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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
//! This module contains the render task graph.
//!
//! Code associated with creating specific render tasks is in the render_task
//! module.
use api::units::*;
use api::ImageFormat;
use crate::gpu_cache::{GpuCache, GpuCacheAddress};
use crate::internal_types::{TextureSource, CacheTextureId, FastHashMap, FastHashSet, FrameId};
use crate::internal_types::size_of_frame_vec;
use crate::render_task::{StaticRenderTaskSurface, RenderTaskLocation, RenderTask};
use crate::render_target::RenderTargetKind;
use crate::render_task::{RenderTaskData, RenderTaskKind};
use crate::resource_cache::ResourceCache;
use crate::texture_pack::GuillotineAllocator;
use crate::prim_store::DeferredResolve;
use crate::image_source::{resolve_image, resolve_cached_render_task};
use smallvec::SmallVec;
use topological_sort::TopologicalSort;
use crate::render_target::{RenderTargetList, PictureCacheTarget, RenderTarget};
use crate::util::{Allocation, VecHelper};
use std::{usize, f32};
use crate::internal_types::{FrameVec, FrameMemory};
#[cfg(test)]
use crate::frame_allocator::FrameAllocator;
/// If we ever need a larger texture than the ideal, we better round it up to a
/// reasonable number in order to have a bit of leeway in case the size of this
/// this target is changing each frame.
const TEXTURE_DIMENSION_MASK: i32 = 0xFF;
/// Allows initializing a render task directly into the render task buffer.
///
/// See utils::VecHelpers. RenderTask is fairly large so avoiding the move when
/// pushing into the vector can save a lot of expensive memcpys on pages with many
/// render tasks.
pub struct RenderTaskAllocation<'a> {
pub alloc: Allocation<'a, RenderTask>,
}
impl<'l> RenderTaskAllocation<'l> {
#[inline(always)]
pub fn init(self, value: RenderTask) -> RenderTaskId {
RenderTaskId {
index: self.alloc.init(value) as u32,
}
}
}
#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)]
#[derive(MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RenderTaskId {
pub index: u32,
}
impl RenderTaskId {
pub const INVALID: RenderTaskId = RenderTaskId {
index: u32::MAX,
};
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Debug, Copy, Clone, Hash, Eq, PartialEq, PartialOrd, Ord)]
pub struct PassId(usize);
impl PassId {
pub const MIN: PassId = PassId(0);
pub const MAX: PassId = PassId(!0 - 1);
pub const INVALID: PassId = PassId(!0 - 2);
}
/// An internal representation of a dynamic surface that tasks can be
/// allocated into. Maintains some extra metadata about each surface
/// during the graph build.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
struct Surface {
/// Whether this is a color or alpha render target
kind: RenderTargetKind,
/// Allocator for this surface texture
allocator: GuillotineAllocator,
/// We can only allocate into this for reuse if it's a shared surface
is_shared: bool,
/// The pass that we can free this surface after (guaranteed
/// to be the same for all tasks assigned to this surface)
free_after: PassId,
}
impl Surface {
/// Allocate a rect within a shared surfce. Returns None if the
/// format doesn't match, or allocation fails.
fn alloc_rect(
&mut self,
size: DeviceIntSize,
kind: RenderTargetKind,
is_shared: bool,
free_after: PassId,
) -> Option<DeviceIntPoint> {
if self.kind == kind && self.is_shared == is_shared && self.free_after == free_after {
self.allocator
.allocate(&size)
.map(|(_slice, origin)| origin)
} else {
None
}
}
}
/// A sub-pass can draw to either a dynamic (temporary render target) surface,
/// or a persistent surface (texture or picture cache).
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Debug)]
pub enum SubPassSurface {
/// A temporary (intermediate) surface.
Dynamic {
/// The renderer texture id
texture_id: CacheTextureId,
/// Color / alpha render target
target_kind: RenderTargetKind,
/// The rectangle occupied by tasks in this surface. Used as a clear
/// optimization on some GPUs.
used_rect: DeviceIntRect,
},
Persistent {
/// Reference to the texture or picture cache surface being drawn to.
surface: StaticRenderTaskSurface,
},
}
/// A subpass is a specific render target, and a list of tasks to draw to it.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct SubPass {
/// The surface this subpass draws to
pub surface: SubPassSurface,
/// The tasks assigned to this subpass.
pub task_ids: FrameVec<RenderTaskId>,
}
/// A pass expresses dependencies between tasks. Each pass consists of a number
/// of subpasses.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Pass {
/// The tasks assigned to this render pass
pub task_ids: FrameVec<RenderTaskId>,
/// The subpasses that make up this dependency pass
pub sub_passes: FrameVec<SubPass>,
/// A list of intermediate surfaces that can be invalidated after
/// this pass completes.
pub textures_to_invalidate: FrameVec<CacheTextureId>,
}
/// The RenderTaskGraph is the immutable representation of the render task graph. It is
/// built by the RenderTaskGraphBuilder, and is constructed once per frame.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RenderTaskGraph {
/// List of tasks added to the graph
pub tasks: FrameVec<RenderTask>,
/// The passes that were created, based on dependencies between tasks
pub passes: FrameVec<Pass>,
/// Current frame id, used for debug validation
frame_id: FrameId,
/// GPU specific data for each task that is made available to shaders
pub task_data: FrameVec<RenderTaskData>,
/// Total number of intermediate surfaces that will be drawn to, used for test validation.
