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[Impeller] Reland: Use the scissor to limit all draws by clip coverage. #51731

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31 changes: 31 additions & 0 deletions impeller/aiks/aiks_unittests.cc
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@
#include "impeller/geometry/path.h"
#include "impeller/geometry/path_builder.h"
#include "impeller/geometry/rect.h"
#include "impeller/geometry/size.h"
#include "impeller/playground/widgets.h"
#include "impeller/renderer/command_buffer.h"
#include "impeller/renderer/snapshot.h"
Expand Down Expand Up @@ -3427,6 +3428,36 @@ TEST_P(AiksTest, CanDrawPerspectiveTransformWithClips) {
ASSERT_TRUE(OpenPlaygroundHere(callback));
}

TEST_P(AiksTest, CanRenderClippedBackdropFilter) {
Canvas canvas;
Paint paint;

canvas.Scale(GetContentScale());

// Draw something interesting in the background.
std::vector<Color> colors = {Color{0.9568, 0.2627, 0.2118, 1.0},
Color{0.1294, 0.5882, 0.9529, 1.0}};
std::vector<Scalar> stops = {
0.0,
1.0,
};
paint.color_source = ColorSource::MakeLinearGradient(
{0, 0}, {100, 100}, std::move(colors), std::move(stops),
Entity::TileMode::kRepeat, {});
canvas.DrawPaint(paint);

Rect clip_rect = Rect::MakeLTRB(50, 50, 400, 300);

// Draw a clipped SaveLayer, where the clip coverage and SaveLayer size are
// the same.
canvas.ClipRRect(clip_rect, Size(100, 100),
Entity::ClipOperation::kIntersect);
canvas.SaveLayer({}, clip_rect,
ImageFilter::MakeFromColorFilter(*ColorFilter::MakeBlend(
BlendMode::kExclusion, Color::Red())));
ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture()));
}

} // namespace testing
} // namespace impeller

Expand Down
61 changes: 45 additions & 16 deletions impeller/entity/entity_pass.cc
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@
#include "impeller/entity/inline_pass_context.h"
#include "impeller/geometry/color.h"
#include "impeller/geometry/rect.h"
#include "impeller/geometry/size.h"
#include "impeller/renderer/command_buffer.h"

#ifdef IMPELLER_DEBUG
Expand Down Expand Up @@ -752,6 +753,25 @@ EntityPass::EntityResult EntityPass::GetEntityForElement(
FML_UNREACHABLE();
}

static void SetClipScissor(std::optional<Rect> clip_coverage,
RenderPass& pass,
Point global_pass_position) {
if constexpr (!ContentContext::kEnableStencilThenCover) {
return;
}
// Set the scissor to the clip coverage area. We do this prior to rendering
// the clip itself and all its contents.
IRect scissor;
if (clip_coverage.has_value()) {
clip_coverage = clip_coverage->Shift(-global_pass_position);
scissor = IRect::RoundOut(clip_coverage.value());
// The scissor rect must not exceed the size of the render target.
scissor = scissor.Intersection(IRect::MakeSize(pass.GetRenderTargetSize()))
.value_or(IRect());
}
pass.SetScissor(scissor);
}

bool EntityPass::RenderElement(Entity& element_entity,
size_t clip_depth_floor,
InlinePassContext& pass_context,
Expand All @@ -767,17 +787,6 @@ bool EntityPass::RenderElement(Entity& element_entity,
return false;
}

if (result.just_created) {
// Restore any clips that were recorded before the backdrop filter was
// applied.
auto& replay_entities = clip_coverage_stack.GetReplayEntities();
for (const auto& entity : replay_entities) {
if (!entity.Render(renderer, *result.pass)) {
VALIDATION_LOG << "Failed to render entity for clip restore.";
}
}
}

