderBackendStatus::StopRenderBackend = status {
while let Ok(msg) = self.api_rx.recv() {
match msg {
ApiMsg::SceneBuilderResult(SceneBuilderResult::ExternalEvent(evt)) => {
self.notifier.external_event(evt);
}
ApiMsg::SceneBuilderResult(SceneBuilderResult::FlushComplete(tx)) => {
// If somebody's blocked waiting for a flush, how did they
// trigger the RB thread to shut down? This shouldn't happen
// but handle it gracefully anyway.
debug_assert!(false);
tx.send(()).ok();
}
ApiMsg::SceneBuilderResult(SceneBuilderResult::ShutDown(sender)) => {
info!("Recycling stats: {:?}", self.recycler);
status = RenderBackendStatus::ShutDown(sender);
break;
}
_ => {},
}
}
}
// Ensure we read everything the scene builder is sending us from
// inflight messages, otherwise the scene builder might panic.
while let Ok(msg) = self.api_rx.try_recv() {
match msg {
ApiMsg::SceneBuilderResult(SceneBuilderResult::FlushComplete(tx)) => {
// If somebody's blocked waiting for a flush, how did they
// trigger the RB thread to shut down? This shouldn't happen
// but handle it gracefully anyway.
debug_assert!(false);
tx.send(()).ok();
}
_ => {},
}
}
self.documents.clear();
self.notifier.shut_down();
if let Some(ref sampler) = self.sampler {
sampler.deregister();
}
if let RenderBackendStatus::ShutDown(Some(sender)) = status {
let _ = sender.send(());
}
}
fn process_transaction(
&mut self,
mut txns: Vec<Box<BuiltTransaction>>,
result_tx: Option<Sender<SceneSwapResult>>,
frame_counter: &mut u32,
) -> bool {
self.prepare_for_frames();
self.maybe_force_nop_documents(
frame_counter,
|document_id| txns.iter().any(|txn| txn.document_id == document_id));
let mut built_frame = false;
for mut txn in txns.drain(..) {
let has_built_scene = txn.built_scene.is_some();
if let Some(doc) = self.documents.get_mut(&txn.document_id) {
doc.removed_pipelines.append(&mut txn.removed_pipelines);
doc.view.scene = txn.view;
doc.profile.merge(&mut txn.profile);
doc.frame_stats = if let Some(stats) = &doc.frame_stats {
Some(stats.merge(&txn.frame_stats))
} else {
Some(txn.frame_stats)
};
// Before updating the spatial tree, save the most recently sampled
// scroll offsets (which include async deltas).
let last_sampled_scroll_offsets = if self.sampler.is_some() {
Some(doc.spatial_tree.get_last_sampled_scroll_offsets())
} else {
None
};
if let Some(updates) = txn.spatial_tree_updates.take() {
doc.spatial_tree.apply_updates(updates);
}
if let Some(built_scene) = txn.built_scene.take() {
doc.new_async_scene_ready(
built_scene,
&mut self.recycler,
&mut self.tile_caches,
&mut self.resource_cache,
);
}
// If there are any additions or removals of clip modes
// during the scene build, apply them to the data store now.
// This needs to happen before we build the hit tester.
if let Some(updates) = txn.interner_updates.take() {
doc.data_stores.apply_updates(updates, &mut doc.profile);
}
// Apply the last sampled scroll offsets from the previous scene,
// to the current scene. The offsets are identified by scroll ids
// which are stable across scenes. This ensures that a hit test,
// which could occur in between post-swap hook and the call to
// update_document() below, does not observe raw main-thread offsets
// from the new scene that don't have async deltas applied to them.
if let Some(last_sampled) = last_sampled_scroll_offsets {
doc.spatial_tree
.apply_last_sampled_scroll_offsets(last_sampled);
}
// Build the hit tester while the APZ lock is held so that its content
// is in sync with the gecko APZ tree.
if !doc.hit_tester_is_valid {
doc.rebuild_hit_tester();
}
if let Some(ref tx) = result_tx {
let (resume_tx, resume_rx) = single_msg_channel();
tx.send(SceneSwapResult::Complete(resume_tx)).unwrap();
// Block until the post-swap hook has completed on
// the scene builder thread. We need to do this before
// we can sample from the sampler hook which might happen
// in the update_document call below.
resume_rx.recv().ok();
}
self.resource_cache.add_rasterized_blob_images(
txn.rasterized_blobs.take(),
&mut doc.profile,
);
} else {
// The document was removed while we were building it, skip it.