#[cfg(test)]
surface_count: usize,
/// Total number of real allocated textures that will be drawn to, used for test validation.
#[cfg(test)]
unique_surfaces: FastHashSet<CacheTextureId>,
}
/// The persistent interface that is used during frame building to construct the
/// frame graph.
pub struct RenderTaskGraphBuilder {
/// List of tasks added to the builder
tasks: Vec<RenderTask>,
/// List of task roots
roots: FastHashSet<RenderTaskId>,
/// Current frame id, used for debug validation
frame_id: FrameId,
/// A list of texture surfaces that can be freed at the end of a pass. Retained
/// here to reduce heap allocations.
textures_to_free: FastHashSet<CacheTextureId>,
// Keep a map of `texture_id` to metadata about surfaces that are currently
// borrowed from the render target pool.
active_surfaces: FastHashMap<CacheTextureId, Surface>,
}
impl RenderTaskGraphBuilder {
/// Construct a new graph builder. Typically constructed once and maintained
/// over many frames, to avoid extra heap allocations where possible.
pub fn new() -> Self {
RenderTaskGraphBuilder {
tasks: Vec::new(),
roots: FastHashSet::default(),
frame_id: FrameId::INVALID,
textures_to_free: FastHashSet::default(),
active_surfaces: FastHashMap::default(),
}
}
pub fn frame_id(&self) -> FrameId {
self.frame_id
}
/// Begin a new frame
pub fn begin_frame(&mut self, frame_id: FrameId) {
self.frame_id = frame_id;
self.roots.clear();
}
/// Get immutable access to a task
// TODO(gw): There's only a couple of places that existing code needs to access
// a task during the building step. Perhaps we can remove this?
pub fn get_task(
&self,
task_id: RenderTaskId,
) -> &RenderTask {
&self.tasks[task_id.index as usize]
}
/// Get mutable access to a task
// TODO(gw): There's only a couple of places that existing code needs to access
// a task during the building step. Perhaps we can remove this?
pub fn get_task_mut(
&mut self,
task_id: RenderTaskId,
) -> &mut RenderTask {
&mut self.tasks[task_id.index as usize]
}
/// Add a new task to the graph.
pub fn add(&mut self) -> RenderTaskAllocation {
// Assume every task is a root to start with
self.roots.insert(
RenderTaskId { index: self.tasks.len() as u32 }
);
RenderTaskAllocation {
alloc: self.tasks.alloc(),
}
}
/// Express a dependency, such that `task_id` depends on `input` as a texture source.
pub fn add_dependency(
&mut self,
task_id: RenderTaskId,
input: RenderTaskId,
) {
self.tasks[task_id.index as usize].children.push(input);
// Once a task is an input, it's no longer a root
self.roots.remove(&input);
}
/// End the graph building phase and produce the immutable task graph for this frame
pub fn end_frame(
&mut self,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
deferred_resolves: &mut FrameVec<DeferredResolve>,
max_shared_surface_size: i32,
memory: &FrameMemory,
) -> RenderTaskGraph {
// Copy the render tasks over to the immutable graph output
let task_count = self.tasks.len();
// Copy from the frame_builder's task vector to the frame's instead of stealing it
// because they use different memory allocators. TODO: The builder should use the
// frame allocator, however since the builder lives longer than the frame, it's a
// bit more risky to do so.
let mut tasks = memory.new_vec_with_capacity(task_count);
for task in self.tasks.drain(..) {
tasks.push(task)
}
let mut graph = RenderTaskGraph {
tasks,
passes: memory.new_vec(),
task_data: memory.new_vec_with_capacity(task_count),
frame_id: self.frame_id,
#[cfg(test)]
surface_count: 0,
#[cfg(test)]
unique_surfaces: FastHashSet::default(),
};
// First, use a topological sort of the dependency graph to split the task set in to
// a list of passes. This is necessary because when we have a complex graph (e.g. due
// to a large number of sibling backdrop-filter primitives) traversing it via a simple
// recursion can be too slow. The second pass determines when the last time a render task
// is used as an input, and assigns what pass the surface backing that render task can
// be freed (the surface is then returned to the render target pool and may be aliased
// or reused during subsequent passes).
