Source code

Revision control

Copy as Markdown

Other Tools

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/*
TODO:
Efficiently allow writing to buffer (better push interface)
*/
use std::i32;
use crate::gpu_types::UvRectKind;
use crate::internal_types::{FrameId, FrameMemory, FrameVec};
use crate::renderer::MAX_VERTEX_TEXTURE_WIDTH;
use crate::util::ScaleOffset;
use api::units::{DeviceIntPoint, DeviceIntRect, DeviceIntSize, DeviceRect, LayoutRect, PictureRect};
use api::{PremultipliedColorF, ImageFormat};
use crate::device::Texel;
use crate::render_task_graph::{RenderTaskGraph, RenderTaskId};
pub struct GpuBufferBuilder {
pub i32: GpuBufferBuilderI,
pub f32: GpuBufferBuilderF,
}
pub type GpuBufferF = GpuBuffer<GpuBufferBlockF>;
pub type GpuBufferBuilderF = GpuBufferBuilderImpl<GpuBufferBlockF>;
pub type GpuBufferI = GpuBuffer<GpuBufferBlockI>;
pub type GpuBufferBuilderI = GpuBufferBuilderImpl<GpuBufferBlockI>;
pub type GpuBufferWriterF<'l> = GpuBufferWriter<'l, GpuBufferBlockF>;
pub type GpuBufferWriterI<'l> = GpuBufferWriter<'l, GpuBufferBlockI>;
unsafe impl Texel for GpuBufferBlockF {
fn image_format() -> ImageFormat { ImageFormat::RGBAF32 }
}
unsafe impl Texel for GpuBufferBlockI {
fn image_format() -> ImageFormat { ImageFormat::RGBAI32 }
}
impl Default for GpuBufferBlockF {
fn default() -> Self {
GpuBufferBlockF::EMPTY
}
}
impl Default for GpuBufferBlockI {
fn default() -> Self {
GpuBufferBlockI::EMPTY
}
}
/// A single texel in RGBAF32 texture - 16 bytes.
#[derive(Copy, Clone, Debug, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferBlockF {
data: [f32; 4],
}
/// A single texel in RGBAI32 texture - 16 bytes.
#[derive(Copy, Clone, Debug, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferBlockI {
data: [i32; 4],
}
/// GpuBuffer handle is similar to GpuBufferAddress with additional checks
/// to avoid accidentally using the same handle in multiple frames.
///
/// Do not send GpuBufferHandle to the GPU directly. Instead use a GpuBuffer
/// or GpuBufferBuilder to resolve the handle into a GpuBufferAddress that
/// can be placed into GPU data.
///
/// The extra checks consists into storing an 8 bit epoch in the upper 8 bits
/// of the handle. The epoch will be reused every 255 frames so this is not
/// a mechanism that one can rely on to store and reuse handles over multiple
/// frames. It is only a mechanism to catch mistakes where a handle is
/// accidentally used in the wrong frame and panic.
#[repr(transparent)]
#[derive(Copy, Clone, MallocSizeOf, Eq, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferHandle(u32);
impl GpuBufferHandle {
pub const INVALID: GpuBufferHandle = GpuBufferHandle(u32::MAX - 1);
const EPOCH_MASK: u32 = 0xFC000000; // Leading 6 bits
fn new(addr: u32, epoch: u32) -> Self {
Self(addr | epoch)
}
pub fn address_unchecked(&self) -> GpuBufferAddress {
GpuBufferAddress(self.0 & !Self::EPOCH_MASK)
}
}
impl std::fmt::Debug for GpuBufferHandle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let addr = self.0 & !Self::EPOCH_MASK;
let epoch = (self.0 & Self::EPOCH_MASK) >> 26;
write!(f, "#{addr}@{epoch}")
}
}
// TODO(gw): Temporarily encode GPU Cache addresses as a single int.
// In the future, we can change the PrimitiveInstanceData struct
// to use 2x u16 for the vertex attribute instead of an i32.