// TODO: we might want to just ensure that removed documents are
// always forwarded to the scene builder thread to avoid this case.
if let Some(ref tx) = result_tx {
tx.send(SceneSwapResult::Aborted).unwrap();
}
continue;
}
built_frame |= self.update_document(
txn.document_id,
txn.resource_updates.take(),
txn.frame_ops.take(),
txn.notifications.take(),
txn.render_frame,
RenderReasons::SCENE,
None,
txn.invalidate_rendered_frame,
frame_counter,
has_built_scene,
None,
);
}
built_frame
}
fn process_api_msg(
&mut self,
msg: ApiMsg,
frame_counter: &mut u32,
) -> RenderBackendStatus {
match msg {
ApiMsg::CloneApi(sender) => {
assert!(!self.namespace_alloc_by_client);
sender.send(Self::next_namespace_id()).unwrap();
}
ApiMsg::CloneApiByClient(namespace_id) => {
assert!(self.namespace_alloc_by_client);
debug_assert!(!self.documents.iter().any(|(did, _doc)| did.namespace_id == namespace_id));
}
ApiMsg::AddDocument(document_id, initial_size) => {
let document = Document::new(
document_id,
initial_size,
);
let old = self.documents.insert(document_id, document);
debug_assert!(old.is_none());
}
ApiMsg::MemoryPressure => {
// This is drastic. It will basically flush everything out of the cache,
// and the next frame will have to rebuild all of its resources.
// We may want to look into something less extreme, but on the other hand this
// should only be used in situations where are running low enough on memory
// that we risk crashing if we don't do something about it.
// The advantage of clearing the cache completely is that it gets rid of any
// remaining fragmentation that could have persisted if we kept around the most
// recently used resources.
self.resource_cache.clear(ClearCache::all());
self.gpu_cache.clear();
for (_, doc) in &mut self.documents {
doc.scratch.memory_pressure();
for tile_cache in self.tile_caches.values_mut() {
tile_cache.memory_pressure(&mut self.resource_cache);
}
}
let resource_updates = self.resource_cache.pending_updates();
let msg = ResultMsg::UpdateResources {
resource_updates,
memory_pressure: true,
};
self.result_tx.send(msg).unwrap();
self.notifier.wake_up(false);
}
ApiMsg::ReportMemory(tx) => {
self.report_memory(tx);
}
ApiMsg::DebugCommand(option) => {
let msg = match option {
DebugCommand::SetPictureTileSize(tile_size) => {
self.frame_config.tile_size_override = tile_size;
self.update_frame_builder_config();
return RenderBackendStatus::Continue;
}
DebugCommand::SetMaximumSurfaceSize(surface_size) => {
self.frame_config.max_surface_override = surface_size;
self.update_frame_builder_config();
return RenderBackendStatus::Continue;
}
#[cfg(feature = "capture")]
DebugCommand::SaveCapture(root, bits) => {
let output = self.save_capture(root, bits);
ResultMsg::DebugOutput(output)
},
#[cfg(feature = "capture")]
DebugCommand::StartCaptureSequence(root, bits) => {
self.start_capture_sequence(root, bits);
return RenderBackendStatus::Continue;
},
#[cfg(feature = "capture")]
DebugCommand::StopCaptureSequence => {
self.stop_capture_sequence();
return RenderBackendStatus::Continue;
},
#[cfg(feature = "replay")]
DebugCommand::LoadCapture(path, ids, tx) => {
NEXT_NAMESPACE_ID.fetch_add(1, Ordering::Relaxed);
*frame_counter += 1;
let mut config = CaptureConfig::new(path, CaptureBits::all());
if let Some((scene_id, frame_id)) = ids {
config.scene_id = scene_id;
config.frame_id = frame_id;
}
self.load_capture(config);
for (id, doc) in &self.documents {
let captured = CapturedDocument {
document_id: *id,
root_pipeline_id: doc.loaded_scene.root_pipeline_id,
};
tx.send(captured).unwrap();
}
// Note: we can't pass `LoadCapture` here since it needs to arrive
// before the `PublishDocument` messages sent by `load_capture`.
return RenderBackendStatus::Continue;
}
DebugCommand::ClearCaches(mask) => {
self.resource_cache.clear(mask);
return RenderBackendStatus::Continue;
}
DebugCommand::EnableNativeCompositor(enable) => {
// Default CompositorKind should be Native
if let CompositorKind::Draw { .. } = self.default_compositor_kind {
unreachable!();
}
let compositor_kind = if enable {
self.default_compositor_kind
} else {
CompositorKind::default()
};
for (_, doc) in &mut self.documents {
doc.scene.config.compositor_kind = compositor_kind;
doc.frame_is_valid = false;
}
self.frame_config.compositor_kind = compositor_kind;
self.update_frame_builder_config();
// We don't want to forward this message to the renderer.