let mut pass_count = 0;
let mut passes = memory.new_vec();
let mut task_sorter = TopologicalSort::<RenderTaskId>::new();
// Iterate the task list, and add all the dependencies to the topo sort
for (parent_id, task) in graph.tasks.iter().enumerate() {
let parent_id = RenderTaskId { index: parent_id as u32 };
for child_id in &task.children {
task_sorter.add_dependency(
parent_id,
*child_id,
);
}
}
// Pop the sorted passes off the topological sort
loop {
// Get the next set of tasks that can be drawn
let tasks = task_sorter.pop_all();
// If there are no tasks left, we're done
if tasks.is_empty() {
// If the task sorter itself isn't empty but we couldn't pop off any
// tasks, that implies a circular dependency in the task graph
assert!(task_sorter.is_empty());
break;
} else {
// Assign the `render_on` field to the task
for task_id in &tasks {
graph.tasks[task_id.index as usize].render_on = PassId(pass_count);
}
// Store the task list for this pass, used later for `assign_free_pass`.
passes.push(tasks);
pass_count += 1;
}
}
// Always create at least one pass for root tasks
pass_count = pass_count.max(1);
// Determine which pass each task can be freed on, which depends on which is
// the last task that has this as an input. This must be done in top-down
// pass order to ensure that RenderTaskLocation::Existing references are
// visited in the correct order
for pass in passes {
for task_id in pass {
assign_free_pass(
task_id,
&mut graph,
);
}
}
// Construct passes array for tasks to be assigned to below
for _ in 0 .. pass_count {
graph.passes.push(Pass {
task_ids: memory.new_vec(),
sub_passes: memory.new_vec(),
textures_to_invalidate: memory.new_vec(),
});
}
// Assign tasks to each pass based on their `render_on` attribute
for (index, task) in graph.tasks.iter().enumerate() {
if task.kind.is_a_rendering_operation() {
let id = RenderTaskId { index: index as u32 };
graph.passes[task.render_on.0].task_ids.push(id);
}
}
// At this point, tasks are assigned to each dependency pass. Now we
// can go through each pass and create sub-passes, assigning each task
// to a target and destination rect.
assert!(self.active_surfaces.is_empty());
for (pass_id, pass) in graph.passes.iter_mut().enumerate().rev() {
assert!(self.textures_to_free.is_empty());
for task_id in &pass.task_ids {
let task_location = graph.tasks[task_id.index as usize].location.clone();
match task_location {
RenderTaskLocation::Unallocated { size } => {
let task = &mut graph.tasks[task_id.index as usize];
let mut location = None;
let kind = task.kind.target_kind();
// If a task is used as part of an existing-chain then we can't
// safely share it (nor would we want to).
let can_use_shared_surface =
task.kind.can_use_shared_surface() &&
task.free_after != PassId::INVALID;
if can_use_shared_surface {
// If we can use a shared surface, step through the existing shared
// surfaces for this subpass, and see if we can allocate the task
// to one of these targets.
for sub_pass in &mut pass.sub_passes {
if let SubPassSurface::Dynamic { texture_id, ref mut used_rect, .. } = sub_pass.surface {
let surface = self.active_surfaces.get_mut(&texture_id).unwrap();
if let Some(p) = surface.alloc_rect(size, kind, true, task.free_after) {
location = Some((texture_id, p));
*used_rect = used_rect.union(&DeviceIntRect::from_origin_and_size(p, size));
sub_pass.task_ids.push(*task_id);
break;
}
}
}
}
if location.is_none() {
// If it wasn't possible to allocate the task to a shared surface, get a new
// render target from the resource cache pool/
// If this is a really large task, don't bother allocating it as a potential
// shared surface for other tasks.
let can_use_shared_surface = can_use_shared_surface &&
size.width <= max_shared_surface_size &&
size.height <= max_shared_surface_size;
let surface_size = if can_use_shared_surface {
DeviceIntSize::new(
max_shared_surface_size,
max_shared_surface_size,
)
} else {
// Round up size here to avoid constant re-allocs during resizing
DeviceIntSize::new(
(size.width + TEXTURE_DIMENSION_MASK) & !TEXTURE_DIMENSION_MASK,
(size.height + TEXTURE_DIMENSION_MASK) & !TEXTURE_DIMENSION_MASK,
)
};
if surface_size.is_empty() {
// We would panic in the guillotine allocator. Instead, panic here
// with some context.
let task_name = graph.tasks[task_id.index as usize].kind.as_str();
panic!("{} render task has invalid size {:?}", task_name, surface_size);
}
let format = match kind {
RenderTargetKind::Color => ImageFormat::RGBA8,
RenderTargetKind::Alpha => ImageFormat::R8,
};
// Get render target of appropriate size and format from resource cache
let texture_id = resource_cache.get_or_create_render_target_from_pool(
surface_size,
format,
);
// Allocate metadata we need about this surface while it's active
let mut surface = Surface {
kind,
allocator: GuillotineAllocator::new(Some(surface_size)),
is_shared: can_use_shared_surface,
free_after: task.free_after,
};
// Allocation of the task must fit in this new surface!