#[repr(transparent)]
#[derive(Copy, Clone, MallocSizeOf, Eq, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferAddress(u32);
impl GpuBufferAddress {
pub fn new(u: u16, v: u16) -> Self {
GpuBufferAddress(
v as u32 * MAX_VERTEX_TEXTURE_WIDTH as u32 + u as u32
)
}
pub fn is_valid(&self) -> bool {
*self != Self::INVALID
}
pub fn as_u32(self) -> u32 {
self.0
}
pub fn from_u32(val: u32) -> Self {
GpuBufferAddress(val)
}
#[allow(dead_code)]
pub fn as_int(self) -> i32 {
self.0 as i32
}
#[allow(dead_code)]
pub fn uv(self) -> (u16, u16) {
(
(self.0 as usize % MAX_VERTEX_TEXTURE_WIDTH) as u16,
(self.0 as usize / MAX_VERTEX_TEXTURE_WIDTH) as u16,
)
}
pub const INVALID: GpuBufferAddress = GpuBufferAddress(u32::MAX - 1);
}
impl std::fmt::Debug for GpuBufferAddress {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
if *self == Self::INVALID {
write!(f, "<invalid>")
} else {
write!(f, "#{}", self.0)
}
}
}
impl GpuBufferBlockF {
pub const EMPTY: Self = GpuBufferBlockF { data: [0.0; 4] };
}
impl GpuBufferBlockI {
pub const EMPTY: Self = GpuBufferBlockI { data: [0; 4] };
}
impl Into<GpuBufferBlockF> for LayoutRect {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.min.x,
self.min.y,
self.max.x,
self.max.y,
],
}
}
}
impl Into<GpuBufferBlockF> for crate::quad::LayoutOrDeviceRect {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.min.x,
self.min.y,
self.max.x,
self.max.y,
],
}
}
}
impl Into<GpuBufferBlockF> for ScaleOffset {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.scale.x,
self.scale.y,
self.offset.x,
self.offset.y,
],
}
}
}
impl Into<GpuBufferBlockF> for PictureRect {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.min.x,
self.min.y,
self.max.x,
self.max.y,
],
}
}
}
impl Into<GpuBufferBlockF> for DeviceRect {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.min.x,
self.min.y,
self.max.x,
self.max.y,
],
}
}
}
impl Into<GpuBufferBlockF> for PremultipliedColorF {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: [
self.r,
self.g,
self.b,
self.a,
],
}
}
}
impl From<DeviceIntRect> for GpuBufferBlockF {
fn from(rect: DeviceIntRect) -> Self {
GpuBufferBlockF {
data: [
rect.min.x as f32,
rect.min.y as f32,
rect.max.x as f32,
rect.max.y as f32,
],
}
}
}
impl From<DeviceIntRect> for GpuBufferBlockI {
fn from(rect: DeviceIntRect) -> Self {
GpuBufferBlockI {
data: [
rect.min.x,
rect.min.y,
rect.max.x,
rect.max.y,
],
}
}
}
impl Into<GpuBufferBlockF> for [f32; 4] {
fn into(self) -> GpuBufferBlockF {
GpuBufferBlockF {
data: self,
}
}
}
impl Into<GpuBufferBlockI> for [i32; 4] {
fn into(self) -> GpuBufferBlockI {
GpuBufferBlockI {
data: self,
}
}
}
pub trait GpuBufferDataF {
const NUM_BLOCKS: usize;
fn write(&self, writer: &mut GpuBufferWriterF);
}
pub trait GpuBufferDataI {
const NUM_BLOCKS: usize;
fn write(&self, writer: &mut GpuBufferWriterI);
}
impl GpuBufferDataF for [f32; 4] {
const NUM_BLOCKS: usize = 1;
fn write(&self, writer: &mut GpuBufferWriterF) {
writer.push_one(*self);
}
}
impl GpuBufferDataI for [i32; 4] {
const NUM_BLOCKS: usize = 1;
fn write(&self, writer: &mut GpuBufferWriterI) {
writer.push_one(*self);
}
}
/// Record a patch to the GPU buffer for a render task
struct DeferredBlock {
task_id: RenderTaskId,
index: usize,
}
/// Interface to allow writing multiple GPU blocks, possibly of different types
pub struct GpuBufferWriter<'a, T> {
buffer: &'a mut FrameVec<T>,
deferred: &'a mut Vec<DeferredBlock>,
index: usize,
max_block_count: usize,
epoch: u32,
}
impl<'a, T> GpuBufferWriter<'a, T> where T: Texel {
fn new(
buffer: &'a mut FrameVec<T>,
deferred: &'a mut Vec<DeferredBlock>,
index: usize,
max_block_count: usize,
epoch: u32,
) -> Self {
GpuBufferWriter {
buffer,
deferred,
index,
max_block_count,
epoch,
}
}
/// Push one (16 byte) block of data in to the writer
pub fn push_one<B>(&mut self, block: B) where B: Into<T> {
self.buffer.push(block.into());
}
/// Push a reference to a render task in to the writer. Once the render
/// task graph is resolved, this will be patched with the UV rect of the task
pub fn push_render_task(&mut self, task_id: RenderTaskId) {
if task_id != RenderTaskId::INVALID {
self.deferred.push(DeferredBlock {
task_id,
index: self.buffer.len(),
});
}
self.buffer.push(T::default());
}
/// Close this writer, returning the GPU address of this set of block(s).