return RenderBackendStatus::Continue;
}
DebugCommand::SetBatchingLookback(count) => {
self.frame_config.batch_lookback_count = count as usize;
self.update_frame_builder_config();
return RenderBackendStatus::Continue;
}
DebugCommand::SimulateLongSceneBuild(time_ms) => {
let _ = self.scene_tx.send(SceneBuilderRequest::SimulateLongSceneBuild(time_ms));
return RenderBackendStatus::Continue;
}
DebugCommand::SetFlags(flags) => {
self.resource_cache.set_debug_flags(flags);
self.gpu_cache.set_debug_flags(flags);
let force_invalidation = flags.contains(DebugFlags::FORCE_PICTURE_INVALIDATION);
if self.frame_config.force_invalidation != force_invalidation {
self.frame_config.force_invalidation = force_invalidation;
self.update_frame_builder_config();
}
// If we're toggling on the GPU cache debug display, we
// need to blow away the cache. This is because we only
// send allocation/free notifications to the renderer
// thread when the debug display is enabled, and thus
// enabling it when the cache is partially populated will
// give the renderer an incomplete view of the world.
// And since we might as well drop all the debugging state
// from the renderer when we disable the debug display,
// we just clear the cache on toggle.
let changed = self.debug_flags ^ flags;
if changed.contains(DebugFlags::GPU_CACHE_DBG) {
self.gpu_cache.clear();
}
self.debug_flags = flags;
ResultMsg::DebugCommand(option)
}
_ => ResultMsg::DebugCommand(option),
};
self.result_tx.send(msg).unwrap();
self.notifier.wake_up(true);
}
ApiMsg::UpdateDocuments(transaction_msgs) => {
self.prepare_transactions(
transaction_msgs,
frame_counter,
);
}
ApiMsg::SceneBuilderResult(msg) => {
return self.process_scene_builder_result(msg, frame_counter);
}
}
RenderBackendStatus::Continue
}
fn process_scene_builder_result(
&mut self,
msg: SceneBuilderResult,
frame_counter: &mut u32,
) -> RenderBackendStatus {
profile_scope!("sb_msg");
match msg {
SceneBuilderResult::Transactions(txns, result_tx) => {
self.process_transaction(
txns,
result_tx,
frame_counter,
);
self.bookkeep_after_frames();
},
#[cfg(feature = "capture")]
SceneBuilderResult::CapturedTransactions(txns, capture_config, result_tx) => {
if let Some(ref mut old_config) = self.capture_config {
assert!(old_config.scene_id <= capture_config.scene_id);
if old_config.scene_id < capture_config.scene_id {
old_config.scene_id = capture_config.scene_id;
old_config.frame_id = 0;
}
} else {
self.capture_config = Some(capture_config);
}
let built_frame = self.process_transaction(
txns,
result_tx,
frame_counter,
);
if built_frame {
self.save_capture_sequence();
}
self.bookkeep_after_frames();
},
#[cfg(feature = "capture")]
SceneBuilderResult::StopCaptureSequence => {
self.capture_config = None;
}
SceneBuilderResult::GetGlyphDimensions(request) => {
let mut glyph_dimensions = Vec::with_capacity(request.glyph_indices.len());
let instance_key = self.resource_cache.map_font_instance_key(request.key);
if let Some(base) = self.resource_cache.get_font_instance(instance_key) {
let font = FontInstance::from_base(Arc::clone(&base));
for glyph_index in &request.glyph_indices {
let glyph_dim = self.resource_cache.get_glyph_dimensions(&font, *glyph_index);
glyph_dimensions.push(glyph_dim);
}
}
request.sender.send(glyph_dimensions).unwrap();
}
SceneBuilderResult::GetGlyphIndices(request) => {
let mut glyph_indices = Vec::with_capacity(request.text.len());
let font_key = self.resource_cache.map_font_key(request.key);
for ch in request.text.chars() {
let index = self.resource_cache.get_glyph_index(font_key, ch);
glyph_indices.push(index);
}
request.sender.send(glyph_indices).unwrap();
}
SceneBuilderResult::FlushComplete(tx) => {
tx.send(()).ok();
}
SceneBuilderResult::ExternalEvent(evt) => {
self.notifier.external_event(evt);
}
SceneBuilderResult::ClearNamespace(id) => {
self.resource_cache.clear_namespace(id);
self.documents.retain(|doc_id, _doc| doc_id.namespace_id != id);
}
SceneBuilderResult::DeleteDocument(document_id) => {
self.documents.remove(&document_id);
}
SceneBuilderResult::SetParameter(param) => {
if let Parameter::Bool(BoolParameter::Multithreading, enabled) = param {
self.resource_cache.enable_multithreading(enabled);
}
let _ = self.result_tx.send(ResultMsg::SetParameter(param));
}
SceneBuilderResult::StopRenderBackend => {
return RenderBackendStatus::StopRenderBackend;
}
SceneBuilderResult::ShutDown(sender) => {
info!("Recycling stats: {:?}", self.recycler);
