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🎉 Use backbuffer + direct-to-target tiles during drag
This commit is contained in:
parent
483ce8b1c9
commit
e4af37a7ff
@ -464,6 +464,9 @@ pub extern "C" fn set_modifiers_start() -> Result<()> {
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performance::begin_measure!("set_modifiers_start");
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performance::begin_measure!("set_modifiers_start");
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state.render_state.options.set_fast_mode(true);
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state.render_state.options.set_fast_mode(true);
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state.render_state.options.set_interactive_transform(true);
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state.render_state.options.set_interactive_transform(true);
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// Capture the last fully-rendered frame as a stable backdrop for the drag.
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// This avoids relying on atlas/cache correctness during fast_mode.
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state.render_state.surfaces.copy_target_to_backbuffer();
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performance::end_measure!("set_modifiers_start");
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performance::end_measure!("set_modifiers_start");
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});
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});
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Ok(())
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Ok(())
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@ -341,6 +341,10 @@ pub(crate) struct RenderState {
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/// (must composite to present the work). Reset when current_tile
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/// (must composite to present the work). Reset when current_tile
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/// changes.
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/// changes.
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pub current_tile_had_shapes: bool,
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pub current_tile_had_shapes: bool,
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/// During interactive transforms we keep `Target` between rAFs. Seed the
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/// interactive backdrop exactly once per gesture (first rAF) so we don't
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/// repeatedly overwrite tiles that have already been updated.
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pub interactive_target_seeded: bool,
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}
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}
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pub fn get_cache_size(viewbox: Viewbox, scale: f32, interest: i32) -> skia::ISize {
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pub fn get_cache_size(viewbox: Viewbox, scale: f32, interest: i32) -> skia::ISize {
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@ -415,6 +419,7 @@ impl RenderState {
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export_context: None,
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export_context: None,
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cache_cleared_this_render: false,
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cache_cleared_this_render: false,
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current_tile_had_shapes: false,
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current_tile_had_shapes: false,
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interactive_target_seeded: false,
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})
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})
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}
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}
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@ -724,6 +729,16 @@ impl RenderState {
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}
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}
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pub fn apply_render_to_final_canvas(&mut self, rect: skia::Rect) -> Result<()> {
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pub fn apply_render_to_final_canvas(&mut self, rect: skia::Rect) -> Result<()> {
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// During interactive transforms we render tiles directly into Target; updating the cache
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// (snapshot -> atlas blit -> tiles.add) can force GPU stalls. Defer cache rebuild until
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// the interaction ends.
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if self.options.is_interactive_transform() {
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let tile_rect = self.get_current_aligned_tile_bounds()?;
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self.surfaces
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.draw_current_tile_direct_target_only(&tile_rect, self.background_color);
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return Ok(());
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}
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let fast_mode = self.options.is_fast_mode();
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let fast_mode = self.options.is_fast_mode();
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// Decide *now* (at the first real cache blit) whether we need to clear Cache.
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// Decide *now* (at the first real cache blit) whether we need to clear Cache.
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// This avoids clearing Cache on renders that don't actually paint tiles (e.g. hover/UI),
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// This avoids clearing Cache on renders that don't actually paint tiles (e.g. hover/UI),
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@ -876,10 +891,14 @@ impl RenderState {
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s.canvas().save();
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s.canvas().save();
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});
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});
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}
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}
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let fast_mode = self.options.is_fast_mode();
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// Skip anti-aliasing entirely during fast_mode (interactive
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// gestures + pan/zoom). AA edge sampling is per-pixel and adds
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// up across many shapes; reverts to full quality on commit.
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let antialias = !fast_mode
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&& shape.should_use_antialias(self.get_scale(), self.options.antialias_threshold);
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let skip_effects = fast_mode;
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let antialias =
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shape.should_use_antialias(self.get_scale(), self.options.antialias_threshold);
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let skip_effects = self.options.is_fast_mode();
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let has_nested_fills = self
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let has_nested_fills = self
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.nested_fills
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.nested_fills
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.last()
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.last()
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@ -922,7 +941,6 @@ impl RenderState {
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});
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});
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fills::render(self, shape, &shape.fills, antialias, target_surface, None)?;
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fills::render(self, shape, &shape.fills, antialias, target_surface, None)?;
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// Pass strokes in natural order; stroke merging handles top-most ordering internally.