pub fn finish(self) -> GpuBufferAddress {
assert!(self.buffer.len() <= self.index + self.max_block_count);
GpuBufferAddress(self.index as u32)
}
/// Close this writer, returning the GPU address of this set of block(s).
pub fn finish_with_handle(self) -> GpuBufferHandle {
assert!(self.buffer.len() <= self.index + self.max_block_count);
assert_eq!(self.index & (GpuBufferHandle::EPOCH_MASK as usize), 0);
GpuBufferHandle::new(self.index as u32, self.epoch)
}
}
impl<'a> GpuBufferWriterF<'a> {
pub fn push<Data: GpuBufferDataF>(&mut self, data: &Data) {
let _start_index = self.buffer.len();
data.write(self);
debug_assert_eq!(self.buffer.len() - _start_index, Data::NUM_BLOCKS);
}
}
impl<'a> GpuBufferWriterI<'a> {
pub fn push<Data: GpuBufferDataI>(&mut self, data: &Data) {
data.write(self);
}
}
impl<'a, T> Drop for GpuBufferWriter<'a, T> {
fn drop(&mut self) {
assert!(self.buffer.len() <= self.index + self.max_block_count, "Attempt to write too many GpuBuffer blocks");
}
}
pub struct GpuBufferBuilderImpl<T> {
// `data` will become the backing store of the GpuBuffer sent along
// with the frame so it uses the frame allocator.
data: FrameVec<T>,
// `deferred` is only used during frame building and not sent with the
// built frame, so it does not use the same allocator.
deferred: Vec<DeferredBlock>,
epoch: u32,
}
impl<T> GpuBufferBuilderImpl<T> where T: Texel + std::convert::From<DeviceIntRect> {
pub fn new(memory: &FrameMemory, capacity: usize, frame_id: FrameId) -> Self {
// Pick the first 8 bits of the frame id and store them in the upper bits
// of the handles.
let epoch = ((frame_id.as_u64() % 62) as u32 + 1) << 26;
GpuBufferBuilderImpl {
data: memory.new_vec_with_capacity(capacity),
deferred: Vec::new(),
epoch,
}
}
#[allow(dead_code)]
pub fn push_blocks(
&mut self,
blocks: &[T],
) -> GpuBufferAddress {
assert!(blocks.len() <= MAX_VERTEX_TEXTURE_WIDTH);
ensure_row_capacity(&mut self.data, blocks.len());
let index = self.data.len();
self.data.extend_from_slice(blocks);
GpuBufferAddress(index as u32 | self.epoch)
}
/// Begin writing a specific number of blocks
pub fn write_blocks(
&mut self,
max_block_count: usize,
) -> GpuBufferWriter<T> {
assert!(max_block_count <= MAX_VERTEX_TEXTURE_WIDTH);
ensure_row_capacity(&mut self.data, max_block_count);
let index = self.data.len();
GpuBufferWriter::new(
&mut self.data,
&mut self.deferred,
index,
max_block_count,
self.epoch,
)
}
// Reserve space in the gpu buffer for data that will be written by the
// renderer.
pub fn reserve_renderer_deferred_blocks(&mut self, block_count: usize) -> GpuBufferHandle {
ensure_row_capacity(&mut self.data, block_count);
let index = self.data.len();
self.data.reserve(block_count);
for _ in 0 ..block_count {
self.data.push(Default::default());
}
GpuBufferHandle::new(index as u32, self.epoch)
}
pub fn finalize(
mut self,
render_tasks: &RenderTaskGraph,
) -> GpuBuffer<T> {
finish_row(&mut self.data);
let len = self.data.len();
assert!(len % MAX_VERTEX_TEXTURE_WIDTH == 0);
// At this point, we know that the render task graph has been built, and we can
// query the location of any dynamic (render target) or static (texture cache)
// task. This allows us to patch the UV rects in to the GPU buffer before upload
// to the GPU.
