[Impeller] experimental canvas bdf support. (flutter/engine#53597)
Almost working bdf for experimentcal canvas. Currently there are some problems with the clip depth, and positioning of the backdrop filter. I think I am not taking the blur transform into account at the very least. FYI @bdero
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@ -84,8 +84,7 @@ static std::unique_ptr<EntityPassTarget> CreateRenderTarget(
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.load_action = LoadAction::kDontCare,
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.store_action = StoreAction::kMultisampleResolve,
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.clear_color = clear_color},
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/*stencil_attachment_config=*/
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kDefaultStencilConfig);
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/*stencil_attachment_config=*/kDefaultStencilConfig);
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} else {
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target = renderer.GetRenderTargetCache()->CreateOffscreen(
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*context, // context
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@ -98,7 +97,7 @@ static std::unique_ptr<EntityPassTarget> CreateRenderTarget(
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.store_action = StoreAction::kDontCare,
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.clear_color = clear_color,
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}, // color_attachment_config
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kDefaultStencilConfig // stencil_attachment_config
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kDefaultStencilConfig //
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);
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}
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@ -172,21 +171,23 @@ void ExperimentalCanvas::SetupRenderPass() {
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// a second save layer with the same dimensions as the onscreen. When
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// rendering is completed, we must blit this saveLayer to the onscreen.
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if (requires_readback_) {
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entity_pass_targets_.push_back(CreateRenderTarget(
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renderer_, color0.texture->GetSize(), /*mip_count=*/1,
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/*clear_color=*/Color::BlackTransparent()));
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auto entity_pass_target = CreateRenderTarget(
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renderer_, //
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color0.texture->GetSize(), //
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// Note: this is incorrect, we also need to know what kind of filter.
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/*mip_count=*/4, //
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/*clear_color=*/Color::BlackTransparent());
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render_passes_.push_back(
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LazyRenderingConfig(renderer_, std::move(entity_pass_target)));
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} else {
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entity_pass_targets_.push_back(std::make_unique<EntityPassTarget>(
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render_target_,
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renderer_.GetDeviceCapabilities().SupportsReadFromResolve(),
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renderer_.GetDeviceCapabilities().SupportsImplicitResolvingMSAA()));
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auto entity_pass_target = std::make_unique<EntityPassTarget>(
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render_target_, //
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renderer_.GetDeviceCapabilities().SupportsReadFromResolve(), //
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renderer_.GetDeviceCapabilities().SupportsImplicitResolvingMSAA() //
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);
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render_passes_.push_back(
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LazyRenderingConfig(renderer_, std::move(entity_pass_target)));
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}
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auto inline_pass = std::make_unique<InlinePassContext>(
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renderer_, *entity_pass_targets_.back(), 0);
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inline_pass_contexts_.emplace_back(std::move(inline_pass));
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auto result = inline_pass_contexts_.back()->GetRenderPass(0u);
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render_passes_.push_back(result.pass);
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}
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void ExperimentalCanvas::Save(uint32_t total_content_depth) {
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@ -210,16 +211,148 @@ void ExperimentalCanvas::SaveLayer(
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ContentBoundsPromise bounds_promise,
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uint32_t total_content_depth,
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bool can_distribute_opacity) {
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// Can we always guarantee that we get a bounds? Does a lack of bounds
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// indicate something?
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if (!bounds.has_value()) {
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bounds = Rect::MakeSize(render_target_.GetRenderTargetSize());
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}
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// SaveLayer is a no-op, depending on the bounds promise. Should/Can DL elide
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// this?
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if (bounds->IsEmpty()) {
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Save(total_content_depth);
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return;
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}
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// The maximum coverage of the subpass. Subpasses textures should never
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// extend outside the parent pass texture or the current clip coverage.
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Rect coverage_limit = Rect::MakeOriginSize(
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GetGlobalPassPosition(),
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Size(render_passes_.back().inline_pass_context->GetTexture()->GetSize()));
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// BDF No-op. need to do some precomputation to ensure this is fully skipped.