return RenderBackendStatus::ShutDown(sender);
}
}
RenderBackendStatus::Continue
}
fn update_frame_builder_config(&self) {
self.send_backend_message(
SceneBuilderRequest::SetFrameBuilderConfig(
self.frame_config.clone()
)
);
}
fn prepare_for_frames(&mut self) {
self.gpu_cache.prepare_for_frames();
}
fn bookkeep_after_frames(&mut self) {
self.gpu_cache.bookkeep_after_frames();
}
fn requires_frame_build(&mut self) -> bool {
self.gpu_cache.requires_frame_build()
}
fn prepare_transactions(
&mut self,
txns: Vec<Box<TransactionMsg>>,
frame_counter: &mut u32,
) {
self.prepare_for_frames();
self.maybe_force_nop_documents(
frame_counter,
|document_id| txns.iter().any(|txn| txn.document_id == document_id));
let mut built_frame = false;
for mut txn in txns {
if txn.generate_frame.as_bool() {
txn.profile.end_time(profiler::API_SEND_TIME);
}
self.documents.get_mut(&txn.document_id).unwrap().profile.merge(&mut txn.profile);
built_frame |= self.update_document(
txn.document_id,
txn.resource_updates.take(),
txn.frame_ops.take(),
txn.notifications.take(),
txn.generate_frame.as_bool(),
txn.render_reasons,
txn.generate_frame.id(),
txn.invalidate_rendered_frame,
frame_counter,
false,
txn.creation_time,
);
}
if built_frame {
#[cfg(feature = "capture")]
self.save_capture_sequence();
}
self.bookkeep_after_frames();
}
/// In certain cases, resources shared by multiple documents have to run
/// maintenance operations, like cleaning up unused cache items. In those
/// cases, we are forced to build frames for all documents, however we
/// may not have a transaction ready for every document - this method
/// calls update_document with the details of a fake, nop transaction just
/// to force a frame build.
fn maybe_force_nop_documents<F>(&mut self,
frame_counter: &mut u32,
document_already_present: F) where
F: Fn(DocumentId) -> bool {
if self.requires_frame_build() {
let nop_documents : Vec<DocumentId> = self.documents.keys()
.cloned()
.filter(|key| !document_already_present(*key))
.collect();
#[allow(unused_variables)]
let mut built_frame = false;
for &document_id in &nop_documents {
built_frame |= self.update_document(
document_id,
Vec::default(),
Vec::default(),
Vec::default(),
false,
RenderReasons::empty(),
None,
false,
frame_counter,
false,
None);
}
#[cfg(feature = "capture")]
match built_frame {
true => self.save_capture_sequence(),
_ => {},
}
}
}
fn update_document(
&mut self,
document_id: DocumentId,
resource_updates: Vec<ResourceUpdate>,
mut frame_ops: Vec<FrameMsg>,
mut notifications: Vec<NotificationRequest>,
mut render_frame: bool,
render_reasons: RenderReasons,
generated_frame_id: Option<u64>,
invalidate_rendered_frame: bool,
frame_counter: &mut u32,
has_built_scene: bool,
start_time: Option<u64>
) -> bool {
let requested_frame = render_frame;
let requires_frame_build = self.requires_frame_build();
let doc = self.documents.get_mut(&document_id).unwrap();
// If we have a sampler, get more frame ops from it and add them
// to the transaction. This is a hook to allow the WR user code to
// fiddle with things after a potentially long scene build, but just
// before rendering. This is useful for rendering with the latest
// async transforms.
if requested_frame {
if let Some(ref sampler) = self.sampler {
frame_ops.append(&mut sampler.sample(document_id, generated_frame_id));
}
}
doc.has_built_scene |= has_built_scene;
// TODO: this scroll variable doesn't necessarily mean we scrolled. It is only used
// for something wrench specific and we should remove it.
let mut scroll = false;
for frame_msg in frame_ops {
let op = doc.process_frame_msg(frame_msg);
scroll |= op.scroll;
}
for update in &resource_updates {
if let ResourceUpdate::UpdateImage(..) = update {
doc.frame_is_valid = false;
}
}
self.resource_cache.post_scene_building_update(
resource_updates,
&mut doc.profile,
);
if doc.dynamic_properties.flush_pending_updates() {
doc.frame_is_valid = false;
doc.hit_tester_is_valid = false;
}
if !doc.can_render() {
// TODO: this happens if we are building the first scene asynchronously and
// scroll at the same time. we should keep track of the fact that we skipped
// composition here and do it as soon as we receive the scene.
render_frame = false;
}
// Avoid re-building the frame if the current built frame is still valid.
// However, if the resource_cache requires a frame build, _always_ do that, unless
// doc.can_render() is false, as in that case a frame build can't happen anyway.