for block in self.deferred.drain(..) {
let render_task = &render_tasks[block.task_id];
let target_rect = render_task.get_target_rect();
let uv_rect = match render_task.uv_rect_kind() {
UvRectKind::Rect => {
target_rect
}
UvRectKind::Quad { top_left, bottom_right, .. } => {
let size = target_rect.size();
DeviceIntRect::new(
DeviceIntPoint::new(
target_rect.min.x + (top_left.x * size.width as f32).round() as i32,
target_rect.min.y + (top_left.y * size.height as f32).round() as i32,
),
DeviceIntPoint::new(
target_rect.min.x + (bottom_right.x * size.width as f32).round() as i32,
target_rect.min.y + (bottom_right.y * size.height as f32).round() as i32,
),
)
}
};
self.data[block.index] = uv_rect.into();
}
GpuBuffer {
data: self.data,
size: DeviceIntSize::new(MAX_VERTEX_TEXTURE_WIDTH as i32, (len / MAX_VERTEX_TEXTURE_WIDTH) as i32),
format: T::image_format(),
epoch: self.epoch,
}
}
pub fn resolve_handle(&self, handle: GpuBufferHandle) -> GpuBufferAddress {
if handle == GpuBufferHandle::INVALID {
return GpuBufferAddress::INVALID;
}
let epoch = handle.0 & GpuBufferHandle::EPOCH_MASK;
assert!(self.epoch == epoch);
GpuBufferAddress(handle.0 & !GpuBufferHandle::EPOCH_MASK)
}
/// Panics if the handle cannot be used this frame.
#[allow(unused)]
pub fn check_handle(&self, handle: GpuBufferHandle) {
if handle == GpuBufferHandle::INVALID {
return;
}
let epoch = handle.0 & GpuBufferHandle::EPOCH_MASK;
assert!(self.epoch == epoch);
}
}
impl GpuBufferBuilderF {
pub fn push<D>(&mut self, data: &D) -> GpuBufferAddress
where D: GpuBufferDataF
{
let mut writer = self.write_blocks(D::NUM_BLOCKS);
data.write(&mut writer);
writer.finish()
}
}
impl GpuBufferBuilderI {
pub fn push<D>(&mut self, data: &D) -> GpuBufferAddress
where D: GpuBufferDataI
{
let mut writer = self.write_blocks(D::NUM_BLOCKS);
data.write(&mut writer);
writer.finish()
}
}
fn ensure_row_capacity<T: Default>(data: &mut FrameVec<T>, cap: usize) {
if (data.len() % MAX_VERTEX_TEXTURE_WIDTH) + cap > MAX_VERTEX_TEXTURE_WIDTH {
finish_row(data);
}
}
fn finish_row<T: Default>(data: &mut FrameVec<T>) {
let required_len = (data.len() + MAX_VERTEX_TEXTURE_WIDTH-1) & !(MAX_VERTEX_TEXTURE_WIDTH-1);
for _ in 0 .. required_len - data.len() {
data.push(T::default());
}
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBuffer<T> {
pub data: FrameVec<T>,
pub size: DeviceIntSize,
pub format: ImageFormat,
epoch: u32,
}
impl<T> GpuBuffer<T> {
pub fn is_empty(&self) -> bool {
self.data.is_empty()
}
pub fn resolve_handle(&self, handle: GpuBufferHandle) -> GpuBufferAddress {
if handle == GpuBufferHandle::INVALID {
return GpuBufferAddress::INVALID;
}
let epoch = handle.0 & GpuBufferHandle::EPOCH_MASK;
assert!(self.epoch == epoch);
GpuBufferAddress(handle.0 & !GpuBufferHandle::EPOCH_MASK)
}
}
#[test]
fn test_gpu_buffer_sizing_push() {
let frame_memory = FrameMemory::fallback();
let render_task_graph = RenderTaskGraph::new_for_testing();
let mut builder = GpuBufferBuilderF::new(&frame_memory, 0, FrameId::first());
let row = vec![GpuBufferBlockF::EMPTY; MAX_VERTEX_TEXTURE_WIDTH];
builder.push_blocks(&row);
builder.push_blocks(&[GpuBufferBlockF::EMPTY]);
builder.push_blocks(&[GpuBufferBlockF::EMPTY]);
let buffer = builder.finalize(&render_task_graph);
assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
}
#[test]
fn test_gpu_buffer_sizing_writer() {
let frame_memory = FrameMemory::fallback();
let render_task_graph = RenderTaskGraph::new_for_testing();
let mut builder = GpuBufferBuilderF::new(&frame_memory, 0, FrameId::first());
let mut writer = builder.write_blocks(MAX_VERTEX_TEXTURE_WIDTH);
for _ in 0 .. MAX_VERTEX_TEXTURE_WIDTH {
writer.push_one(GpuBufferBlockF::EMPTY);
}
writer.finish();
let mut writer = builder.write_blocks(1);
writer.push_one(GpuBufferBlockF::EMPTY);
writer.finish();
let mut writer = builder.write_blocks(1);
writer.push_one(GpuBufferBlockF::EMPTY);
writer.finish();
let buffer = builder.finalize(&render_task_graph);
assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
}