let p = surface.alloc_rect(
size,
kind,
can_use_shared_surface,
task.free_after,
).expect("bug: alloc must succeed!");
location = Some((texture_id, p));
// Store the metadata about this newly active surface. We should never
// get a target surface with the same texture_id as a currently active surface.
let _prev_surface = self.active_surfaces.insert(texture_id, surface);
assert!(_prev_surface.is_none());
// Store some information about surface allocations if in test mode
#[cfg(test)]
{
graph.surface_count += 1;
graph.unique_surfaces.insert(texture_id);
}
let mut task_ids = memory.new_vec();
task_ids.push(*task_id);
// Add the target as a new subpass for this render pass.
pass.sub_passes.push(SubPass {
surface: SubPassSurface::Dynamic {
texture_id,
target_kind: kind,
used_rect: DeviceIntRect::from_origin_and_size(p, size),
},
task_ids,
});
}
// By now, we must have allocated a surface and rect for this task, so assign it!
assert!(location.is_some());
task.location = RenderTaskLocation::Dynamic {
texture_id: location.unwrap().0,
rect: DeviceIntRect::from_origin_and_size(location.unwrap().1, size),
};
}
RenderTaskLocation::Existing { parent_task_id, size: existing_size, .. } => {
let parent_task_location = graph.tasks[parent_task_id.index as usize].location.clone();
match parent_task_location {
RenderTaskLocation::Unallocated { .. } |
RenderTaskLocation::CacheRequest { .. } |
RenderTaskLocation::Existing { .. } => {
panic!("bug: reference to existing task must be allocated by now");
}
RenderTaskLocation::Dynamic { texture_id, rect, .. } => {
assert_eq!(existing_size, rect.size());
let kind = graph.tasks[parent_task_id.index as usize].kind.target_kind();
let mut task_ids = memory.new_vec();
task_ids.push(*task_id);
// A sub-pass is always created in this case, as existing tasks by definition can't be shared.
pass.sub_passes.push(SubPass {
surface: SubPassSurface::Dynamic {
texture_id,
target_kind: kind,
used_rect: rect, // clear will be skipped due to no-op check anyway
},
task_ids,
});
let task = &mut graph.tasks[task_id.index as usize];
task.location = parent_task_location;
}
RenderTaskLocation::Static { .. } => {
unreachable!("bug: not possible since we don't dup static locations");
}
}
}
RenderTaskLocation::Static { ref surface, .. } => {
// No need to allocate for this surface, since it's a persistent
// target. Instead, just create a new sub-pass for it.
let mut task_ids = memory.new_vec();
task_ids.push(*task_id);
pass.sub_passes.push(SubPass {
surface: SubPassSurface::Persistent {
surface: surface.clone(),
},
task_ids,
});
}
RenderTaskLocation::CacheRequest { .. } => {
// No need to allocate nor to create a sub-path for read-only locations.
}
RenderTaskLocation::Dynamic { .. } => {
// Dynamic tasks shouldn't be allocated by this point
panic!("bug: encountered an already allocated task");
}
}
// Return the shared surfaces from this pass
let task = &graph.tasks[task_id.index as usize];
for child_id in &task.children {
let child_task = &graph.tasks[child_id.index as usize];
match child_task.location {
RenderTaskLocation::Unallocated { .. } |
RenderTaskLocation::Existing { .. } => panic!("bug: must be allocated"),
RenderTaskLocation::Dynamic { texture_id, .. } => {
// If this task can be freed after this pass, include it in the
// unique set of textures to be returned to the render target pool below.
if child_task.free_after == PassId(pass_id) {
self.textures_to_free.insert(texture_id);
}
}
RenderTaskLocation::Static { .. } => {}
RenderTaskLocation::CacheRequest { .. } => {}
}
}
}
// Return no longer used textures to the pool, so that they can be reused / aliased
// by later passes.
for texture_id in self.textures_to_free.drain() {
resource_cache.return_render_target_to_pool(texture_id);
self.active_surfaces.remove(&texture_id).unwrap();
pass.textures_to_invalidate.push(texture_id);
}
}
if !self.active_surfaces.is_empty() {
graph.print();
// By now, all surfaces that were borrowed from the render target pool must
// be returned to the resource cache, or we are leaking intermediate surfaces!
assert!(self.active_surfaces.is_empty());
}
// Each task is now allocated to a surface and target rect. Write that to the
// GPU blocks and task_data. After this point, the graph is returned and is
// considered to be immutable for the rest of the frame building process.
for task in &mut graph.tasks {
// First check whether the render task texture and uv rects are managed
// externally. This is the case for image tasks and cached tasks. In both
// cases it results in a finding the information in the texture cache.
let cache_item = if let Some(ref cache_handle) = task.cache_handle {
Some(resolve_cached_render_task(
cache_handle,
resource_cache,
))
} else if let RenderTaskKind::Image(request) = &task.kind {
Some(resolve_image(
*request,
resource_cache,
gpu_cache,
deferred_resolves,
))
} else {
// General case (non-cached non-image tasks).