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if (backdrop_filter) {
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if (!clip_coverage_stack_.HasCoverage()) {
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Save(total_content_depth);
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return;
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}
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auto maybe_clip_coverage = clip_coverage_stack_.CurrentClipCoverage();
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if (!maybe_clip_coverage.has_value()) {
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Save(total_content_depth);
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return;
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}
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auto clip_coverage = maybe_clip_coverage.value();
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if (clip_coverage.IsEmpty() ||
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!coverage_limit.IntersectsWithRect(clip_coverage)) {
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Save(total_content_depth);
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return;
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}
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}
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if (can_distribute_opacity && !backdrop_filter &&
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Paint::CanApplyOpacityPeephole(paint)) {
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Save(total_content_depth);
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transform_stack_.back().distributed_opacity *= paint.color.alpha;
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return;
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}
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// Can we always guarantee that we get a bounds? Does a lack of bounds
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// indicate something?
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if (!bounds.has_value()) {
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bounds = Rect::MakeSize(render_target_.GetRenderTargetSize());
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// Backdrop filter state, ignored if there is no BDF.
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std::shared_ptr<FilterContents> backdrop_filter_contents;
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Point local_position = {0, 0};
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if (backdrop_filter) {
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auto current_clip_coverage = clip_coverage_stack_.CurrentClipCoverage();
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if (current_clip_coverage.has_value()) {
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local_position =
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current_clip_coverage->GetOrigin() - GetGlobalPassPosition();
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}
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EntityPass::BackdropFilterProc backdrop_filter_proc =
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[backdrop_filter = backdrop_filter->Clone()](
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const FilterInput::Ref& input, const Matrix& effect_transform,
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Entity::RenderingMode rendering_mode) {
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auto filter = backdrop_filter->WrapInput(input);
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filter->SetEffectTransform(effect_transform);
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filter->SetRenderingMode(rendering_mode);
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return filter;
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};
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auto rendering_config = std::move(render_passes_.back());
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render_passes_.pop_back();
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// If the very first thing we render in this EntityPass is a subpass that
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// happens to have a backdrop filter, than that backdrop filter will end
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// may wind up sampling from the raw, uncleared texture that came straight
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// out of the texture cache. By calling `pass_context.GetRenderPass` here,
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// we force the texture to pass through at least one RenderPass with the
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// correct clear configuration before any sampling occurs.
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rendering_config.inline_pass_context->GetRenderPass(0);
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ISize restore_size =
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rendering_config.inline_pass_context->GetTexture()->GetSize();
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std::shared_ptr<Texture> input_texture =
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rendering_config.entity_pass_target->Flip(
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*renderer_.GetContext()->GetResourceAllocator());
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backdrop_filter_contents = backdrop_filter_proc(
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FilterInput::Make(std::move(input_texture)),
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transform_stack_.back().transform.Basis(),
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// When the subpass has a translation that means the math with
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// the snapshot has to be different.
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transform_stack_.back().transform.HasTranslation()
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? Entity::RenderingMode::kSubpassPrependSnapshotTransform
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: Entity::RenderingMode::kSubpassAppendSnapshotTransform);
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// The subpass will need to read from the current pass texture when
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// rendering the backdrop, so if there's an active pass, end it prior to
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// rendering the subpass.
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rendering_config.inline_pass_context->EndPass();
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// Create a new render pass that the backdrop filter contents will be
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// restored to in order to continue rendering.
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render_passes_.push_back(LazyRenderingConfig(
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renderer_, std::move(rendering_config.entity_pass_target)));
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// Eagerly restore the BDF contents.
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// If the pass context returns a backdrop texture, we need to draw it to the
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// current pass. We do this because it's faster and takes significantly less
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// memory than storing/loading large MSAA textures. Also, it's not possible
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// to blit the non-MSAA resolve texture of the previous pass to MSAA
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// textures (let alone a transient one).