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// Pass strokes in natural order; stroke merging handles top-most ordering internally.
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let visible_strokes: Vec<&Stroke> = shape.visible_strokes().collect();
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let visible_strokes: Vec<&Stroke> = shape.visible_strokes().collect();
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strokes::render(
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strokes::render(
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@ -1681,30 +1699,28 @@ impl RenderState {
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performance::begin_measure!("render");
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performance::begin_measure!("render");
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performance::begin_measure!("start_render_loop");
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performance::begin_measure!("start_render_loop");
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self.cache_cleared_this_render = false;
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self.reset_canvas();
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// Compute and set document-space bounds (1 unit == 1 doc px @ 100% zoom)
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// Compute and set document-space bounds (1 unit == 1 doc px @ 100% zoom)
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// to clamp atlas updates. This prevents zoom-out tiles from forcing atlas
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// to clamp atlas updates. This prevents zoom-out tiles from forcing atlas
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// growth far beyond real content.
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// growth far beyond real content.
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let doc_bounds = self.compute_document_bounds(base_object, tree);
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let doc_bounds = self.compute_document_bounds(base_object, tree);
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self.surfaces.set_atlas_doc_bounds(doc_bounds);
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self.surfaces.set_atlas_doc_bounds(doc_bounds);
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// During an interactive shape transform (drag/resize/rotate) the
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self.cache_cleared_this_render = false;
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// Target is repainted tile-by-tile. If only a subset of the
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if self.options.is_interactive_transform() {
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// invalidated tiles finishes in this rAF the remaining area
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// Keep `Target` as the previous frame and overwrite only the tiles
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// would either show stale content from the previous frame or,
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// that changed. This avoids clearing + redrawing an atlas backdrop
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// on buffer swaps, show blank pixels — either way the user
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// every rAF during drag (a common source of GPU work/stalls).
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// perceives tiles appearing sequentially. Paint the persistent
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self.surfaces
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// 1:1 atlas as a stable backdrop so every flush presents a
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.reset_interactive_transform(self.background_color);
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// coherent picture: unchanged tiles come from the atlas and
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if !self.interactive_target_seeded {
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// invalidated tiles are overwritten on top as they finish.
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// Seed from the last presented frame; this is stable even when
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if self.options.is_interactive_transform() && self.surfaces.has_atlas() {
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// fast_mode skips cache updates and regardless of atlas coverage.
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self.surfaces.draw_atlas_to_target(
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self.surfaces.seed_target_from_backbuffer();
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self.viewbox,
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self.interactive_target_seeded = true;
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self.options.dpr(),
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}
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self.background_color,
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} else {
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);
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self.reset_canvas();
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self.interactive_target_seeded = false;
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}
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}
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let surface_ids = SurfaceId::Strokes as u32
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let surface_ids = SurfaceId::Strokes as u32
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@ -1741,8 +1757,9 @@ impl RenderState {
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let _tile_start = performance::begin_timed_log!("tile_cache_update");
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let _tile_start = performance::begin_timed_log!("tile_cache_update");
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performance::begin_measure!("tile_cache");
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performance::begin_measure!("tile_cache");
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let only_visible = self.options.is_interactive_transform();
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self.pending_tiles
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self.pending_tiles
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.update(&self.tile_viewbox, &self.surfaces);
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.update(&self.tile_viewbox, &self.surfaces, only_visible);
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performance::end_measure!("tile_cache");
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performance::end_measure!("tile_cache");
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performance::end_timed_log!("tile_cache_update", _tile_start);
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performance::end_timed_log!("tile_cache_update", _tile_start);
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@ -1827,20 +1844,16 @@ impl RenderState {
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}
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}
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// In a pure viewport interaction (pan/zoom), render_from_cache
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// In a pure viewport interaction (pan/zoom), render_from_cache
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// owns the Target surface — don't flush Target so we don't
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// owns the Target surface — skip flush so we don't present
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// present stale tile positions. We still drain the GPU command
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// stale tile positions. The rAF still populates the Cache
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// queue with a non-Target `flush_and_submit` so the backlog
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// surface and tile HashMap so render_from_cache progressively
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// of tile-render commands executes incrementally instead of
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// shows more complete content.