// We want to ensure we do this because even if the doc doesn't have pixels it
// can still try to access stale texture cache items.
let build_frame = (render_frame && !doc.frame_is_valid && doc.has_pixels()) ||
(requires_frame_build && doc.can_render());
// Request composite is true when we want to composite frame even when
// there is no frame update. This happens when video frame is updated under
// external image with NativeTexture or when platform requested to composite frame.
if invalidate_rendered_frame {
doc.rendered_frame_is_valid = false;
if doc.scene.config.compositor_kind.should_redraw_on_invalidation() {
let msg = ResultMsg::ForceRedraw;
self.result_tx.send(msg).unwrap();
}
}
if build_frame {
if start_time.is_some() {
Telemetry::record_time_to_frame_build(Duration::from_nanos(precise_time_ns() - start_time.unwrap()));
}
profile_scope!("generate frame");
*frame_counter += 1;
// borrow ck hack for profile_counters
let (pending_update, mut rendered_document) = {
let timer_id = Telemetry::start_framebuild_time();
let frame_stats = doc.frame_stats.take();
let rendered_document = doc.build_frame(
&mut self.resource_cache,
&mut self.gpu_cache,
self.debug_flags,
&mut self.tile_caches,
frame_stats,
render_reasons,
);
debug!("generated frame for document {:?} with {} passes",
document_id, rendered_document.frame.passes.len());
let msg = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates());
self.result_tx.send(msg).unwrap();
Telemetry::stop_and_accumulate_framebuild_time(timer_id);
let pending_update = self.resource_cache.pending_updates();
(pending_update, rendered_document)
};
// Invalidate dirty rects if the compositing config has changed significantly
rendered_document
.frame
.composite_state
.update_dirty_rect_validity(&doc.prev_composite_descriptor);
// Build a small struct that represents the state of the tiles to be composited.
let composite_descriptor = rendered_document
.frame
.composite_state
.descriptor
.clone();
// If there are texture cache updates to apply, or if the produced
// frame is not a no-op, or the compositor state has changed,
// then we cannot skip compositing this frame.
if !pending_update.is_nop() ||
!rendered_document.frame.is_nop() ||
composite_descriptor != doc.prev_composite_descriptor {
doc.rendered_frame_is_valid = false;
}
doc.prev_composite_descriptor = composite_descriptor;
#[cfg(feature = "capture")]
match self.capture_config {
Some(ref mut config) => {
// FIXME(aosmond): document splitting causes multiple prepare frames
config.prepare_frame();
if config.bits.contains(CaptureBits::FRAME) {
let file_name = format!("frame-{}-{}", document_id.namespace_id.0, document_id.id);
config.serialize_for_frame(&rendered_document.frame, file_name);
}
let data_stores_name = format!("data-stores-{}-{}", document_id.namespace_id.0, document_id.id);
config.serialize_for_frame(&doc.data_stores, data_stores_name);
let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", document_id.namespace_id.0, document_id.id);
config.serialize_for_frame::<SpatialTree, _>(&doc.spatial_tree, frame_spatial_tree_name);
let properties_name = format!("properties-{}-{}", document_id.namespace_id.0, document_id.id);
config.serialize_for_frame(&doc.dynamic_properties, properties_name);
},
None => {},
}
let msg = ResultMsg::PublishPipelineInfo(doc.updated_pipeline_info());
self.result_tx.send(msg).unwrap();
// Publish the frame
self.frame_publish_id.advance();
let msg = ResultMsg::PublishDocument(
self.frame_publish_id,
document_id,
rendered_document,
pending_update,
);
self.result_tx.send(msg).unwrap();
} else if requested_frame {
// WR-internal optimization to avoid doing a bunch of render work if
// there's no pixels. We still want to pretend to render and request
// a render to make sure that the callbacks (particularly the
// new_frame_ready callback below) has the right flags.
let msg = ResultMsg::PublishPipelineInfo(doc.updated_pipeline_info());
self.result_tx.send(msg).unwrap();
}
drain_filter(
&mut notifications,
|n| { n.when() == Checkpoint::FrameBuilt },
|n| { n.notify(); },
);
if !notifications.is_empty() {
self.result_tx.send(ResultMsg::AppendNotificationRequests(notifications)).unwrap();
}
// Always forward the transaction to the renderer if a frame was requested,
// otherwise gecko can get into a state where it waits (forever) for the
// transaction to complete before sending new work.
if requested_frame {
// If rendered frame is already valid, there is no need to render frame.
