RenderManager.cpp 12 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Core/RenderManager.h"
  29. #include "../../Include/RmlUi/Core/Core.h"
  30. #include "../../Include/RmlUi/Core/Geometry.h"
  31. #include "../../Include/RmlUi/Core/RenderInterface.h"
  32. #include "../../Include/RmlUi/Core/SystemInterface.h"
  33. #include "TextureDatabase.h"
  34. namespace Rml {
  35. RenderManager::RenderManager(RenderInterface* render_interface) : render_interface(render_interface), texture_database(MakeUnique<TextureDatabase>())
  36. {
  37. RMLUI_ASSERT(render_interface);
  38. constexpr size_t reserve_geometry = 256;
  39. geometry_list.reserve(reserve_geometry);
  40. }
  41. RenderManager::~RenderManager()
  42. {
  43. struct ResourceCount {
  44. const char* name;
  45. int count;
  46. };
  47. ResourceCount elements[] = {
  48. {"Geometry", (int)geometry_list.size()},
  49. {"CompiledFilter", compiled_filter_count},
  50. {"CompiledShader", compiled_shader_count},
  51. {"CallbackTexture", (int)texture_database->callback_database.size()},
  52. };
  53. for (auto& element : elements)
  54. {
  55. if (element.count != 0)
  56. {
  57. Log::Message(Log::LT_ERROR, "Leaking %s detected (%d). Ensure that all RmlUi resources have been released by the end of Rml::Shutdown.",
  58. element.name, element.count);
  59. }
  60. }
  61. ReleaseAllTextures();
  62. }
  63. void RenderManager::PrepareRender()
  64. {
  65. #ifdef RMLUI_DEBUG
  66. const RenderState default_state;
  67. RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list);
  68. RMLUI_ASSERT(state.scissor_region == default_state.scissor_region);
  69. RMLUI_ASSERT(state.transform == default_state.transform);
  70. RMLUI_ASSERTMSG(render_stack.empty(), "Unbalanced render stack detected, ensure every PushLayer call has a corresponding call to PopLayer.");
  71. #endif
  72. }
  73. void RenderManager::SetViewport(Vector2i dimensions)
  74. {
  75. viewport_dimensions = dimensions;
  76. }
  77. Vector2i RenderManager::GetViewport() const
  78. {
  79. return viewport_dimensions;
  80. }
  81. Geometry RenderManager::MakeGeometry(Mesh&& mesh)
  82. {
  83. return Geometry(this, InsertGeometry(std::move(mesh)));
  84. }
  85. Texture RenderManager::LoadTexture(const String& source, const String& document_path)
  86. {
  87. String path;
  88. if (source.size() > 0 && source[0] == '?')
  89. path = source;
  90. else
  91. GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
  92. return Texture(this, texture_database->file_database.LoadTexture(render_interface, path));
  93. }
  94. CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
  95. {
  96. return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
  97. }
  98. void RenderManager::DisableScissorRegion()
  99. {
  100. SetScissorRegion(Rectanglei::MakeInvalid());
  101. }
  102. void RenderManager::SetScissorRegion(Rectanglei new_region)
  103. {
  104. const bool old_scissor_enable = state.scissor_region.Valid();
  105. const bool new_scissor_enable = new_region.Valid();
  106. if (new_scissor_enable != old_scissor_enable)
  107. render_interface->EnableScissorRegion(new_scissor_enable);
  108. if (new_scissor_enable)
  109. {
  110. new_region = new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
  111. if (new_region != state.scissor_region)
  112. render_interface->SetScissorRegion(new_region);
  113. }
  114. state.scissor_region = new_region;
  115. }
  116. Rectanglei RenderManager::GetScissorRegion() const
  117. {
  118. return state.scissor_region;
  119. }
  120. void RenderManager::DisableClipMask()
  121. {
  122. if (!state.clip_mask_list.empty())
  123. {
  124. state.clip_mask_list.clear();
  125. ApplyClipMask(state.clip_mask_list);
  126. }
  127. }
  128. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  129. {
  130. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  131. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  132. ApplyClipMask(state.clip_mask_list);
  133. }
  134. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  135. {
  136. if (state.clip_mask_list != in_clip_elements)
  137. {
  138. state.clip_mask_list = std::move(in_clip_elements);
  139. ApplyClipMask(state.clip_mask_list);
  140. }
  141. }
  142. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  143. {
  144. static const Matrix4f identity_transform = Matrix4f::Identity();
  145. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  146. if (state.transform != new_transform)
  147. {
  148. render_interface->SetTransform(p_new_transform);
  149. state.transform = new_transform;
  150. }
  151. }
  152. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  153. {
  154. const bool clip_mask_enabled = !clip_elements.empty();
  155. render_interface->EnableClipMask(clip_mask_enabled);
  156. if (clip_mask_enabled)
  157. {
  158. const Matrix4f initial_transform = state.transform;
  159. for (const ClipMaskGeometry& element_clip : clip_elements)
  160. {
  161. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  162. SetTransform(element_clip.transform);
  163. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  164. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  165. }
  166. // Apply the initially set transform in case it was changed.