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// piling up for hundreds of milliseconds and blowing up the
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// next `render_from_cache` call into a multi-frame hitch.
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//
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//
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// During interactive shape transforms (drag/resize/rotate) we
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// During interactive shape transforms (drag/resize/rotate) we
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// still need to flush every rAF so the user sees the updated
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// still need to flush every rAF so the user sees the updated
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// shape position — render_from_cache is not in the loop here.
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// shape position — render_from_cache is not in the loop here.
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if !self.options.is_viewport_interaction() {
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if !self.options.is_viewport_interaction() {
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self.flush_and_submit();
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self.flush_and_submit();
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} else {
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self.gpu_state.context.flush_and_submit();
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}
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}
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if self.render_in_progress {
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if self.render_in_progress {
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@ -2561,7 +2574,8 @@ impl RenderState {
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}
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}
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if let Some(clips) = clip_bounds.as_ref() {
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if let Some(clips) = clip_bounds.as_ref() {
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let antialias = element.should_use_antialias(scale, self.options.antialias_threshold);
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let antialias = !self.options.is_fast_mode()
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&& element.should_use_antialias(scale, self.options.antialias_threshold);
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self.surfaces.canvas(target_surface).save();
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self.surfaces.canvas(target_surface).save();
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for (bounds, corners, transform) in clips.iter() {
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for (bounds, corners, transform) in clips.iter() {
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if target_surface == SurfaceId::Export {
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if target_surface == SurfaceId::Export {
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@ -2905,12 +2919,17 @@ impl RenderState {
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if let Some(current_tile) = self.current_tile {
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if let Some(current_tile) = self.current_tile {
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if self.surfaces.has_cached_tile_surface(current_tile) {
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if self.surfaces.has_cached_tile_surface(current_tile) {
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performance::begin_measure!("render_shape_tree::cached");
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performance::begin_measure!("render_shape_tree::cached");
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// During interactive transforms, `Target` is preserved and seeded once
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// from Backbuffer. Cached tiles are therefore already visible and
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// re-blitting them costs extra GPU work.
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let tile_rect = self.get_current_tile_bounds()?;
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let tile_rect = self.get_current_tile_bounds()?;
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self.surfaces.draw_cached_tile_surface(
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if !self.options.is_interactive_transform() {
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current_tile,
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self.surfaces.draw_cached_tile_surface(
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tile_rect,
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current_tile,
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self.background_color,
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tile_rect,
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);
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self.background_color,
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);
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}
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// Also draw the cached tile to the Cache surface so
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// Also draw the cached tile to the Cache surface so
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// render_from_cache (used during pan) has the full scene.
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// render_from_cache (used during pan) has the full scene.
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@ -2948,18 +2967,19 @@ impl RenderState {
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}
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}
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performance::end_measure!("render_shape_tree::uncached");
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performance::end_measure!("render_shape_tree::uncached");
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let tile_rect = self.get_current_tile_bounds()?;
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let tile_rect = self.get_current_tile_bounds()?;
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// Composite if the walker did work in this PAF
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// Composite if the walker did work in this PAF (`!is_empty`) OR
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// (`!is_empty`) OR the tile has unfinished work from
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// the tile has unfinished work from a previous PAF
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// a previous PAF (`current_tile_had_shapes` was set
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// (`current_tile_had_shapes` was set when we populated pending_nodes
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// when we populated pending_nodes for this tile).
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// for this tile).
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// The explicit clear is reserved for tiles that
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// genuinely have no shapes assigned to them —
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// without this distinction, chunked-render
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// resumption was painting completed tiles back to
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// background, producing the disappearing-tile
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// flicker during drag.
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if !is_empty || self.current_tile_had_shapes {
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if !is_empty || self.current_tile_had_shapes {
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self.apply_render_to_final_canvas(tile_rect)?;
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if self.options.is_interactive_transform() {
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// During drag, avoid snapshot-based caching. Draw Current directly
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// into Target (and Cache) to reduce stalls.