if doc.rendered_frame_is_valid {
render_frame = false;
} else if render_frame {
doc.rendered_frame_is_valid = true;
}
self.notifier.new_frame_ready(document_id, scroll, render_frame, self.frame_publish_id);
}
if !doc.hit_tester_is_valid {
doc.rebuild_hit_tester();
}
build_frame
}
fn send_backend_message(&self, msg: SceneBuilderRequest) {
self.scene_tx.send(msg).unwrap();
}
fn report_memory(&mut self, tx: Sender<Box<MemoryReport>>) {
let mut report = Box::new(MemoryReport::default());
let ops = self.size_of_ops.as_mut().unwrap();
let op = ops.size_of_op;
report.gpu_cache_metadata = self.gpu_cache.size_of(ops);
for doc in self.documents.values() {
report.clip_stores += doc.scene.clip_store.size_of(ops);
report.hit_testers += match &doc.hit_tester {
Some(hit_tester) => hit_tester.size_of(ops),
None => 0,
};
doc.data_stores.report_memory(ops, &mut report)
}
(*report) += self.resource_cache.report_memory(op);
report.texture_cache_structures = self.resource_cache
.texture_cache
.report_memory(ops);
// Send a message to report memory on the scene-builder thread, which
// will add its report to this one and send the result back to the original
// thread waiting on the request.
self.send_backend_message(
SceneBuilderRequest::ReportMemory(report, tx)
);
}
#[cfg(feature = "capture")]
fn save_capture_sequence(&mut self) {
if let Some(ref mut config) = self.capture_config {
let deferred = self.resource_cache.save_capture_sequence(config);
let backend = PlainRenderBackend {
frame_config: self.frame_config.clone(),
resource_sequence_id: config.resource_id,
documents: self.documents
.iter()
.map(|(id, doc)| (*id, doc.view))
.collect(),
};
config.serialize_for_frame(&backend, "backend");
if !deferred.is_empty() {
let msg = ResultMsg::DebugOutput(DebugOutput::SaveCapture(config.clone(), deferred));
self.result_tx.send(msg).unwrap();
}
}
}
}
impl RenderBackend {
#[cfg(feature = "capture")]
// Note: the mutable `self` is only needed here for resolving blob images
fn save_capture(
&mut self,
root: PathBuf,
bits: CaptureBits,
) -> DebugOutput {
use std::fs;
use crate::render_task_graph::dump_render_tasks_as_svg;
debug!("capture: saving {:?}", root);
if !root.is_dir() {
if let Err(e) = fs::create_dir_all(&root) {
panic!("Unable to create capture dir: {:?}", e);
}
}
let config = CaptureConfig::new(root, bits);
if config.bits.contains(CaptureBits::FRAME) {
self.prepare_for_frames();
}
for (&id, doc) in &mut self.documents {
debug!("\tdocument {:?}", id);
if config.bits.contains(CaptureBits::FRAME) {
// Temporarily force invalidation otherwise the render task graph dump is empty.
let force_invalidation = std::mem::replace(&mut doc.scene.config.force_invalidation, true);
let rendered_document = doc.build_frame(
&mut self.resource_cache,
&mut self.gpu_cache,
self.debug_flags,
&mut self.tile_caches,
None,
RenderReasons::empty(),
);
doc.scene.config.force_invalidation = force_invalidation;
// After we rendered the frames, there are pending updates to both
// GPU cache and resources. Instead of serializing them, we are going to make sure
// they are applied on the `Renderer` side.
let msg_update_gpu_cache = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates());
self.result_tx.send(msg_update_gpu_cache).unwrap();
//TODO: write down doc's pipeline info?
// it has `pipeline_epoch_map`,
// which may capture necessary details for some cases.
let file_name = format!("frame-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&rendered_document.frame, file_name);
let file_name = format!("spatial-{}-{}", id.namespace_id.0, id.id);
config.serialize_tree_for_frame(&doc.spatial_tree, file_name);
let file_name = format!("built-primitives-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&doc.scene.prim_store, file_name);
let file_name = format!("built-clips-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&doc.scene.clip_store, file_name);
let file_name = format!("scratch-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&doc.scratch.primitive, file_name);
let file_name = format!("render-tasks-{}-{}.svg", id.namespace_id.0, id.id);
let mut render_tasks_file = fs::File::create(&config.file_path_for_frame(file_name, "svg"))
.expect("Failed to open the SVG file.");
dump_render_tasks_as_svg(
&rendered_document.frame.render_tasks,
&mut render_tasks_file
).unwrap();
let file_name = format!("texture-cache-color-linear-{}-{}.svg", id.namespace_id.0, id.id);
let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg"))
.expect("Failed to open the SVG file.");
self.resource_cache.texture_cache.dump_color8_linear_as_svg(&mut texture_file).unwrap();
let file_name = format!("texture-cache-color8-glyphs-{}-{}.svg", id.namespace_id.0, id.id);
let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg"))
.expect("Failed to open the SVG file.");
self.resource_cache.texture_cache.dump_color8_glyphs_as_svg(&mut texture_file).unwrap();
let file_name = format!("texture-cache-alpha8-glyphs-{}-{}.svg", id.namespace_id.0, id.id);
let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg"))
.expect("Failed to open the SVG file.");
self.resource_cache.texture_cache.dump_alpha8_glyphs_as_svg(&mut texture_file).unwrap();
let file_name = format!("texture-cache-alpha8-linear-{}-{}.svg", id.namespace_id.0, id.id);
let mut texture_file = fs::File::create(&config.file_path_for_frame(file_name, "svg"))
.expect("Failed to open the SVG file.");
self.resource_cache.texture_cache.dump_alpha8_linear_as_svg(&mut texture_file).unwrap();
}
let data_stores_name = format!("data-stores-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&doc.data_stores, data_stores_name);
let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame::<SpatialTree, _>(&doc.spatial_tree, frame_spatial_tree_name);
let properties_name = format!("properties-{}-{}", id.namespace_id.0, id.id);
config.serialize_for_frame(&doc.dynamic_properties, properties_name);
}
if config.bits.contains(CaptureBits::FRAME) {
// TODO: there is no guarantee that we won't hit this case, but we want to
// report it here if we do. If we don't, it will simply crash in
// Renderer::render_impl and give us less information about the source.