None
};
if let Some(cache_item) = cache_item {
// Update the render task even if the item is invalid.
// We'll handle it later and it's easier to not have to
// deal with unexpected location variants like
// RenderTaskLocation::CacheRequest when we do.
task.uv_rect_handle = cache_item.uv_rect_handle;
if let RenderTaskLocation::CacheRequest { .. } = &task.location {
let source = cache_item.texture_id;
task.location = RenderTaskLocation::Static {
surface: StaticRenderTaskSurface::ReadOnly { source },
rect: cache_item.uv_rect,
};
}
}
// Give the render task an opportunity to add any
// information to the GPU cache, if appropriate.
let target_rect = task.get_target_rect();
task.write_gpu_blocks(
target_rect,
gpu_cache,
);
graph.task_data.push(
task.kind.write_task_data(target_rect)
);
}
graph
}
}
impl RenderTaskGraph {
/// Print the render task graph to console
#[allow(dead_code)]
pub fn print(
&self,
) {
print!("-- RenderTaskGraph --\n");
for (i, task) in self.tasks.iter().enumerate() {
print!("Task {} [{}]: render_on={} free_after={} children={:?} target_size={:?}\n",
i,
task.kind.as_str(),
task.render_on.0,
task.free_after.0,
task.children,
task.get_target_size(),
);
}
for (p, pass) in self.passes.iter().enumerate() {
print!("Pass {}:\n", p);
for (s, sub_pass) in pass.sub_passes.iter().enumerate() {
print!("\tSubPass {}: {:?}\n",
s,
sub_pass.surface,
);
for task_id in &sub_pass.task_ids {
print!("\t\tTask {:?}\n", task_id.index);
}
}
}
}
pub fn resolve_texture(
&self,
task_id: impl Into<Option<RenderTaskId>>,
) -> Option<TextureSource> {
let task_id = task_id.into()?;
let task = &self[task_id];
match task.get_texture_source() {
TextureSource::Invalid => None,
source => Some(source),
}
}
pub fn resolve_location(
&self,
task_id: impl Into<Option<RenderTaskId>>,
gpu_cache: &GpuCache,
) -> Option<(GpuCacheAddress, TextureSource)> {
self.resolve_impl(task_id.into()?, gpu_cache)
}
fn resolve_impl(
&self,
task_id: RenderTaskId,
gpu_cache: &GpuCache,
) -> Option<(GpuCacheAddress, TextureSource)> {
let task = &self[task_id];
let texture_source = task.get_texture_source();
if let TextureSource::Invalid = texture_source {
return None;
}
let uv_address = task.get_texture_address(gpu_cache);
Some((uv_address, texture_source))
}
pub fn report_memory(&self) -> usize {
// We can't use wr_malloc_sizeof here because the render task
// graph's memory is mainly backed by frame's custom allocator.
// So we calulate the memory footprint manually.
let mut mem = size_of_frame_vec(&self.tasks)
+ size_of_frame_vec(&self.task_data)
+ size_of_frame_vec(&self.passes);
for pass in &self.passes {
mem += size_of_frame_vec(&pass.task_ids)
+ size_of_frame_vec(&pass.sub_passes)
+ size_of_frame_vec(&pass.textures_to_invalidate);
for sub_pass in &pass.sub_passes {
mem += size_of_frame_vec(&sub_pass.task_ids);
}
}
mem
}
#[cfg(test)]
pub fn new_for_testing() -> Self {
let allocator = FrameAllocator::fallback();
RenderTaskGraph {
tasks: allocator.clone().new_vec(),
passes: allocator.clone().new_vec(),
frame_id: FrameId::INVALID,
task_data: allocator.clone().new_vec(),
surface_count: 0,
unique_surfaces: FastHashSet::default(),
}
}
/// Return the surface and texture counts, used for testing
#[cfg(test)]
pub fn surface_counts(&self) -> (usize, usize) {
(self.surface_count, self.unique_surfaces.len())
}
/// Return current frame id, used for validation
#[cfg(debug_assertions)]
pub fn frame_id(&self) -> FrameId {
self.frame_id
}
}
/// Batching uses index access to read information about tasks
impl std::ops::Index<RenderTaskId> for RenderTaskGraph {
type Output = RenderTask;
fn index(&self, id: RenderTaskId) -> &RenderTask {
&self.tasks[id.index as usize]
}
}
fn assign_free_pass(
id: RenderTaskId,
graph: &mut RenderTaskGraph,
) {
let task = &mut graph.tasks[id.index as usize];
let render_on = task.render_on;
let mut child_task_ids: SmallVec<[RenderTaskId; 8]> = SmallVec::new();
child_task_ids.extend_from_slice(&task.children);
for child_id in child_task_ids {
let child_location = graph.tasks[child_id.index as usize].location.clone();
// Each dynamic child task can free its backing surface after the last
// task that references it as an input. Using min here ensures the
// safe time to free this surface in the presence of multiple paths
// to this task from the root(s).