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self.surfaces
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.draw_current_tile_direct(&tile_rect, self.background_color);
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} else {
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self.apply_render_to_final_canvas(tile_rect)?;
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}
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if self.options.is_debug_visible() {
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if self.options.is_debug_visible() {
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debug::render_workspace_current_tile(
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debug::render_workspace_current_tile(
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@ -2975,6 +2995,7 @@ impl RenderState {
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paint.set_color(self.background_color);
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paint.set_color(self.background_color);
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s.canvas().draw_rect(tile_rect, &paint);
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s.canvas().draw_rect(tile_rect, &paint);
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});
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});
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// Keep Cache surface coherent for render_from_cache.
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if !self.options.is_fast_mode() {
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if !self.options.is_fast_mode() {
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if !self.cache_cleared_this_render {
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if !self.cache_cleared_this_render {
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self.surfaces.clear_cache(self.background_color);
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self.surfaces.clear_cache(self.background_color);
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@ -3019,17 +3040,28 @@ impl RenderState {
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})
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})
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});
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});
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// We only need first level shapes, in the same order as the parent node
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// We only need first level shapes, in the same order as the parent node.
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//
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// During interactive transforms we may invalidate only the modified shapes
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// (to avoid massive ancestor eviction). However, we still composite full
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// tiles (we clear the tile rect before drawing Current), so we must render
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// all root shapes that can contribute to this tile; otherwise, unchanged
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// siblings inside the same tile would disappear.
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let mut valid_ids = Vec::with_capacity(ids.len());
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let mut valid_ids = Vec::with_capacity(ids.len());
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for root_id in root_ids.iter() {
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if self.options.is_interactive_transform() || tile_has_bg_blur {
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if tile_has_bg_blur || ids.contains(root_id) {
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valid_ids.extend(root_ids.iter().copied());
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valid_ids.push(*root_id);
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} else {
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for root_id in root_ids.iter() {
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if ids.contains(root_id) {
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valid_ids.push(*root_id);
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}
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}
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}
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}
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}
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if !valid_ids.is_empty() {
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if !valid_ids.is_empty() {
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self.current_tile_had_shapes = true;
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self.current_tile_had_shapes = true;
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}
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}
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self.pending_nodes.extend(valid_ids.into_iter().map(|id| {
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self.pending_nodes.extend(valid_ids.into_iter().map(|id| {
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NodeRenderState {
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NodeRenderState {
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id,
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id,
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@ -3365,13 +3397,11 @@ impl RenderState {
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tree: ShapesPoolMutRef<'_>,
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tree: ShapesPoolMutRef<'_>,
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ids: Vec<Uuid>,
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ids: Vec<Uuid>,
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) -> Result<()> {
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) -> Result<()> {
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// During interactive transform, skip ancestor invalidation: walking
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// During interactive transform, skip ancestor invalidation: walking up to the
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// up to the parent frame evicts every tile the frame covers,
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// parent frame evicts every tile the frame covers, including dense tiles with
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// including dense tiles with hundreds of siblings. The anti-flicker
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// many siblings. Ancestor extrect caches are already invalidated by
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// guard then forces all of them to re-render in a single frame.
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// `ShapesPool::set_modifiers`; the tile index is reconciled post-gesture by
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// Ancestor extrect caches are already invalidated by
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// the committing code path (rebuild_touched_tiles).
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// `ShapesPool::set_modifiers`; the tile index is reconciled
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// post-gesture by the committing code path (rebuild_touched_tiles).
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if self.options.is_interactive_transform() {
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if self.options.is_interactive_transform() {
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self.update_tiles_shapes(&ids, tree)?;
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self.update_tiles_shapes(&ids, tree)?;
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} else {
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} else {
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@ -42,6 +42,7 @@ pub enum SurfaceId {
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UI = 0b100_0000_0000,
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UI = 0b100_0000_0000,
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Debug = 0b100_0000_0001,
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Debug = 0b100_0000_0001,
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Atlas = 0b100_0000_0010,
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Atlas = 0b100_0000_0010,
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Backbuffer = 0b100_0000_0100,
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}
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}
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pub struct Surfaces {
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pub struct Surfaces {
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@ -67,6 +68,8 @@ pub struct Surfaces {
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debug: skia::Surface,
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debug: skia::Surface,
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// for drawing tiles.
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// for drawing tiles.
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export: skia::Surface,
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export: skia::Surface,
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// Persistent viewport-sized surface used to keep the last presented frame.