assert!(!self.requires_frame_build(), "Caches were cleared during a capture.");
self.bookkeep_after_frames();
}
debug!("\tscene builder");
self.send_backend_message(
SceneBuilderRequest::SaveScene(config.clone())
);
debug!("\tresource cache");
let (resources, deferred) = self.resource_cache.save_capture(&config.root);
info!("\tbackend");
let backend = PlainRenderBackend {
frame_config: self.frame_config.clone(),
resource_sequence_id: 0,
documents: self.documents
.iter()
.map(|(id, doc)| (*id, doc.view))
.collect(),
};
config.serialize_for_frame(&backend, "backend");
config.serialize_for_frame(&resources, "plain-resources");
if config.bits.contains(CaptureBits::FRAME) {
let msg_update_resources = ResultMsg::UpdateResources {
resource_updates: self.resource_cache.pending_updates(),
memory_pressure: false,
};
self.result_tx.send(msg_update_resources).unwrap();
// Save the texture/glyph/image caches.
info!("\tresource cache");
let caches = self.resource_cache.save_caches(&config.root);
config.serialize_for_resource(&caches, "resource_cache");
info!("\tgpu cache");
config.serialize_for_resource(&self.gpu_cache, "gpu_cache");
}
DebugOutput::SaveCapture(config, deferred)
}
#[cfg(feature = "capture")]
fn start_capture_sequence(
&mut self,
root: PathBuf,
bits: CaptureBits,
) {
self.send_backend_message(
SceneBuilderRequest::StartCaptureSequence(CaptureConfig::new(root, bits))
);
}
#[cfg(feature = "capture")]
fn stop_capture_sequence(
&mut self,
) {
self.send_backend_message(
SceneBuilderRequest::StopCaptureSequence
);
}
#[cfg(feature = "replay")]
fn load_capture(
&mut self,
mut config: CaptureConfig,
) {
debug!("capture: loading {:?}", config.frame_root());
let backend = config.deserialize_for_frame::<PlainRenderBackend, _>("backend")
.expect("Unable to open backend.ron");
// If this is a capture sequence, then the ID will be non-zero, and won't
// match what is loaded, but for still captures, the ID will be zero.
let first_load = backend.resource_sequence_id == 0;
if self.loaded_resource_sequence_id != backend.resource_sequence_id || first_load {
// FIXME(aosmond): We clear the documents because when we update the
// resource cache, we actually wipe and reload, because we don't
// know what is the same and what has changed. If we were to keep as
// much of the resource cache state as possible, we could avoid
// flushing the document state (which has its own dependecies on the
// cache).
//
// FIXME(aosmond): If we try to load the next capture in the
// sequence too quickly, we may lose resources we depend on in the
// current frame. This can cause panics. Ideally we would not
// advance to the next frame until the FrameRendered event for all
// of the pipelines.
