Flutter Impeller
runtime_effect_filter_contents.cc
Go to the documentation of this file.
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 
6 
7 #include <cstring>
8 #include <optional>
9 
14 #include "impeller/geometry/size.h"
15 
16 namespace impeller {
17 
19  std::shared_ptr<RuntimeStage> runtime_stage) {
20  runtime_stage_ = std::move(runtime_stage);
21 }
22 
24  std::shared_ptr<std::vector<uint8_t>> uniforms) {
25  uniforms_ = std::move(uniforms);
26 }
27 
29  std::vector<RuntimeEffectContents::TextureInput> texture_inputs) {
30  texture_inputs_ = std::move(texture_inputs);
31 }
32 
33 // |FilterContents|
34 std::optional<Entity> RuntimeEffectFilterContents::RenderFilter(
35  const FilterInput::Vector& inputs,
36  const ContentContext& renderer,
37  const Entity& entity,
38  const Matrix& effect_transform,
39  const Rect& coverage,
40  const std::optional<Rect>& coverage_hint) const {
41  if (inputs.empty()) {
42  return std::nullopt;
43  }
44 
45  std::optional<Snapshot> input_snapshot =
46  inputs[0]->GetSnapshot("RuntimeEffectContents", renderer, entity);
47  if (!input_snapshot.has_value()) {
48  return std::nullopt;
49  }
50 
51  std::optional<Rect> maybe_input_coverage = input_snapshot->GetCoverage();
52  if (!maybe_input_coverage.has_value()) {
53  return std::nullopt;
54  }
55 
56  // If the input snapshot does not have an identity transform the
57  // ImageFilter.shader will not correctly render as it does not know what the
58  // transform is in order to incorporate this into sampling. We need to
59  // re-rasterize the input snapshot so that the transform is absorbed into the
60  // texture.
61  // We can technically render this only when the snapshot is just a translated
62  // version of the original. Unfortunately there isn't a way to test for that
63  // though. Blur with low sigmas will return a transform that doesn't scale but
64  // has a tiny offset to account for the blur radius. That's indistinguishable
65  // from `ImageFilter.compose` which slightly increase the size to account for
66  // rounding errors and add an offset. Said another way; ideally we would skip
67  // this branch for the unit test `ComposePaintRuntimeOuter`, but do it for
68  // `ComposeBackdropRuntimeOuterBlurInner`.
69  if (input_snapshot->ShouldRasterizeForRuntimeEffects()) {
70  Matrix inverse = input_snapshot->transform.Invert();
71  Quad quad = inverse.Transform(Quad{
72  coverage.GetLeftTop(), //
73  coverage.GetRightTop(), //
74  coverage.GetLeftBottom(), //
75  coverage.GetRightBottom() //
76  });
77  TextureContents texture_contents;
78  texture_contents.SetTexture(input_snapshot->texture);
79  std::optional<Rect> bounds =
80  Rect::MakePointBounds(quad.begin(), quad.end());
81  if (bounds.has_value()) {
82  texture_contents.SetSourceRect(bounds.value());
83  texture_contents.SetDestinationRect(coverage);
84  texture_contents.SetStencilEnabled(false);
85  texture_contents.SetSamplerDescriptor(input_snapshot->sampler_descriptor);
86 
87  Entity entity;
88  // In order to maintain precise coordinates in the fragment shader we need
89  // to eliminate the padding typically given to RenderToSnapshot results.
90  input_snapshot = texture_contents.RenderToSnapshot(
91  renderer, entity, {.coverage_expansion = 0});
92  if (!input_snapshot.has_value()) {
93  return std::nullopt;
94  }
95  }
96  }
97 
98  // The shader is required to have at least one sampler, the first of
99  // which is treated as the input and a vec2 size uniform to compute the
100  // offsets. These are validated at the dart:ui layer, but to avoid crashes we
101  // check here too.