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backbuffer: skia::Surface,
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tiles: TileTextureCache,
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tiles: TileTextureCache,
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// Persistent 1:1 document-space atlas that gets incrementally updated as tiles render.
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// Persistent 1:1 document-space atlas that gets incrementally updated as tiles render.
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@ -112,6 +115,8 @@ impl Surfaces {
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let target = gpu_state.create_target_surface(width, height)?;
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let target = gpu_state.create_target_surface(width, height)?;
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let filter = gpu_state.create_surface_with_isize("filter".to_string(), extra_tile_dims)?;
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let filter = gpu_state.create_surface_with_isize("filter".to_string(), extra_tile_dims)?;
|
||||||
let cache = gpu_state.create_surface_with_dimensions("cache".to_string(), width, height)?;
|
let cache = gpu_state.create_surface_with_dimensions("cache".to_string(), width, height)?;
|
||||||
|
let backbuffer =
|
||||||
|
gpu_state.create_surface_with_dimensions("backbuffer".to_string(), width, height)?;
|
||||||
let current =
|
let current =
|
||||||
gpu_state.create_surface_with_isize("current".to_string(), extra_tile_dims)?;
|
gpu_state.create_surface_with_isize("current".to_string(), extra_tile_dims)?;
|
||||||
|
|
||||||
@ -148,6 +153,7 @@ impl Surfaces {
|
|||||||
ui,
|
ui,
|
||||||
debug,
|
debug,
|
||||||
export,
|
export,
|
||||||
|
backbuffer,
|
||||||
tiles,
|
tiles,
|
||||||
atlas,
|
atlas,
|
||||||
atlas_origin: skia::Point::new(0.0, 0.0),
|
atlas_origin: skia::Point::new(0.0, 0.0),
|
||||||
@ -582,6 +588,9 @@ impl Surfaces {
|
|||||||
if ids & SurfaceId::Cache as u32 != 0 {
|
if ids & SurfaceId::Cache as u32 != 0 {
|
||||||
f(self.get_mut(SurfaceId::Cache));
|
f(self.get_mut(SurfaceId::Cache));
|
||||||
}
|
}
|
||||||
|
if ids & SurfaceId::Backbuffer as u32 != 0 {
|
||||||
|
f(self.get_mut(SurfaceId::Backbuffer));
|
||||||
|
}
|
||||||
if ids & SurfaceId::Fills as u32 != 0 {
|
if ids & SurfaceId::Fills as u32 != 0 {
|
||||||
f(self.get_mut(SurfaceId::Fills));
|
f(self.get_mut(SurfaceId::Fills));
|
||||||
}
|
}
|
||||||
@ -656,6 +665,7 @@ impl Surfaces {
|
|||||||
SurfaceId::Target => &mut self.target,
|
SurfaceId::Target => &mut self.target,
|
||||||
SurfaceId::Filter => &mut self.filter,
|
SurfaceId::Filter => &mut self.filter,
|
||||||
SurfaceId::Cache => &mut self.cache,
|
SurfaceId::Cache => &mut self.cache,
|
||||||
|
SurfaceId::Backbuffer => &mut self.backbuffer,
|
||||||
SurfaceId::Current => &mut self.current,
|
SurfaceId::Current => &mut self.current,
|
||||||
SurfaceId::DropShadows => &mut self.drop_shadows,
|
SurfaceId::DropShadows => &mut self.drop_shadows,
|
||||||
SurfaceId::InnerShadows => &mut self.inner_shadows,
|
SurfaceId::InnerShadows => &mut self.inner_shadows,
|
||||||
@ -674,6 +684,7 @@ impl Surfaces {
|
|||||||
SurfaceId::Target => &self.target,
|
SurfaceId::Target => &self.target,
|
||||||
SurfaceId::Filter => &self.filter,
|
SurfaceId::Filter => &self.filter,
|
||||||
SurfaceId::Cache => &self.cache,
|
SurfaceId::Cache => &self.cache,
|
||||||
|
SurfaceId::Backbuffer => &self.backbuffer,
|
||||||
SurfaceId::Current => &self.current,
|
SurfaceId::Current => &self.current,
|
||||||
SurfaceId::DropShadows => &self.drop_shadows,
|
SurfaceId::DropShadows => &self.drop_shadows,
|
||||||
SurfaceId::InnerShadows => &self.inner_shadows,
|
SurfaceId::InnerShadows => &self.inner_shadows,
|
||||||
@ -687,6 +698,29 @@ impl Surfaces {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Copy the current `Target` contents into the persistent `Backbuffer`.
