Flutter Impeller
entity_pass.h
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_
6 #define FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_
7 
8 #include <cstdint>
9 #include <functional>
10 #include <memory>
11 #include <optional>
12 #include <vector>
13 
16 #include "impeller/entity/entity.h"
20 
21 namespace impeller {
22 
23 class ContentContext;
24 
25 class EntityPass {
26  public:
27  /// Elements are renderable items in the `EntityPass`. Each can either be an
28  /// `Entity` or a child `EntityPass`.
29  ///
30  /// When the element is a child `EntityPass`, it may be rendered to an
31  /// offscreen texture and converted into an `Entity` that draws the texture
32  /// into the current pass, or its children may be collapsed into the current
33  ///
34  /// `EntityPass`. Elements are converted to Entities in
35  /// `GetEntityForElement()`.
36  using Element = std::variant<Entity, std::unique_ptr<EntityPass>>;
37 
38  static const std::string kCaptureDocumentName;
39 
40  using BackdropFilterProc = std::function<std::shared_ptr<FilterContents>(
42  const Matrix& effect_transform,
43  Entity::RenderingMode rendering_mode)>;
44 
46  std::optional<Rect> coverage;
47  size_t clip_depth;
48  };
49 
50  using ClipCoverageStack = std::vector<ClipCoverageLayer>;
51 
52  EntityPass();
53 
54  ~EntityPass();
55 
56  void SetDelegate(std::shared_ptr<EntityPassDelegate> delgate);
57 
58  /// @brief Set the bounds limit, which is provided by the user when creating
59  /// a SaveLayer. This is a hint that allows the user to communicate
60  /// that it's OK to not render content outside of the bounds.
61  ///
62  /// For consistency with Skia, we effectively treat this like a
63  /// rectangle clip by forcing the subpass texture size to never exceed
64  /// it.
65  void SetBoundsLimit(std::optional<Rect> bounds_limit);
66 
67  /// @brief Get the bounds limit, which is provided by the user when creating
68  /// a SaveLayer.
69  std::optional<Rect> GetBoundsLimit() const;
70 
71  size_t GetSubpassesDepth() const;
72 
73  std::unique_ptr<EntityPass> Clone() const;
74 
75  /// @brief Add an entity to the current entity pass.
76  void AddEntity(Entity entity);
77 
78  void SetElements(std::vector<Element> elements);
79 
80  //----------------------------------------------------------------------------
81  /// @brief Appends a given pass as a subpass.
82  ///
83  EntityPass* AddSubpass(std::unique_ptr<EntityPass> pass);
84 
85  //----------------------------------------------------------------------------
86  /// @brief Merges a given pass into this pass. Useful for drawing
87  /// pre-recorded pictures that don't require rendering into a separate
88  /// subpass.
89  ///
90  void AddSubpassInline(std::unique_ptr<EntityPass> pass);
91 
92  EntityPass* GetSuperpass() const;
93 
94  bool Render(ContentContext& renderer,
95  const RenderTarget& render_target) const;
96 
97  /// @brief Iterate all elements (entities and subpasses) in this pass,
98  /// recursively including elements of child passes. The iteration
99  /// order is depth-first. Whenever a subpass elements is encountered,
100  /// it's included in the stream before its children.
101  void IterateAllElements(const std::function<bool(Element&)>& iterator);
102 
103  //----------------------------------------------------------------------------
104  /// @brief Iterate all entities in this pass, recursively including entities
105  /// of child passes. The iteration order is depth-first.
106  ///
107  void IterateAllEntities(const std::function<bool(Entity&)>& iterator);
108 
109  //----------------------------------------------------------------------------
110  /// @brief Iterate all entities in this pass, recursively including entities
111  /// of child passes. The iteration order is depth-first and does not
112  /// allow modification of the entities.
113  ///
114  void IterateAllEntities(
115  const std::function<bool(const Entity&)>& iterator) const;
116 
117  //----------------------------------------------------------------------------
118  /// @brief Iterate entities in this pass up until the first subpass is found.
119  /// This is useful for limiting look-ahead optimizations.
120  ///
121  /// @return Returns whether a subpass was encountered.
122  ///
123  bool IterateUntilSubpass(const std::function<bool(Entity&)>& iterator);
124 
125  //----------------------------------------------------------------------------
126  /// @brief Return the number of elements on this pass.
127  ///
128  size_t GetElementCount() const;
129 
130  void SetTransform(Matrix transform);
131 
132  void SetClipDepth(size_t clip_depth);
133 
134  size_t GetClipDepth();
135 
136  void SetBlendMode(BlendMode blend_mode);
137 
138  /// @brief Return the premultiplied clear color of the pass entities, if any.
139  std::optional<Color> GetClearColor(ISize size = ISize::Infinite()) const;
140 
141  /// @brief Return the premultiplied clear color of the pass entities.