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Rect size_rect = Rect::MakeSize(restore_size);
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auto msaa_backdrop_contents = TextureContents::MakeRect(size_rect);
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msaa_backdrop_contents->SetStencilEnabled(false);
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msaa_backdrop_contents->SetLabel("MSAA backdrop");
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msaa_backdrop_contents->SetSourceRect(size_rect);
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msaa_backdrop_contents->SetTexture(
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rendering_config.inline_pass_context->GetTexture());
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Entity msaa_backdrop_entity;
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msaa_backdrop_entity.SetContents(std::move(msaa_backdrop_contents));
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msaa_backdrop_entity.SetBlendMode(BlendMode::kSource);
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msaa_backdrop_entity.SetClipDepth(std::numeric_limits<uint32_t>::max());
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if (!msaa_backdrop_entity.Render(renderer_,
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*render_passes_.back()
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.inline_pass_context->GetRenderPass(0)
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.pass)) {
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VALIDATION_LOG << "Failed to render MSAA backdrop filter entity.";
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return;
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}
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// Restore any clips that were recorded before the backdrop filter was
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// applied.
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auto& replay_entities = clip_coverage_stack_.GetReplayEntities();
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for (const auto& replay : replay_entities) {
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SetClipScissor(
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clip_coverage_stack_.CurrentClipCoverage(),
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass,
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GetGlobalPassPosition());
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if (!replay.entity.Render(renderer_,
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*render_passes_.back()
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.inline_pass_context->GetRenderPass(0)
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.pass)) {
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VALIDATION_LOG << "Failed to render entity for clip restore.";
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}
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}
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}
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// When applying a save layer, absorb any pending distributed opacity.
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@ -227,13 +360,25 @@ void ExperimentalCanvas::SaveLayer(
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paint_copy.color.alpha *= transform_stack_.back().distributed_opacity;
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transform_stack_.back().distributed_opacity = 1.0;
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// Backdrop Filter must expand bounds to at least the clip stack, otherwise
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// the coverage of the parent render pass.
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Rect subpass_coverage = bounds->TransformBounds(GetCurrentTransform());
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auto target =
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CreateRenderTarget(renderer_,
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ISize::MakeWH(subpass_coverage.GetSize().width,
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subpass_coverage.GetSize().height),
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1u, Color::BlackTransparent());
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entity_pass_targets_.push_back(std::move(target));
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if (backdrop_filter_contents) {
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FML_CHECK(clip_coverage_stack_.HasCoverage());
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// We should never hit this case as we check the intersection above.
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// NOLINTBEGIN(bugprone-unchecked-optional-access)
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subpass_coverage =
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coverage_limit
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.Intersection(clip_coverage_stack_.CurrentClipCoverage().value())
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.value();
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// NOLINTEND(bugprone-unchecked-optional-access)
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}
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render_passes_.push_back(LazyRenderingConfig(
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renderer_, //
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CreateRenderTarget(renderer_, //
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ISize(subpass_coverage.GetSize()), //
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1u, Color::BlackTransparent())));
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save_layer_state_.push_back(SaveLayerState{paint_copy, subpass_coverage});
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CanvasStackEntry entry;
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@ -247,19 +392,25 @@ void ExperimentalCanvas::SaveLayer(
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entry.rendering_mode = Entity::RenderingMode::kSubpassAppendSnapshotTransform;
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transform_stack_.emplace_back(entry);
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auto inline_pass = std::make_unique<InlinePassContext>(
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renderer_, *entity_pass_targets_.back(), 0);
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inline_pass_contexts_.emplace_back(std::move(inline_pass));
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auto result = inline_pass_contexts_.back()->GetRenderPass(0u);
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render_passes_.push_back(result.pass);
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// Start non-collapsed subpasses with a fresh clip coverage stack limited by
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// the subpass coverage. This is important because image filters applied to
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// save layers may transform the subpass texture after it's rendered,
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// causing parent clip coverage to get misaligned with the actual area that
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// the subpass will affect in the parent pass.
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clip_coverage_stack_.PushSubpass(subpass_coverage, GetClipHeight());
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if (backdrop_filter_contents) {
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// Render the backdrop entity.
