Implement preliminary cache grouping for mesh primitives

Due to AA, it's very expensive to render every cached
layer independently.
This commit is contained in:
Héctor Ramón Jiménez 2024-04-03 22:13:00 +02:00
parent 09af6773bd
commit 88b72de282
No known key found for this signature in database
GPG key ID: 7CC46565708259A7
2 changed files with 107 additions and 53 deletions

View file

@ -315,9 +315,10 @@ impl Renderer {
// TODO: Can we avoid collecting here?
let layers: Vec<_> = self.layers.iter().collect();
let mut i = 0;
for layer in &layers {
match layer {
while i < layers.len() {
match layers[i] {
Layer::Live(live) => {
let bounds = live
.bounds
@ -393,32 +394,54 @@ impl Renderer {
image_layer += 1;
}
}
Layer::Cached(cached) => {
let bounds = cached
.bounds
.map(|bounds| bounds * scale_factor)
.map(Rectangle::snap)
.unwrap_or(Rectangle::with_size(target_size));
if !cached.quads.is_empty() {
engine.quad_pipeline.render_cache(
&cached.quads,
bounds,
&mut render_pass,
);
i += 1;
}
Layer::Cached(_) => {
let group_len = layers[i..]
.iter()
.position(|layer| matches!(layer, Layer::Live(_)))
.unwrap_or(layers.len());
let group = layers[i..i + group_len].iter().map(|layer| {
let Layer::Cached(cached) = layer else {
unreachable!()
};
let bounds = cached
.bounds
.map(|bounds| bounds * scale_factor)
.map(Rectangle::snap)
.unwrap_or(Rectangle::with_size(target_size));
(cached, bounds)
});
for (cached, bounds) in group.clone() {
if !cached.quads.is_empty() {
engine.quad_pipeline.render_cache(
&cached.quads,
bounds,
&mut render_pass,
);
}
}
if !cached.meshes.is_empty() {
let group_has_meshes = group
.clone()
.any(|(cached, _)| !cached.meshes.is_empty());
if group_has_meshes {
let _ = ManuallyDrop::into_inner(render_pass);
engine.triangle_pipeline.render_cache(
engine.triangle_pipeline.render_cache_group(
device,
encoder,
frame,
target_size,
&cached.meshes,
bounds,
group.clone().map(|(cached, bounds)| {
(&cached.meshes, bounds)
}),
scale_factor,
);
@ -443,24 +466,28 @@ impl Renderer {
));
}
if !cached.text.is_empty() {
engine.text_pipeline.render_cache(
&cached.text,
bounds,
&mut render_pass,
);
for (cached, bounds) in group {
if !cached.text.is_empty() {
engine.text_pipeline.render_cache(
&cached.text,
bounds,
&mut render_pass,
);
}
#[cfg(any(feature = "svg", feature = "image"))]
if !cached.images.is_empty() {
engine.image_pipeline.render(
image_layer,
bounds,
&mut render_pass,
);
image_layer += 1;
}
}
#[cfg(any(feature = "svg", feature = "image"))]
if !cached.images.is_empty() {
engine.image_pipeline.render(
image_layer,
bounds,
&mut render_pass,
);
image_layer += 1;
}
i += group_len;
}
}
}

View file

@ -136,14 +136,13 @@ impl Pipeline {
self.blit.as_mut(),
&self.solid,
&self.gradient,
&self.layers[layer],
target_size,
meshes,
bounds,
std::iter::once((&self.layers[layer], meshes, bounds)),
scale_factor,
);
}
#[allow(dead_code)]
pub fn render_cache(
&mut self,
device: &wgpu::Device,
@ -165,25 +164,51 @@ impl Pipeline {
self.blit.as_mut(),
&self.solid,
&self.gradient,
layer,
target_size,
batch,
bounds,
std::iter::once((layer, batch, bounds)),
scale_factor,
);
}
fn render(
pub fn render_cache_group<'a>(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
target_size: Size<u32>,
group: impl Iterator<Item = (&'a Cache, Rectangle<u32>)>,
scale_factor: f32,
) {
let group = group.filter_map(|(cache, bounds)| {
if let Cache::Uploaded { batch, layer, .. } = cache {
Some((layer, batch, bounds))
} else {
None
}
});
Self::render(
device,
encoder,
target,
self.blit.as_mut(),
&self.solid,
&self.gradient,
target_size,
group,
scale_factor,
);
}
fn render<'a>(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
mut blit: Option<&mut msaa::Blit>,
solid: &solid::Pipeline,
gradient: &gradient::Pipeline,
layer: &Layer,
target_size: Size<u32>,
meshes: &Batch,
bounds: Rectangle<u32>,
group: impl Iterator<Item = (&'a Layer, &'a Batch, Rectangle<u32>)>,
scale_factor: f32,
) {
{
@ -220,14 +245,16 @@ impl Pipeline {
occlusion_query_set: None,
});
layer.render(
solid,
gradient,
meshes,
bounds,
scale_factor,
&mut render_pass,
);
for (layer, meshes, bounds) in group {
layer.render(
solid,
gradient,
meshes,
bounds,
scale_factor,
&mut render_pass,
);
}
}
if let Some(blit) = blit {