|
||||||
|
/// This is a GPU→GPU copy via Skia (no ReadPixels).
|
||||||
|
pub fn copy_target_to_backbuffer(&mut self) {
|
||||||
|
let sampling_options = self.sampling_options;
|
||||||
|
self.target.clone().draw(
|
||||||
|
self.backbuffer.canvas(),
|
||||||
|
(0.0, 0.0),
|
||||||
|
sampling_options,
|
||||||
|
Some(&skia::Paint::default()),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Seed `Target` from `Backbuffer` (last presented frame).
|
||||||
|
pub fn seed_target_from_backbuffer(&mut self) {
|
||||||
|
let sampling_options = self.sampling_options;
|
||||||
|
self.backbuffer.clone().draw(
|
||||||
|
self.target.canvas(),
|
||||||
|
(0.0, 0.0),
|
||||||
|
sampling_options,
|
||||||
|
Some(&skia::Paint::default()),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
fn reset_from_target(&mut self, target: skia::Surface) -> Result<()> {
|
fn reset_from_target(&mut self, target: skia::Surface) -> Result<()> {
|
||||||
let dim = (target.width(), target.height());
|
let dim = (target.width(), target.height());
|
||||||
self.target = target;
|
self.target = target;
|
||||||
@ -694,6 +728,10 @@ impl Surfaces {
|
|||||||
.target
|
.target
|
||||||
.new_surface_with_dimensions(dim)
|
.new_surface_with_dimensions(dim)
|
||||||
.ok_or(Error::CriticalError("Failed to create surface".to_string()))?;
|
.ok_or(Error::CriticalError("Failed to create surface".to_string()))?;
|
||||||
|
self.backbuffer = self
|
||||||
|
.target
|
||||||
|
.new_surface_with_dimensions(dim)
|
||||||
|
.ok_or(Error::CriticalError("Failed to create surface".to_string()))?;
|
||||||
self.debug = self
|
self.debug = self
|
||||||
.target
|
.target
|
||||||
.new_surface_with_dimensions(dim)
|
.new_surface_with_dimensions(dim)
|
||||||
@ -850,6 +888,43 @@ impl Surfaces {
|
|||||||
self.clear_all_dirty();
|
self.clear_all_dirty();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Reset render surfaces for interactive transforms without clearing `Target`.
|
||||||
|
/// Keeping `Target` avoids having to redraw an atlas backdrop each frame; we
|
||||||
|
/// then overwrite only the tiles that changed.
|
||||||
|
pub fn reset_interactive_transform(&mut self, color: skia::Color) {
|
||||||
|
self.canvas(SurfaceId::Fills).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::InnerShadows).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::TextDropShadows).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::DropShadows).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::Strokes).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::Current).restore_to_count(1);
|
||||||
|
self.canvas(SurfaceId::Export).restore_to_count(1);
|
||||||
|
|
||||||
|
// Clear tile-sized/intermediate surfaces; leave Target intact.
|
||||||
|
self.apply_mut(
|
||||||
|
SurfaceId::Fills as u32
|
||||||
|
| SurfaceId::Strokes as u32
|
||||||
|
| SurfaceId::Current as u32
|
||||||
|
| SurfaceId::InnerShadows as u32
|
||||||
|
| SurfaceId::TextDropShadows as u32
|
||||||
|
| SurfaceId::DropShadows as u32
|
||||||
|
| SurfaceId::Export as u32,
|
||||||
|
|s| {
|
||||||
|
s.canvas().clear(color).reset_matrix();
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
// UI/debug can be redrawn; clearing them is fine.
|
||||||
|
self.canvas(SurfaceId::Debug)
|
||||||
|
.clear(skia::Color::TRANSPARENT)
|
||||||
|
.reset_matrix();
|
||||||
|
self.canvas(SurfaceId::UI)
|
||||||
|
.clear(skia::Color::TRANSPARENT)
|
||||||
|
.reset_matrix();
|
||||||
|
|
||||||
|
self.clear_all_dirty();
|
||||||
|
}
|
||||||
|
|
||||||
/// Clears the whole cache surface without disturbing its configured transform.