  167. SetTransform(&initial_transform);
  168. }
  169. }
  170. void RenderManager::SetState(const RenderState& next)
  171. {
  172. SetScissorRegion(next.scissor_region);
  173. SetClipMask(next.clip_mask_list);
  174. SetTransform(&next.transform);
  175. }
  176. void RenderManager::ResetState()
  177. {
  178. SetState(RenderState{});
  179. }
  180. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  181. {
  182. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  183. }
  184. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  185. {
  186. if (index == StableVectorIndex::Invalid)
  187. return {};
  188. GeometryData& geometry = geometry_list[index];
  189. if (!geometry.handle && !geometry.mesh.indices.empty())
  190. {
  191. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  192. if (!geometry.handle)
  193. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  194. }
  195. return geometry.handle;
  196. }
  197. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  198. {
  199. RMLUI_ASSERT(geometry);
  200. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  201. {
  202. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  203. return;
  204. }
  205. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  206. {
  207. TextureHandle texture_handle = {};
  208. if (texture.file_index != TextureFileIndex::Invalid)
  209. texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
  210. else if (texture.callback_index != StableVectorIndex::Invalid)
  211. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  212. if (shader)
  213. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  214. else
  215. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  216. }
  217. }
  218. void RenderManager::GetTextureSourceList(StringList& source_list) const
  219. {
  220. texture_database->file_database.GetSourceList(source_list);
  221. }
  222. bool RenderManager::ReleaseTexture(const String& texture_source)
  223. {
  224. return texture_database->file_database.ReleaseTexture(render_interface, texture_source);
  225. }
  226. void RenderManager::ReleaseAllTextures()
  227. {
  228. texture_database->callback_database.ReleaseAllTextures(render_interface);
  229. texture_database->file_database.ReleaseAllTextures(render_interface);
  230. }
  231. void RenderManager::ReleaseAllCompiledGeometry()
  232. {
  233. geometry_list.for_each([this](GeometryData& data) {
  234. if (data.handle)
  235. {
  236. render_interface->ReleaseGeometry(data.handle);
  237. data.handle = {};
  238. }
  239. });
  240. }
  241. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  242. {
  243. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  244. {
  245. compiled_filter_count += 1;
  246. return CompiledFilter(this, handle);
  247. }
  248. return CompiledFilter();
  249. }
  250. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  251. {
  252. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  253. {
  254. compiled_shader_count += 1;
  255. return CompiledShader(this, handle);
  256. }
  257. return CompiledShader();
  258. }
  259. LayerHandle RenderManager::PushLayer()
  260. {
  261. const LayerHandle layer = render_interface->PushLayer();
  262. render_stack.push_back(layer);
  263. return layer;
  264. }
  265. void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  266. {
  267. RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
  268. RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
  269. render_interface->CompositeLayers(source, destination, blend_mode, filters);
  270. }
  271. void RenderManager::PopLayer()
  272. {
  273. RMLUI_ASSERT(!render_stack.empty());
  274. render_interface->PopLayer();
  275. render_stack.pop_back();
  276. }
  277. LayerHandle RenderManager::GetTopLayer() const
  278. {
  279. return render_stack.empty() ? LayerHandle{} : render_stack.back();
  280. }
  281. LayerHandle RenderManager::GetNextLayer() const
  282. {
  283. RMLUI_ASSERT(!render_stack.empty());
  284. return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
  285. }
  286. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  287. {
  288. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  289. {
  290. compiled_filter_count += 1;
  291. return CompiledFilter(this, handle);
  292. }
  293. return CompiledFilter();
  294. }
  295. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  296. {
  297. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  298. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  299. }
  300. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  301. {
  302. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  303. GeometryData& data = geometry_list[geometry.resource_handle];
  304. if (data.handle)
  305. {
  306. render_interface->ReleaseGeometry(data.handle);
  307. data.handle = {};
  308. }
  309. Mesh result = std::exchange(data.mesh, Mesh());
  310. geometry_list.erase(geometry.resource_handle);
  311. return result;
  312. }
  313. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  314. {
  315. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  316. render_interface->ReleaseFilter(filter.resource_handle);
  317. compiled_filter_count -= 1;
  318. }
  319. void RenderManager::ReleaseResource(const CompiledShader& shader)
  320. {
  321. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  322. render_interface->ReleaseShader(shader.resource_handle);
  323. compiled_shader_count -= 1;
  324. }
  325. } // namespace Rml