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Entity backdrop_entity;
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backdrop_entity.SetContents(std::move(backdrop_filter_contents));
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backdrop_entity.SetTransform(
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Matrix::MakeTranslation(Vector3(-local_position)));
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backdrop_entity.SetClipDepth(std::numeric_limits<uint32_t>::max());
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backdrop_entity.Render(
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renderer_,
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass);
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}
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}
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bool ExperimentalCanvas::Restore() {
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@ -289,26 +440,44 @@ bool ExperimentalCanvas::Restore() {
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Entity::RenderingMode::kSubpassAppendSnapshotTransform ||
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transform_stack_.back().rendering_mode ==
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Entity::RenderingMode::kSubpassPrependSnapshotTransform) {
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auto inline_pass = std::move(inline_pass_contexts_.back());
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auto lazy_render_pass = std::move(render_passes_.back());
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render_passes_.pop_back();
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// Force the render pass to be constructed if it never was.
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lazy_render_pass.inline_pass_context->GetRenderPass(0);
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SaveLayerState save_layer_state = save_layer_state_.back();
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save_layer_state_.pop_back();
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std::shared_ptr<Contents> contents =
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PaintPassDelegate(save_layer_state.paint)
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.CreateContentsForSubpassTarget(inline_pass->GetTexture(),
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transform_stack_.back().transform);
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.CreateContentsForSubpassTarget(
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lazy_render_pass.inline_pass_context->GetTexture(),
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transform_stack_.back().transform);
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inline_pass->EndPass();
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render_passes_.pop_back();
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inline_pass_contexts_.pop_back();
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lazy_render_pass.inline_pass_context->EndPass();
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// Round the subpass texture position for pixel alignment with the parent
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// pass render target. By default, we draw subpass textures with nearest
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// sampling, so aligning here is important for avoiding visual nearest
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// sampling errors caused by limited floating point precision when
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// straddling a half pixel boundary.
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//
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// We do this in lieu of expanding/rounding out the subpass coverage in
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// order to keep the bounds wrapping consistently tight around subpass
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// elements. Which is necessary to avoid intense flickering in cases
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// where a subpass texture has a large blur filter with clamp sampling.
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//
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// See also this bug: https://github.com/flutter/flutter/issues/144213
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Point subpass_texture_position =
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(save_layer_state.coverage.GetOrigin() - GetGlobalPassPosition())
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.Round();
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Entity element_entity;
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element_entity.SetClipDepth(++current_depth_);
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element_entity.SetContents(std::move(contents));
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element_entity.SetBlendMode(save_layer_state.paint.blend_mode);
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element_entity.SetTransform(Matrix::MakeTranslation(
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Vector3(save_layer_state.coverage.GetOrigin())));
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element_entity.SetTransform(
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Matrix::MakeTranslation(Vector3(subpass_texture_position)));
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if (element_entity.GetBlendMode() > Entity::kLastPipelineBlendMode) {
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if (renderer_.GetDeviceCapabilities().SupportsFramebufferFetch()) {
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@ -319,7 +488,10 @@ bool ExperimentalCanvas::Restore() {
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}
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}
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element_entity.Render(renderer_, *render_passes_.back());
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element_entity.Render(
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renderer_, //
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass //
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);
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clip_coverage_stack_.PopSubpass();
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transform_stack_.pop_back();
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@ -364,15 +536,20 @@ bool ExperimentalCanvas::Restore() {
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if (clip_state_result.clip_did_change) {
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// We only need to update the pass scissor if the clip state has changed.
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SetClipScissor(clip_coverage_stack_.CurrentClipCoverage(),
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*render_passes_.back(), GetGlobalPassPosition());
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SetClipScissor(
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clip_coverage_stack_.CurrentClipCoverage(), //
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass, //
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GetGlobalPassPosition() //
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);
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}
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if (!clip_state_result.should_render) {
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return true;
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}
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entity.Render(renderer_, *render_passes_.back());
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entity.Render(
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renderer_,
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass);
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}
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return true;
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@ -441,7 +618,16 @@ void ExperimentalCanvas::AddRenderEntityToCurrentPass(Entity entity,
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}
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}
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entity.Render(renderer_, *render_passes_.back());
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InlinePassContext::RenderPassResult result =
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render_passes_.back().inline_pass_context->GetRenderPass(0);
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if (!result.pass) {
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// Failure to produce a render pass should be explained by specific errors
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// in `InlinePassContext::GetRenderPass()`, so avoid log spam and don't
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// append a validation log here.