match child_location {
RenderTaskLocation::CacheRequest { .. } => {}
RenderTaskLocation::Static { .. } => {
// never get freed anyway, so can leave untouched
// (could validate that they remain at PassId::MIN)
}
RenderTaskLocation::Dynamic { .. } => {
panic!("bug: should not be allocated yet");
}
RenderTaskLocation::Unallocated { .. } => {
let child_task = &mut graph.tasks[child_id.index as usize];
if child_task.free_after != PassId::INVALID {
child_task.free_after = child_task.free_after.min(render_on);
}
}
RenderTaskLocation::Existing { parent_task_id, .. } => {
let parent_task = &mut graph.tasks[parent_task_id.index as usize];
parent_task.free_after = PassId::INVALID;
let child_task = &mut graph.tasks[child_id.index as usize];
if child_task.free_after != PassId::INVALID {
child_task.free_after = child_task.free_after.min(render_on);
}
}
}
}
}
/// A render pass represents a set of rendering operations that don't depend on one
/// another.
///
/// A render pass can have several render targets if there wasn't enough space in one
/// target to do all of the rendering for that pass. See `RenderTargetList`.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RenderPass {
/// The subpasses that describe targets being rendered to in this pass
pub alpha: RenderTargetList,
pub color: RenderTargetList,
pub texture_cache: FastHashMap<CacheTextureId, RenderTarget>,
pub picture_cache: FrameVec<PictureCacheTarget>,
pub textures_to_invalidate: FrameVec<CacheTextureId>,
}
impl RenderPass {
/// Creates an intermediate off-screen pass.
pub fn new(src: &Pass, memory: &mut FrameMemory) -> Self {
RenderPass {
color: RenderTargetList::new(memory.allocator()),
alpha: RenderTargetList::new(memory.allocator()),
texture_cache: FastHashMap::default(),
picture_cache: memory.allocator().new_vec(),
textures_to_invalidate: src.textures_to_invalidate.clone(),
}
}
}
// Dump an SVG visualization of the render graph for debugging purposes
#[cfg(feature = "capture")]
pub fn dump_render_tasks_as_svg(
render_tasks: &RenderTaskGraph,
output: &mut dyn std::io::Write,
) -> std::io::Result<()> {
use svg_fmt::*;
let node_width = 80.0;
let node_height = 30.0;
let vertical_spacing = 8.0;
let horizontal_spacing = 20.0;
let margin = 10.0;
let text_size = 10.0;
let mut pass_rects = Vec::new();
let mut nodes = vec![None; render_tasks.tasks.len()];
let mut x = margin;
let mut max_y: f32 = 0.0;
#[derive(Clone)]
struct Node {
rect: Rectangle,
label: Text,
size: Text,
}
for pass in render_tasks.passes.iter().rev() {
let mut layout = VerticalLayout::new(x, margin, node_width);
for task_id in &pass.task_ids {
let task_index = task_id.index as usize;
let task = &render_tasks.tasks[task_index];
let rect = layout.push_rectangle(node_height);
let tx = rect.x + rect.w / 2.0;
let ty = rect.y + 10.0;
let label = text(tx, ty, format!("{}", task.kind.as_str()));
let size = text(tx, ty + 12.0, format!("{:?}", task.location.size()));
nodes[task_index] = Some(Node { rect, label, size });
layout.advance(vertical_spacing);
}
pass_rects.push(layout.total_rectangle());
x += node_width + horizontal_spacing;
max_y = max_y.max(layout.y + margin);
}
let mut links = Vec::new();
for node_index in 0..nodes.len() {
if nodes[node_index].is_none() {
continue;
}
let task = &render_tasks.tasks[node_index];
for dep in &task.children {
let dep_index = dep.index as usize;
if let (&Some(ref node), &Some(ref dep_node)) = (&nodes[node_index], &nodes[dep_index]) {
links.push((
dep_node.rect.x + dep_node.rect.w,
dep_node.rect.y + dep_node.rect.h / 2.0,
node.rect.x,
node.rect.y + node.rect.h / 2.0,
));
}
}
}
let svg_w = x + margin;
let svg_h = max_y + margin;
writeln!(output, "{}", BeginSvg { w: svg_w, h: svg_h })?;
// Background.
