pathfinder/renderer/src/builder.rs

120 lines
3.9 KiB
Rust
Raw Normal View History

// pathfinder/renderer/src/builder.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Packs data onto the GPU.
use crate::gpu_data::{Batch, BuiltObject, FillBatchPrimitive};
use crate::gpu_data::{MaskTileBatchPrimitive, SolidTileScenePrimitive};
use crate::scene;
use crate::tiles;
use crate::z_buffer::ZBuffer;
use euclid::Rect;
2019-02-05 13:03:20 -05:00
use pathfinder_geometry::basic::rect::RectF32;
use std::iter;
use std::u16;
const MAX_FILLS_PER_BATCH: usize = 0x0002_0000;
const MAX_MASKS_PER_BATCH: u16 = 0xffff;
pub struct SceneBuilder {
objects: Vec<BuiltObject>,
z_buffer: ZBuffer,
tile_rect: Rect<i16>,
current_object_index: usize,
}
impl SceneBuilder {
2019-02-05 13:03:20 -05:00
pub fn new(objects: Vec<BuiltObject>, z_buffer: ZBuffer, view_box: RectF32) -> SceneBuilder {
let tile_rect = tiles::round_rect_out_to_tile_bounds(view_box);
SceneBuilder {
objects,
z_buffer,
tile_rect,
current_object_index: 0,
}
}
pub fn build_solid_tiles(&self) -> Vec<SolidTileScenePrimitive> {
self.z_buffer
.build_solid_tiles(&self.objects, &self.tile_rect)
}
pub fn build_batch(&mut self) -> Option<Batch> {
let mut batch = Batch::new();
let mut object_tile_index_to_batch_mask_tile_index = vec![];
while self.current_object_index < self.objects.len() {
let object = &self.objects[self.current_object_index];
if batch.fills.len() + object.fills.len() > MAX_FILLS_PER_BATCH {
break;
}
object_tile_index_to_batch_mask_tile_index.clear();
object_tile_index_to_batch_mask_tile_index
.extend(iter::repeat(u16::MAX).take(object.tiles.len()));
// Copy mask tiles.
for (tile_index, tile) in object.tiles.iter().enumerate() {
// Skip solid tiles, since we handled them above already.
if object.solid_tiles[tile_index] {
continue;
}
// Cull occluded tiles.
let scene_tile_index =
scene::scene_tile_index(tile.tile_x, tile.tile_y, self.tile_rect);
if !self
.z_buffer
.test(scene_tile_index, self.current_object_index as u32)
{
continue;
}
// Visible mask tile.
let batch_mask_tile_index = batch.mask_tiles.len() as u16;
if batch_mask_tile_index == MAX_MASKS_PER_BATCH {
break;
}
object_tile_index_to_batch_mask_tile_index[tile_index] = batch_mask_tile_index;
batch.mask_tiles.push(MaskTileBatchPrimitive {
tile: *tile,
shader: object.shader,
});
}
// Remap and copy fills, culling as necessary.
for fill in &object.fills {
let object_tile_index = object.tile_coords_to_index(fill.tile_x, fill.tile_y);
let mask_tile_index =
object_tile_index_to_batch_mask_tile_index[object_tile_index as usize];
if mask_tile_index < u16::MAX {
batch.fills.push(FillBatchPrimitive {
px: fill.px,
subpx: fill.subpx,
mask_tile_index,
});
}
}
self.current_object_index += 1;
}
if batch.is_empty() {
None
} else {
Some(batch)
}
}
}