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return;
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}
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entity.Render(renderer_, *result.pass);
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}
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void ExperimentalCanvas::AddClipEntityToCurrentPass(Entity entity) {
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@ -482,21 +668,27 @@ void ExperimentalCanvas::AddClipEntityToCurrentPass(Entity entity) {
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if (clip_state_result.clip_did_change) {
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// We only need to update the pass scissor if the clip state has changed.
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SetClipScissor(clip_coverage_stack_.CurrentClipCoverage(),
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*render_passes_.back(), GetGlobalPassPosition());
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SetClipScissor(
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clip_coverage_stack_.CurrentClipCoverage(),
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass,
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GetGlobalPassPosition());
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}
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if (!clip_state_result.should_render) {
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return;
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}
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entity.Render(renderer_, *render_passes_.back());
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entity.Render(
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renderer_,
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*render_passes_.back().inline_pass_context->GetRenderPass(0).pass);
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}
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bool ExperimentalCanvas::BlitToOnscreen() {
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auto command_buffer = renderer_.GetContext()->CreateCommandBuffer();
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command_buffer->SetLabel("EntityPass Root Command Buffer");
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auto offscreen_target = entity_pass_targets_.back()->GetRenderTarget();
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auto offscreen_target = render_passes_.back()
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.inline_pass_context->GetPassTarget()
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.GetRenderTarget();
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if (renderer_.GetContext()
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->GetCapabilities()
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@ -551,8 +743,8 @@ bool ExperimentalCanvas::BlitToOnscreen() {
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}
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void ExperimentalCanvas::EndReplay() {
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FML_DCHECK(inline_pass_contexts_.size() == 1u);
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inline_pass_contexts_.back()->EndPass();
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FML_DCHECK(render_passes_.size() == 1u);
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render_passes_.back().inline_pass_context->EndPass();
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// If requires_readback_ was true, then we rendered to an offscreen texture
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// instead of to the onscreen provided in the render target. Now we need to
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@ -562,7 +754,6 @@ void ExperimentalCanvas::EndReplay() {
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}
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render_passes_.clear();
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inline_pass_contexts_.clear();
|
||||
renderer_.GetRenderTargetCache()->End();
|
||||
|
||||
Reset();
|
||||
|
@ -18,6 +18,18 @@
|
||||
|
||||
namespace impeller {
|
||||
|
||||
struct LazyRenderingConfig {
|
||||
std::unique_ptr<EntityPassTarget> entity_pass_target;
|
||||
std::unique_ptr<InlinePassContext> inline_pass_context;
|
||||
|
||||
LazyRenderingConfig(ContentContext& renderer,
|
||||
std::unique_ptr<EntityPassTarget> p_entity_pass_target)
|
||||
: entity_pass_target(std::move(p_entity_pass_target)) {
|
||||
inline_pass_context =
|
||||
std::make_unique<InlinePassContext>(renderer, *entity_pass_target, 0);
|
||||
}
|
||||
};
|
||||
|
||||
/// This Canvas attempts to translate from display lists to draw calls directly.