142  ///
143  /// If the entity pass has no clear color, this will return transparent black.
145 
147 
148  void SetEnableOffscreenCheckerboard(bool enabled);
149 
150  //----------------------------------------------------------------------------
151  /// @brief Computes the coverage of a given subpass. This is used to
152  /// determine the texture size of a given subpass before it's rendered
153  /// to and passed through the subpass ImageFilter, if any.
154  ///
155  /// @param[in] subpass The EntityPass for which to compute
156  /// pre-filteredcoverage.
157  /// @param[in] coverage_limit Confines coverage to a specified area. This
158  /// hint is used to trim coverage to the root
159  /// framebuffer area. `std::nullopt` means there
160  /// is no limit.
161  ///
162  /// @return The screen space pixel area that the subpass contents will render
163  /// into, prior to being transformed by the subpass ImageFilter, if
164  /// any. `std::nullopt` means rendering the subpass will have no
165  /// effect on the color attachment.
166  ///
167  std::optional<Rect> GetSubpassCoverage(
168  const EntityPass& subpass,
169  std::optional<Rect> coverage_limit) const;
170 
171  std::optional<Rect> GetElementsCoverage(
172  std::optional<Rect> coverage_limit) const;
173 
174  private:
175  struct EntityResult {
176  enum Status {
177  /// The entity was successfully resolved and can be rendered.
178  kSuccess,
179  /// An unexpected rendering error occurred while resolving the Entity.
180  kFailure,
181  /// The entity should be skipped because rendering it will contribute
182  /// nothing to the frame.
183  kSkip,
184  };
185 
186  /// @brief The resulting entity that should be rendered. If `std::nullopt`,
187  /// there is nothing to render.
188  Entity entity;
189  /// @brief This is set to `false` if there was an unexpected rendering
190  /// error while resolving the Entity.
191  Status status = kFailure;
192 
193  static EntityResult Success(Entity e) { return {std::move(e), kSuccess}; }
194  static EntityResult Failure() { return {{}, kFailure}; }
195  static EntityResult Skip() { return {{}, kSkip}; }
196  };
197 
198  bool RenderElement(Entity& element_entity,
199  size_t clip_depth_floor,
200  InlinePassContext& pass_context,
201  int32_t pass_depth,
202  ContentContext& renderer,
203  ClipCoverageStack& clip_coverage_stack,
204  Point global_pass_position) const;
205 
206  EntityResult GetEntityForElement(const EntityPass::Element& element,
207  ContentContext& renderer,
208  Capture& capture,
209  InlinePassContext& pass_context,
210  ISize root_pass_size,
211  Point global_pass_position,
212  uint32_t pass_depth,
213  ClipCoverageStack& clip_coverage_stack,
214  size_t clip_depth_floor) const;
215 
216  //----------------------------------------------------------------------------
217  /// @brief OnRender is the internal command recording routine for
218  /// `EntityPass`. Its job is to walk through each `Element` which
219  /// was appended to the scene (either an `Entity` via `AddEntity()`
220  /// or a child `EntityPass` via `AddSubpass()`) and render them to
221  /// the given `pass_target`.
222  /// @param[in] renderer The Contents context, which manages
223  /// pipeline state.
224  /// @param[in] root_pass_size The size of the texture being
225  /// rendered into at the root of the
226  /// `EntityPass` tree. This is the size
227  /// of the `RenderTarget` color
228  /// attachment passed to the public
229  /// `EntityPass::Render` method.
230  /// @param[out] pass_target Stores the render target that should
231  /// be used for rendering.
232  /// @param[in] global_pass_position The position that this `EntityPass`
233  /// will be drawn to the parent pass
234  /// relative to the root pass origin.
235  /// Used for offsetting drawn `Element`s,
236  /// whose origins are all in root
237  /// pass/screen space,
238  /// @param[in] local_pass_position The position that this `EntityPass`
239  /// will be drawn to the parent pass
240  /// relative to the parent pass origin.
241  /// Used for positioning backdrop
242  /// filters.
243  /// @param[in] pass_depth The tree depth of the `EntityPass` at
244  /// render time. Only used for labeling
245  /// and debugging purposes. This can vary
246  /// depending on whether passes are
247  /// collapsed or not.
248  /// @param[in] clip_coverage_stack A global stack of coverage rectangles
249  /// for the clip buffer at each depth.
250  /// Higher depths are more restrictive.
251  /// Used to cull Elements that we
252  /// know won't result in a visible
253  /// change.
254  /// @param[in] clip_depth_floor The clip depth that a value of
255  /// zero corresponds to in the given
256  /// `pass_target` clip buffer.
257  /// When new `pass_target`s are created
258  /// for subpasses, their clip buffers are
259  /// initialized at zero, and so this
260  /// value is used to offset Entity clip
261  /// depths to match the clip buffer.