writeln!(output,
" {}",
rectangle(0.0, 0.0, svg_w, svg_h)
.inflate(1.0, 1.0)
.fill(rgb(50, 50, 50))
)?;
// Passes.
for rect in pass_rects {
writeln!(output,
" {}",
rect.inflate(3.0, 3.0)
.border_radius(4.0)
.opacity(0.4)
.fill(black())
)?;
}
// Links.
for (x1, y1, x2, y2) in links {
dump_task_dependency_link(output, x1, y1, x2, y2);
}
// Tasks.
for node in &nodes {
if let Some(node) = node {
writeln!(output,
" {}",
node.rect
.clone()
.fill(black())
.border_radius(3.0)
.opacity(0.5)
.offset(0.0, 2.0)
)?;
writeln!(output,
" {}",
node.rect
.clone()
.fill(rgb(200, 200, 200))
.border_radius(3.0)
.opacity(0.8)
)?;
writeln!(output,
" {}",
node.label
.clone()
.size(text_size)
.align(Align::Center)
.color(rgb(50, 50, 50))
)?;
writeln!(output,
" {}",
node.size
.clone()
.size(text_size * 0.7)
.align(Align::Center)
.color(rgb(50, 50, 50))
)?;
}
}
writeln!(output, "{}", EndSvg)
}
#[allow(dead_code)]
fn dump_task_dependency_link(
output: &mut dyn std::io::Write,
x1: f32, y1: f32,
x2: f32, y2: f32,
) {
use svg_fmt::*;
// If the link is a straight horizontal line and spans over multiple passes, it
// is likely to go straight though unrelated nodes in a way that makes it look like
// they are connected, so we bend the line upward a bit to avoid that.
let simple_path = (y1 - y2).abs() > 1.0 || (x2 - x1) < 45.0;
let mid_x = (x1 + x2) / 2.0;
if simple_path {
write!(output, " {}",
path().move_to(x1, y1)
.cubic_bezier_to(mid_x, y1, mid_x, y2, x2, y2)
.fill(Fill::None)
.stroke(Stroke::Color(rgb(100, 100, 100), 3.0))
).unwrap();
} else {
let ctrl1_x = (mid_x + x1) / 2.0;
let ctrl2_x = (mid_x + x2) / 2.0;
let ctrl_y = y1 - 25.0;
write!(output, " {}",
path().move_to(x1, y1)
.cubic_bezier_to(ctrl1_x, y1, ctrl1_x, ctrl_y, mid_x, ctrl_y)
.cubic_bezier_to(ctrl2_x, ctrl_y, ctrl2_x, y2, x2, y2)
.fill(Fill::None)
.stroke(Stroke::Color(rgb(100, 100, 100), 3.0))
).unwrap();
}
}
/// Construct a picture cache render task location for testing
#[cfg(test)]
fn pc_target(
surface_id: u64,
tile_x: i32,
tile_y: i32,
) -> RenderTaskLocation {
use crate::{
composite::{NativeSurfaceId, NativeTileId},
picture::ResolvedSurfaceTexture,
};
let width = 512;
let height = 512;
RenderTaskLocation::Static {
surface: StaticRenderTaskSurface::PictureCache {
surface: ResolvedSurfaceTexture::Native {
id: NativeTileId {
surface_id: NativeSurfaceId(surface_id),
x: tile_x,
y: tile_y,
},
size: DeviceIntSize::new(width, height),
},
},
rect: DeviceIntSize::new(width, height).into(),
}
}
#[cfg(test)]
impl RenderTaskGraphBuilder {
fn test_expect(
mut self,
pass_count: usize,
total_surface_count: usize,
unique_surfaces: &[(i32, i32, ImageFormat)],
) {
use crate::internal_types::FrameStamp;
use api::{DocumentId, IdNamespace};
let mut rc = ResourceCache::new_for_testing();
let mut gc = GpuCache::new();
let mut frame_stamp = FrameStamp::first(DocumentId::new(IdNamespace(1), 1));
frame_stamp.advance();
gc.prepare_for_frames();
gc.begin_frame(frame_stamp);
let frame_memory = FrameMemory::fallback();
let g = self.end_frame(&mut rc, &mut gc, &mut frame_memory.new_vec(), 2048, &frame_memory);
g.print();
assert_eq!(g.passes.len(), pass_count);
assert_eq!(g.surface_counts(), (total_surface_count, unique_surfaces.len()));
rc.validate_surfaces(unique_surfaces);
}
}
/// Construct a testing render task with given location
#[cfg(test)]
fn task_location(location: RenderTaskLocation) -> RenderTask {
RenderTask::new_test(
location,
RenderTargetKind::Color,
)
}
/// Construct a dynamic render task location for testing
#[cfg(test)]
fn task_dynamic(size: i32) -> RenderTask {
RenderTask::new_test(
RenderTaskLocation::Unallocated { size: DeviceIntSize::new(size, size) },
RenderTargetKind::Color,
)
}
#[test]
fn fg_test_1() {
// Test that a root target can be used as an input for readbacks
// This functionality isn't currently used, but will be in future.