|
||||
///
|
||||
/// It's not fully implemented yet but if successful it will be replacing the
|
||||
@ -78,10 +90,8 @@ class ExperimentalCanvas : public Canvas {
|
||||
RenderTarget& render_target_;
|
||||
const bool requires_readback_;
|
||||
EntityPassClipStack clip_coverage_stack_;
|
||||
std::vector<std::unique_ptr<InlinePassContext>> inline_pass_contexts_;
|
||||
std::vector<std::unique_ptr<EntityPassTarget>> entity_pass_targets_;
|
||||
std::vector<LazyRenderingConfig> render_passes_;
|
||||
std::vector<SaveLayerState> save_layer_state_;
|
||||
std::vector<std::shared_ptr<RenderPass>> render_passes_;
|
||||
|
||||
void SetupRenderPass();
|
||||
|
||||
|
@ -87,6 +87,8 @@ class ImageFilter {
|
||||
virtual std::shared_ptr<ImageFilter> Clone() const = 0;
|
||||
|
||||
virtual void Visit(ImageFilterVisitor& visitor) = 0;
|
||||
|
||||
virtual int GetRequiredMipCount() const { return 1; }
|
||||
};
|
||||
|
||||
/*******************************************************************************
|
||||
@ -112,6 +114,8 @@ class BlurImageFilter : public ImageFilter {
|
||||
// |ImageFilter|
|
||||
void Visit(ImageFilterVisitor& visitor) override { visitor.Visit(*this); }
|
||||
|
||||
int GetRequiredMipCount() const override { return 4; }
|
||||
|
||||
private:
|
||||
Sigma sigma_x_;
|
||||
Sigma sigma_y_;
|
||||
|
@ -1313,10 +1313,12 @@ void TextFrameDispatcher::drawTextFrame(
|
||||
if (text_frame->HasColor()) {
|
||||
properties.color = paint_.color;
|
||||
}
|
||||
renderer_.GetLazyGlyphAtlas()->AddTextFrame(*text_frame, //
|
||||
matrix_.GetMaxBasisLengthXY(), //
|
||||
Point(x, y), //
|
||||
properties //
|
||||
auto scale =
|
||||
(matrix_ * Matrix::MakeTranslation(Point(x, y))).GetMaxBasisLengthXY();
|
||||
renderer_.GetLazyGlyphAtlas()->AddTextFrame(*text_frame, //
|
||||
scale, //
|
||||
Point(x, y), //
|
||||
properties //
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -56,8 +56,8 @@ bool DlPlayground::OpenPlaygroundHere(DisplayListPlaygroundCallback callback) {
|
||||
|
||||
ExperimentalDlDispatcher impeller_dispatcher(
|
||||
context.GetContentContext(), render_target,
|
||||
display_list->root_has_backdrop_filter(),
|
||||
display_list->max_root_blend_mode(), IRect::MakeMaximum());
|
||||
list->root_has_backdrop_filter(), list->max_root_blend_mode(),
|
||||
IRect::MakeMaximum());
|
||||
list->Dispatch(impeller_dispatcher);
|
||||
impeller_dispatcher.FinishRecording();
|
||||
context.GetContentContext().GetTransientsBuffer().Reset();
|
||||
|
@ -4,7 +4,6 @@
|
||||
|
||||
#include "impeller/entity/entity_pass_clip_stack.h"
|
||||
#include "impeller/entity/contents/clip_contents.h"
|
||||
#include "impeller/entity/contents/content_context.h"
|
||||
#include "impeller/entity/entity.h"
|
||||
|
||||
namespace impeller {
|
||||
|
@ -293,7 +293,9 @@ std::unique_ptr<SurfaceFrame> GPUSurfaceMetalImpeller::AcquireFrameFromMTLTextur
|
||||
fml::MakeCopyable([aiks_context, &display_list, &cull_rect,
|
||||
&sk_cull_rect](impeller::RenderTarget& render_target) -> bool {
|
||||
impeller::ExperimentalDlDispatcher impeller_dispatcher(
|
||||
aiks_context->GetContentContext(), render_target, cull_rect);
|
||||
aiks_context->GetContentContext(), render_target,
|
||||
display_list->root_has_backdrop_filter(), display_list->max_root_blend_mode(),
|
||||
cull_rect);
|
||||
display_list->Dispatch(impeller_dispatcher, sk_cull_rect);
|
||||
impeller_dispatcher.FinishRecording();
|
||||
aiks_context->GetContentContext().GetTransientsBuffer().Reset();
|
||||
|
Loading…
x
Reference in New Issue
Block a user