262  /// @param[in] backdrop_filter_contents Optional. Is supplied, this contents
263  /// is rendered prior to anything else in
264  /// the `EntityPass`, offset by the
265  /// `local_pass_position`.
266  /// @param[in] collapsed_parent_pass Optional. If supplied, this
267  /// `InlinePassContext` state is used to
268  /// begin rendering elements instead of
269  /// creating a new `RenderPass`. This
270  /// "collapses" the Elements into the
271  /// parent pass.
272  ///
273  bool OnRender(ContentContext& renderer,
274  Capture& capture,
275  ISize root_pass_size,
276  EntityPassTarget& pass_target,
277  Point global_pass_position,
278  Point local_pass_position,
279  uint32_t pass_depth,
280  ClipCoverageStack& clip_coverage_stack,
281  size_t clip_depth_floor = 0,
282  std::shared_ptr<Contents> backdrop_filter_contents = nullptr,
283  const std::optional<InlinePassContext::RenderPassResult>&
284  collapsed_parent_pass = std::nullopt) const;
285 
286  /// The list of renderable items in the scene. Each of these items is
287  /// evaluated and recorded to an `EntityPassTarget` by the `OnRender` method.
288  std::vector<Element> elements_;
289 
290  EntityPass* superpass_ = nullptr;
291  Matrix transform_;
292  size_t clip_depth_ = 0u;
293  BlendMode blend_mode_ = BlendMode::kSourceOver;
294  bool flood_clip_ = false;
295  bool enable_offscreen_debug_checkerboard_ = false;
296  std::optional<Rect> bounds_limit_;
297 
298  /// These values are incremented whenever something is added to the pass that
299  /// requires reading from the backdrop texture. Currently, this can happen in
300  /// the following scenarios:
301  /// 1. An entity with an "advanced blend" is added to the pass.
302  /// 2. A subpass with a backdrop filter is added to the pass.
303  /// These are tracked as separate values because we may ignore
304  /// blend_reads_from_pass_texture_ if the device supports framebuffer based
305  /// advanced blends.
306  uint32_t advanced_blend_reads_from_pass_texture_ = 0;
307  uint32_t backdrop_filter_reads_from_pass_texture_ = 0;
308 
309  uint32_t GetTotalPassReads(ContentContext& renderer) const;
310 
311  BackdropFilterProc backdrop_filter_proc_ = nullptr;
312 
313  std::shared_ptr<EntityPassDelegate> delegate_ =
315 
316  EntityPass(const EntityPass&) = delete;
317 
318  EntityPass& operator=(const EntityPass&) = delete;
319 };
320 
321 } // namespace impeller
322 
323 #endif // FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_H_
impeller::EntityPass::AddSubpassInline
void AddSubpassInline(std::unique_ptr< EntityPass > pass)
Merges a given pass into this pass. Useful for drawing pre-recorded pictures that don't require rende...
Definition: entity_pass.cc:224
impeller::EntityPass::IterateAllEntities
void IterateAllEntities(const std::function< bool(Entity &)> &iterator)
Iterate all entities in this pass, recursively including entities of child passes....
Definition: entity_pass.cc:1015
impeller::EntityPass::GetClipDepth
size_t GetClipDepth()
Definition: entity_pass.cc:1119
impeller::EntityPass::SetBackdropFilter
void SetBackdropFilter(BackdropFilterProc proc)
Definition: entity_pass.cc:1153
contents.h
entity_pass_delegate.h
impeller::EntityPass::BackdropFilterProc
std::function< std::shared_ptr< FilterContents >(FilterInput::Ref, const Matrix &effect_transform, Entity::RenderingMode rendering_mode)> BackdropFilterProc
Definition: entity_pass.h:43
impeller::EntityPass::GetSubpassCoverage
std::optional< Rect > GetSubpassCoverage(const EntityPass &subpass, std::optional< Rect > coverage_limit) const
Computes the coverage of a given subpass. This is used to determine the texture size of a given subpa...
Definition: entity_pass.cc:173
entity.h
impeller::EntityPass::GetSubpassesDepth
size_t GetSubpassesDepth() const
Definition: entity_pass.cc:86
impeller::EntityPass::SetBoundsLimit
void SetBoundsLimit(std::optional< Rect > bounds_limit)
Set the bounds limit, which is provided by the user when creating a SaveLayer. This is a hint that al...
Definition: entity_pass.cc:62
impeller::BlendMode
BlendMode
Definition: color.h:59
impeller::Color
Definition: color.h:124
impeller::EntityPass::EntityPass
EntityPass()
impeller::EntityPass::ClipCoverageLayer::clip_depth
size_t clip_depth
Definition: entity_pass.h:47
impeller::EntityPassDelegate::MakeDefault
static std::unique_ptr< EntityPassDelegate > MakeDefault()
Definition: entity_pass_delegate.cc:51
impeller::EntityPass::AddSubpass
EntityPass * AddSubpass(std::unique_ptr< EntityPass > pass)
Appends a given pass as a subpass.