// 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
Expand All @@ -801,6 +810,19 @@ bool EntityPass::RenderElement(Entity& element_entity,
}
}

if (result.just_created) {
// 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(), *result.pass,
global_pass_position);
if (!replay.entity.Render(renderer, *result.pass)) {
VALIDATION_LOG << "Failed to render entity for clip restore.";
}
}
}

auto current_clip_coverage = clip_coverage_stack.CurrentClipCoverage();
if (current_clip_coverage.has_value()) {
// Entity transforms are relative to the current pass position, so we need
Expand All @@ -826,11 +848,18 @@ bool EntityPass::RenderElement(Entity& element_entity,
element_entity.GetContents()->SetCoverageHint(
Rect::Intersection(element_coverage_hint, current_clip_coverage));

if (!clip_coverage_stack.AppendClipCoverage(clip_coverage, element_entity,
clip_depth_floor,
global_pass_position)) {
// If the entity's coverage change did not change the clip coverage, we
// don't need to render it.
EntityPassClipStack::ClipStateResult clip_state_result =
clip_coverage_stack.ApplyClipState(clip_coverage, element_entity,
clip_depth_floor,
global_pass_position);

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(), *result.pass,
global_pass_position);
}

if (!clip_state_result.should_render) {
return true;
}

Expand Down
37 changes: 23 additions & 14 deletions impeller/entity/entity_pass_clip_stack.cc
Original file line number Diff line number Diff line change
Expand Up @@ -49,20 +49,23 @@ EntityPassClipStack::GetClipCoverageLayers() const {
return subpass_state_.back().clip_coverage;
}

bool EntityPassClipStack::AppendClipCoverage(
Contents::ClipCoverage clip_coverage,
EntityPassClipStack::ClipStateResult EntityPassClipStack::ApplyClipState(
Contents::ClipCoverage global_clip_coverage,
Entity& entity,
size_t clip_depth_floor,
Point global_pass_position) {
ClipStateResult result = {.should_render = false, .clip_did_change = false};

auto& subpass_state = GetCurrentSubpassState();
switch (clip_coverage.type) {
switch (global_clip_coverage.type) {
case Contents::ClipCoverage::Type::kNoChange:
break;
case Contents::ClipCoverage::Type::kAppend: {
auto op = CurrentClipCoverage();
subpass_state.clip_coverage.push_back(
ClipCoverageLayer{.coverage = clip_coverage.coverage,
ClipCoverageLayer{.coverage = global_clip_coverage.coverage,
.clip_depth = entity.GetClipDepth() + 1});
result.clip_did_change = true;

FML_DCHECK(subpass_state.clip_coverage.back().clip_depth ==
subpass_state.clip_coverage.front().clip_depth +
Expand All @@ -71,14 +74,14 @@ bool EntityPassClipStack::AppendClipCoverage(
if (!op.has_value()) {
// Running this append op won't impact the clip buffer because the
// whole screen is already being clipped, so skip it.
return false;
return result;
}
} break;
case Contents::ClipCoverage::Type::kRestore: {
if (subpass_state.clip_coverage.back().clip_depth <=
entity.GetClipDepth()) {
// Drop clip restores that will do nothing.
return false;
return result;
}

auto restoration_index = entity.GetClipDepth() -
Expand All @@ -96,18 +99,19 @@ bool EntityPassClipStack::AppendClipCoverage(
restore_coverage = restore_coverage->Shift(-global_pass_position);
}
subpass_state.clip_coverage.resize(restoration_index + 1);
result.clip_did_change = true;

if constexpr (ContentContext::kEnableStencilThenCover) {
// Skip all clip restores when stencil-then-cover is enabled.
if (subpass_state.clip_coverage.back().coverage.has_value()) {
RecordEntity(entity, clip_coverage.type);
RecordEntity(entity, global_clip_coverage.type, Rect());
}
return false;
return result;
}

if (!subpass_state.clip_coverage.back().coverage.has_value()) {
// Running this restore op won't make anything renderable, so skip it.
return false;
return result;
}