let mut gb = RenderTaskGraphBuilder::new();
let root_target = pc_target(0, 0, 0);
let root = gb.add().init(task_location(root_target.clone()));
let readback = gb.add().init(task_dynamic(100));
gb.add_dependency(readback, root);
let mix_blend_content = gb.add().init(task_dynamic(50));
let content = gb.add().init(task_location(root_target));
gb.add_dependency(content, readback);
gb.add_dependency(content, mix_blend_content);
gb.test_expect(3, 1, &[
(2048, 2048, ImageFormat::RGBA8),
]);
}
#[test]
fn fg_test_3() {
// Test that small targets are allocated in a shared surface, and that large
// tasks are allocated in a rounded up texture size.
let mut gb = RenderTaskGraphBuilder::new();
let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
let child_pic_0 = gb.add().init(task_dynamic(128));
let child_pic_1 = gb.add().init(task_dynamic(3000));
gb.add_dependency(pc_root, child_pic_0);
gb.add_dependency(pc_root, child_pic_1);
gb.test_expect(2, 2, &[
(2048, 2048, ImageFormat::RGBA8),
(3072, 3072, ImageFormat::RGBA8),
]);
}
#[test]
fn fg_test_4() {
// Test that for a simple dependency chain of tasks, that render
// target surfaces are aliased and reused between passes where possible.
let mut gb = RenderTaskGraphBuilder::new();
let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
let child_pic_0 = gb.add().init(task_dynamic(128));
let child_pic_1 = gb.add().init(task_dynamic(128));
let child_pic_2 = gb.add().init(task_dynamic(128));
gb.add_dependency(pc_root, child_pic_0);
gb.add_dependency(child_pic_0, child_pic_1);
gb.add_dependency(child_pic_1, child_pic_2);
gb.test_expect(4, 3, &[
(2048, 2048, ImageFormat::RGBA8),
(2048, 2048, ImageFormat::RGBA8),
]);
}
#[test]
fn fg_test_5() {
// Test that a task that is used as an input by direct parent and also
// distance ancestor are scheduled correctly, and allocates the correct
// number of passes, taking advantage of surface reuse / aliasing where feasible.
let mut gb = RenderTaskGraphBuilder::new();
let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
let child_pic_0 = gb.add().init(task_dynamic(128));
let child_pic_1 = gb.add().init(task_dynamic(64));
let child_pic_2 = gb.add().init(task_dynamic(32));
let child_pic_3 = gb.add().init(task_dynamic(16));
gb.add_dependency(pc_root, child_pic_0);
gb.add_dependency(child_pic_0, child_pic_1);
gb.add_dependency(child_pic_1, child_pic_2);
gb.add_dependency(child_pic_2, child_pic_3);
gb.add_dependency(pc_root, child_pic_3);
gb.test_expect(5, 4, &[
(2048, 2048, ImageFormat::RGBA8),
(2048, 2048, ImageFormat::RGBA8),
(2048, 2048, ImageFormat::RGBA8),
]);
}
#[test]
fn fg_test_6() {
// Test that a task that is used as an input dependency by two parent
// tasks is correctly allocated and freed.
let mut gb = RenderTaskGraphBuilder::new();
let pc_root_1 = gb.add().init(task_location(pc_target(0, 0, 0)));
let pc_root_2 = gb.add().init(task_location(pc_target(0, 1, 0)));
let child_pic = gb.add().init(task_dynamic(128));
gb.add_dependency(pc_root_1, child_pic);
gb.add_dependency(pc_root_2, child_pic);
gb.test_expect(2, 1, &[
(2048, 2048, ImageFormat::RGBA8),
]);
}
#[test]
fn fg_test_7() {
// Test that a standalone surface is not incorrectly used to
// allocate subsequent shared task rects.
let mut gb = RenderTaskGraphBuilder::new();
let pc_root = gb.add().init(task_location(pc_target(0, 0, 0)));
let child0 = gb.add().init(task_dynamic(16));
let child1 = gb.add().init(task_dynamic(16));
let child2 = gb.add().init(task_dynamic(16));
let child3 = gb.add().init(task_dynamic(16));
gb.add_dependency(pc_root, child0);
gb.add_dependency(child0, child1);
gb.add_dependency(pc_root, child1);
gb.add_dependency(pc_root, child2);
gb.add_dependency(child2, child3);
gb.test_expect(3, 3, &[
(2048, 2048, ImageFormat::RGBA8),
(2048, 2048, ImageFormat::RGBA8),
(2048, 2048, ImageFormat::RGBA8),
]);
}