Definition: entity_pass.cc:205
impeller::EntityPass::IterateUntilSubpass
bool IterateUntilSubpass(const std::function< bool(Entity &)> &iterator)
Iterate entities in this pass up until the first subpass is found. This is useful for limiting look-a...
Definition: entity_pass.cc:1058
impeller::FilterInput::Ref
std::shared_ptr< FilterInput > Ref
Definition: filter_input.h:32
impeller::EntityPass::IterateAllElements
void IterateAllElements(const std::function< bool(Element &)> &iterator)
Iterate all elements (entities and subpasses) in this pass, recursively including elements of child p...
Definition: entity_pass.cc:999
impeller::EntityPass::ClipCoverageStack
std::vector< ClipCoverageLayer > ClipCoverageStack
Definition: entity_pass.h:50
impeller::EntityPass::GetElementsCoverage
std::optional< Rect > GetElementsCoverage(std::optional< Rect > coverage_limit) const
Definition: entity_pass.cc:97
impeller::EntityPass::~EntityPass
~EntityPass()
impeller::EntityPass::SetClipDepth
void SetClipDepth(size_t clip_depth)
Definition: entity_pass.cc:1115
impeller::EntityPass::SetBlendMode
void SetBlendMode(BlendMode blend_mode)
Definition: entity_pass.cc:1123
impeller::Entity
Definition: entity.h:21
impeller::TSize< int64_t >
impeller::Point
TPoint< Scalar > Point
Definition: point.h:308
impeller::EntityPass::SetElements
void SetElements(std::vector< Element > elements)
Definition: entity_pass.cc:82
filter_contents.h
impeller::EntityPass::GetBoundsLimit
std::optional< Rect > GetBoundsLimit() const
Get the bounds limit, which is provided by the user when creating a SaveLayer.
Definition: entity_pass.cc:66
impeller::EntityPass::GetSuperpass
EntityPass * GetSuperpass() const
Definition: entity_pass.cc:201
impeller::EntityPass
Definition: entity_pass.h:25
impeller::EntityPass::ClipCoverageLayer::coverage
std::optional< Rect > coverage
Definition: entity_pass.h:46
impeller::EntityPass::Element
std::variant< Entity, std::unique_ptr< EntityPass > > Element
Definition: entity_pass.h:36
impeller::EntityPass::GetElementCount
size_t GetElementCount() const
Return the number of elements on this pass.
Definition: entity_pass.cc:1076
impeller::RenderTarget
Definition: render_target.h:49
impeller::EntityPass::ClipCoverageLayer
Definition: entity_pass.h:45
impeller::EntityPass::SetTransform
void SetTransform(Matrix transform)
Definition: entity_pass.cc:1111
impeller::ISize
TSize< int64_t > ISize
Definition: size.h:138
impeller::EntityPass::Render
bool Render(ContentContext &renderer, const RenderTarget &render_target) const
Definition: entity_pass.cc:304
impeller::TSize< int64_t >::Infinite
static constexpr TSize Infinite()
Definition: size.h:38
impeller::EntityPass::kCaptureDocumentName
static const std::string kCaptureDocumentName
Definition: entity_pass.h:38
impeller::EntityPass::SetDelegate
void SetDelegate(std::shared_ptr< EntityPassDelegate > delgate)
Definition: entity_pass.cc:55
impeller::Entity::RenderingMode
RenderingMode
Definition: entity.h:26
impeller::EntityPass::SetEnableOffscreenCheckerboard
void SetEnableOffscreenCheckerboard(bool enabled)
Definition: entity_pass.cc:1162
render_target.h
impeller
Definition: aiks_context.cc:10
impeller::ContentContext
Definition: content_context.h:332
impeller::Matrix
A 4x4 matrix using column-major storage.
Definition: matrix.h:37
impeller::BlendMode::kSourceOver
@ kSourceOver
impeller::EntityPass::GetClearColor
std::optional< Color > GetClearColor(ISize size=ISize::Infinite()) const
Return the premultiplied clear color of the pass entities, if any.
Definition: entity_pass.cc:1132
impeller::EntityPass::GetClearColorOrDefault
Color GetClearColorOrDefault(ISize size=ISize::Infinite()) const
Return the premultiplied clear color of the pass entities.
Definition: entity_pass.cc:1128
impeller::EntityPass::AddEntity
void AddEntity(Entity entity)
Add an entity to the current entity pass.
Definition: entity_pass.cc:70
inline_pass_context.h
impeller::EntityPass::Clone
std::unique_ptr< EntityPass > Clone() const
Definition: entity_pass.cc:1080