102  if (texture_inputs_.size() < 1 || uniforms_->size() < 8) {
104  << "Invalid fragment shader in RuntimeEffectFilterContents. "
105  << "Shader must have at least one sampler and a vec2 size uniform.";
106  return std::nullopt;
107  }
108 
109  // Update uniform values.
110  std::vector<RuntimeEffectContents::TextureInput> texture_input_copy =
111  texture_inputs_;
112  texture_input_copy[0].texture = input_snapshot->texture;
113 
114  Size size = Size(input_snapshot->texture->GetSize());
115  memcpy(uniforms_->data(), &size, sizeof(Size));
116 
117  Matrix snapshot_transform = input_snapshot->transform;
118  //----------------------------------------------------------------------------
119  /// Create AnonymousContents for rendering.
120  ///
121  RenderProc render_proc =
122  [snapshot_transform, input_snapshot, runtime_stage = runtime_stage_,
123  uniforms = uniforms_, texture_inputs = texture_input_copy](
124  const ContentContext& renderer, const Entity& entity,
125  RenderPass& pass) -> bool {
126  RuntimeEffectContents contents;
127  FillRectGeometry geom(Rect::MakeSize(input_snapshot->texture->GetSize()));
128  contents.SetRuntimeStage(runtime_stage);
129  contents.SetUniformData(uniforms);
130  contents.SetTextureInputs(texture_inputs);
131  contents.SetGeometry(&geom);
132  Entity offset_entity = entity.Clone();
133  offset_entity.SetTransform(entity.GetTransform() * snapshot_transform);
134  return contents.Render(renderer, offset_entity, pass);
135  };
136 
137  CoverageProc coverage_proc =
138  [coverage](const Entity& entity) -> std::optional<Rect> {
139  return coverage;
140  };
141 
142  auto contents = AnonymousContents::Make(render_proc, coverage_proc);
143 
144  Entity sub_entity;
145  sub_entity.SetContents(std::move(contents));
146  sub_entity.SetBlendMode(entity.GetBlendMode());
147  sub_entity.SetTransform(input_snapshot->transform *
148  snapshot_transform.Invert());
149 
150  return sub_entity;
151 }
152 
153 // |FilterContents|
154 std::optional<Rect> RuntimeEffectFilterContents::GetFilterSourceCoverage(
155  const Matrix& effect_transform,
156  const Rect& output_limit) const {
157  return output_limit;
158 }
159 
160 } // namespace impeller
static std::shared_ptr< Contents > Make(RenderProc render_proc, CoverageProc coverage_proc)
std::function< std::optional< Rect >(const Entity &entity)> CoverageProc
Definition: contents.h:40
std::function< bool(const ContentContext &renderer, const Entity &entity, RenderPass &pass)> RenderProc
Definition: contents.h:39
std::vector< FilterInput::Ref > Vector
Definition: filter_input.h:33
void SetTextureInputs(std::vector< RuntimeEffectContents::TextureInput > texture_inputs)
void SetUniforms(std::shared_ptr< std::vector< uint8_t >> uniforms)
void SetRuntimeStage(std::shared_ptr< RuntimeStage > runtime_stage)
TRect< Scalar > Rect
Definition: rect.h:788
TSize< Scalar > Size
Definition: size.h:159
std::array< Point, 4 > Quad
Definition: point.h:430
A 4x4 matrix using column-major storage.
Definition: matrix.h:37
constexpr static std::optional< TRect > MakePointBounds(const U &value)
Definition: rect.h:165
constexpr TPoint< T > GetLeftBottom() const
Definition: rect.h:367
constexpr TPoint< T > GetRightTop() const
Definition: rect.h:363
constexpr static TRect MakeSize(const TSize< U > &size)
Definition: rect.h:150
constexpr TPoint< T > GetRightBottom() const
Definition: rect.h:371
constexpr TPoint< T > GetLeftTop() const
Definition: rect.h:359
#define VALIDATION_LOG
Definition: validation.h:91