[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
This commit is contained in:
Jonah Williams 2024-06-28 13:42:07 -07:00 committed by GitHub
parent 59af5f6b64
commit d152d7632f
7 changed files with 272 additions and 64 deletions

View File

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

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@ -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();

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@ -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_;

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@ -1313,8 +1313,10 @@ void TextFrameDispatcher::drawTextFrame(
if (text_frame->HasColor()) {
properties.color = paint_.color;
}
auto scale =
(matrix_ * Matrix::MakeTranslation(Point(x, y))).GetMaxBasisLengthXY();
renderer_.GetLazyGlyphAtlas()->AddTextFrame(*text_frame, //
matrix_.GetMaxBasisLengthXY(), //
scale, //
Point(x, y), //
properties //
);

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@ -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();

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@ -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 {

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@ -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();