self.documents.clear();
config.resource_id = backend.resource_sequence_id;
self.loaded_resource_sequence_id = backend.resource_sequence_id;
let plain_resources = config.deserialize_for_resource::<PlainResources, _>("plain-resources")
.expect("Unable to open plain-resources.ron");
let caches_maybe = config.deserialize_for_resource::<PlainCacheOwn, _>("resource_cache");
// Note: it would be great to have `RenderBackend` to be split
// rather explicitly on what's used before and after scene building
// so that, for example, we never miss anything in the code below:
let plain_externals = self.resource_cache.load_capture(
plain_resources,
caches_maybe,
&config,
);
let msg_load = ResultMsg::DebugOutput(
DebugOutput::LoadCapture(config.clone(), plain_externals)
);
self.result_tx.send(msg_load).unwrap();
self.gpu_cache = match config.deserialize_for_resource::<GpuCache, _>("gpu_cache") {
Some(gpu_cache) => gpu_cache,
None => GpuCache::new(),
};
}
self.frame_config = backend.frame_config;
let mut scenes_to_build = Vec::new();
for (id, view) in backend.documents {
debug!("\tdocument {:?}", id);
let scene_name = format!("scene-{}-{}", id.namespace_id.0, id.id);
let scene = config.deserialize_for_scene::<Scene, _>(&scene_name)
.expect(&format!("Unable to open {}.ron", scene_name));
let scene_spatial_tree_name = format!("scene-spatial-tree-{}-{}", id.namespace_id.0, id.id);
let scene_spatial_tree = config.deserialize_for_scene::<SceneSpatialTree, _>(&scene_spatial_tree_name)
.expect(&format!("Unable to open {}.ron", scene_spatial_tree_name));
let interners_name = format!("interners-{}-{}", id.namespace_id.0, id.id);
let interners = config.deserialize_for_scene::<Interners, _>(&interners_name)
.expect(&format!("Unable to open {}.ron", interners_name));
let data_stores_name = format!("data-stores-{}-{}", id.namespace_id.0, id.id);
let data_stores = config.deserialize_for_frame::<DataStores, _>(&data_stores_name)
.expect(&format!("Unable to open {}.ron", data_stores_name));
let properties_name = format!("properties-{}-{}", id.namespace_id.0, id.id);
let properties = config.deserialize_for_frame::<SceneProperties, _>(&properties_name)
.expect(&format!("Unable to open {}.ron", properties_name));
let frame_spatial_tree_name = format!("frame-spatial-tree-{}-{}", id.namespace_id.0, id.id);
let frame_spatial_tree = config.deserialize_for_frame::<SpatialTree, _>(&frame_spatial_tree_name)
.expect(&format!("Unable to open {}.ron", frame_spatial_tree_name));
// Update the document if it still exists, rather than replace it entirely.
// This allows us to preserve state information such as the frame stamp,
// which is necessary for cache sanity.
match self.documents.entry(id) {
Occupied(entry) => {
let doc = entry.into_mut();
doc.view = view;
doc.loaded_scene = scene.clone();
doc.data_stores = data_stores;
doc.spatial_tree = frame_spatial_tree;
doc.dynamic_properties = properties;
doc.frame_is_valid = false;
doc.rendered_frame_is_valid = false;
doc.has_built_scene = false;
doc.hit_tester_is_valid = false;
}
Vacant(entry) => {
let doc = Document {
id,
scene: BuiltScene::empty(),
removed_pipelines: Vec::new(),
view,
stamp: FrameStamp::first(id),
frame_builder: FrameBuilder::new(),
dynamic_properties: properties,
hit_tester: None,
shared_hit_tester: Arc::new(SharedHitTester::new()),
frame_is_valid: false,
hit_tester_is_valid: false,
rendered_frame_is_valid: false,
has_built_scene: false,
data_stores,
scratch: ScratchBuffer::default(),
spatial_tree: frame_spatial_tree,
minimap_data: FastHashMap::default(),
loaded_scene: scene.clone(),
prev_composite_descriptor: CompositeDescriptor::empty(),
dirty_rects_are_valid: false,
profile: TransactionProfile::new(),
rg_builder: RenderTaskGraphBuilder::new(),
frame_stats: None,
};
entry.insert(doc);
}
};
let frame_name = format!("frame-{}-{}", id.namespace_id.0, id.id);
let frame = config.deserialize_for_frame::<Frame, _>(frame_name);
let build_frame = match frame {
Some(frame) => {
info!("\tloaded a built frame with {} passes", frame.passes.len());
let msg_update = ResultMsg::UpdateGpuCache(self.gpu_cache.extract_updates());
self.result_tx.send(msg_update).unwrap();
self.frame_publish_id.advance();
let msg_publish = ResultMsg::PublishDocument(
self.frame_publish_id,
id,
RenderedDocument {
frame,
profile: TransactionProfile::new(),
render_reasons: RenderReasons::empty(),
frame_stats: None,
},
self.resource_cache.pending_updates(),
);
self.result_tx.send(msg_publish).unwrap();
self.notifier.new_frame_ready(id, false, true, self.frame_publish_id);
// We deserialized the state of the frame so we don't want to build
// it (but we do want to update the scene builder's state)
false
}
None => true,
};
scenes_to_build.push(LoadScene {
document_id: id,
scene,
view: view.scene.clone(),
config: self.frame_config.clone(),
fonts: self.resource_cache.get_fonts(),
build_frame,
interners,
spatial_tree: scene_spatial_tree,
});
}
if !scenes_to_build.is_empty() {
self.send_backend_message(
SceneBuilderRequest::LoadScenes(scenes_to_build)
);
}
}
}