auto restore_contents =
Expand All @@ -130,19 +134,23 @@ bool EntityPassClipStack::AppendClipCoverage(
#endif

entity.SetClipDepth(entity.GetClipDepth() - clip_depth_floor);
RecordEntity(entity, clip_coverage.type);
RecordEntity(entity, global_clip_coverage.type,
subpass_state.clip_coverage.back().coverage);

return true;
result.should_render = true;
return result;
}

void EntityPassClipStack::RecordEntity(const Entity& entity,
Contents::ClipCoverage::Type type) {
Contents::ClipCoverage::Type type,
std::optional<Rect> clip_coverage) {
auto& subpass_state = GetCurrentSubpassState();
switch (type) {
case Contents::ClipCoverage::Type::kNoChange:
return;
case Contents::ClipCoverage::Type::kAppend:
subpass_state.rendered_clip_entities.push_back(entity.Clone());
subpass_state.rendered_clip_entities.push_back(
{.entity = entity.Clone(), .clip_coverage = clip_coverage});
break;
case Contents::ClipCoverage::Type::kRestore:
if (!subpass_state.rendered_clip_entities.empty()) {
Expand All @@ -157,7 +165,8 @@ EntityPassClipStack::GetCurrentSubpassState() {
return subpass_state_.back();
}

const std::vector<Entity>& EntityPassClipStack::GetReplayEntities() const {
const std::vector<EntityPassClipStack::ReplayResult>&
EntityPassClipStack::GetReplayEntities() const {
return subpass_state_.back().rendered_clip_entities;
}

Expand Down
35 changes: 27 additions & 8 deletions impeller/entity/entity_pass_clip_stack.h
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,8 @@
#define FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_CLIP_STACK_H_

#include "impeller/entity/contents/contents.h"
#include "impeller/entity/entity.h"
#include "impeller/geometry/rect.h"

namespace impeller {

Expand All @@ -21,6 +23,20 @@ struct ClipCoverageLayer {
/// stencil buffer is left in an identical state.
class EntityPassClipStack {
public:
struct ReplayResult {
Entity entity;
std::optional<Rect> clip_coverage;
};

struct ClipStateResult {
/// Whether or not the Entity should be rendered. If false, the Entity may
/// be safely skipped.
bool should_render = false;
/// Whether or not the current clip coverage changed during the call to
/// `ApplyClipState`.
bool clip_did_change = false;
};

/// Create a new [EntityPassClipStack] with an initialized coverage rect.
explicit EntityPassClipStack(const Rect& initial_coverage_rect);

Expand All @@ -34,24 +50,27 @@ class EntityPassClipStack {

bool HasCoverage() const;

/// Returns true if entity should be rendered.
bool AppendClipCoverage(Contents::ClipCoverage clip_coverage,
Entity& entity,
size_t clip_depth_floor,
Point global_pass_position);
/// @brief Applies the current clip state to an Entity. If the given Entity
/// is a clip operation, then the clip state is updated accordingly.
ClipStateResult ApplyClipState(Contents::ClipCoverage global_clip_coverage,
Entity& entity,
size_t clip_depth_floor,
Point global_pass_position);

// Visible for testing.
void RecordEntity(const Entity& entity, Contents::ClipCoverage::Type type);
void RecordEntity(const Entity& entity,
Contents::ClipCoverage::Type type,
std::optional<Rect> clip_coverage);

// Visible for testing.
const std::vector<Entity>& GetReplayEntities() const;
const std::vector<ReplayResult>& GetReplayEntities() const;

// Visible for testing.
const std::vector<ClipCoverageLayer> GetClipCoverageLayers() const;

private:
struct SubpassState {
std::vector<Entity> rendered_clip_entities;
std::vector<ReplayResult> rendered_clip_entities;
std::vector<ClipCoverageLayer> clip_coverage;
};

Expand Down
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