|
/// Clears the whole cache surface without disturbing its configured transform.
|
||||||
pub fn clear_cache(&mut self, color: skia::Color) {
|
pub fn clear_cache(&mut self, color: skia::Color) {
|
||||||
let canvas = self.cache.canvas();
|
let canvas = self.cache.canvas();
|
||||||
@ -987,6 +1062,37 @@ impl Surfaces {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Same as `draw_current_tile_direct` but draws only into Target.
|
||||||
|
/// Useful during interactive transforms to reduce extra GPU work.
|
||||||
|
pub fn draw_current_tile_direct_target_only(
|
||||||
|
&mut self,
|
||||||
|
tile_rect: &skia::Rect,
|
||||||
|
color: skia::Color,
|
||||||
|
) {
|
||||||
|
let sampling_options = self.sampling_options;
|
||||||
|
let src_rect = IRect::from_xywh(
|
||||||
|
self.margins.width,
|
||||||
|
self.margins.height,
|
||||||
|
self.current.width() - TILE_SIZE_MULTIPLIER * self.margins.width,
|
||||||
|
self.current.height() - TILE_SIZE_MULTIPLIER * self.margins.height,
|
||||||
|
);
|
||||||
|
let src_rect_f = skia::Rect::from(src_rect);
|
||||||
|
|
||||||
|
let mut paint = skia::Paint::default();
|
||||||
|
paint.set_color(color);
|
||||||
|
self.target.canvas().draw_rect(tile_rect, &paint);
|
||||||
|
|
||||||
|
self.current.clone().draw(
|
||||||
|
self.target.canvas(),
|
||||||
|
(
|
||||||
|
tile_rect.left - src_rect_f.left,
|
||||||
|
tile_rect.top - src_rect_f.top,
|
||||||
|
),
|
||||||
|
sampling_options,
|
||||||
|
None,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
/// Full cache reset: clears both the tile texture cache and the cache canvas.
|
/// Full cache reset: clears both the tile texture cache and the cache canvas.
|
||||||
/// Used by `rebuild_tiles` (full rebuild). For shallow rebuilds that preserve
|
/// Used by `rebuild_tiles` (full rebuild). For shallow rebuilds that preserve
|
||||||
/// the cache canvas for scaled previews, use `invalidate_tile_cache` instead.
|
/// the cache canvas for scaled previews, use `invalidate_tile_cache` instead.
|
||||||
|
|||||||
@ -265,11 +265,20 @@ impl PendingTiles {
|
|||||||
result
|
result
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(&mut self, tile_viewbox: &TileViewbox, surfaces: &Surfaces) {
|
pub fn update(&mut self, tile_viewbox: &TileViewbox, surfaces: &Surfaces, only_visible: bool) {
|
||||||
self.list.clear();
|
self.list.clear();
|
||||||
|
|
||||||
// Generate spiral for the interest area (viewport + margin)
|
// During interactive transform, skip the interest-area ring
|
||||||
let spiral = Self::generate_spiral(&tile_viewbox.interest_rect);
|
// entirely — the user is dragging, every rAF is on the critical
|
||||||
|
// path, and pre-rendering tiles outside the viewport is wasted
|
||||||
|
// work that just gets evicted on the next pointer move. The ring
|
||||||
|
// is repopulated naturally on gesture end / on idle rAFs.
|
||||||
|
let spiral_rect = if only_visible {
|
||||||
|
&tile_viewbox.visible_rect
|
||||||
|
} else {
|
||||||
|
&tile_viewbox.interest_rect
|
||||||
|
};
|
||||||
|
let spiral = Self::generate_spiral(spiral_rect);
|
||||||
|
|
||||||
// Partition tiles into 4 priority groups (highest priority = processed last due to pop()):
|
// Partition tiles into 4 priority groups (highest priority = processed last due to pop()):
|
||||||
// 1. visible + cached (fastest - just blit from cache)
|
// 1. visible + cached (fastest - just blit from cache)
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user