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.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. void RenderManager::DisableClipMask()
  117. {
  118. if (!state.clip_mask_list.empty())
  119. {
  120. state.clip_mask_list.clear();
  121. ApplyClipMask(state.clip_mask_list);
  122. }
  123. }
  124. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  125. {
  126. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  127. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  128. ApplyClipMask(state.clip_mask_list);
  129. }
  130. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  131. {
  132. if (state.clip_mask_list != in_clip_elements)
  133. {
  134. state.clip_mask_list = std::move(in_clip_elements);
  135. ApplyClipMask(state.clip_mask_list);
  136. }
  137. }
  138. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  139. {
  140. static const Matrix4f identity_transform = Matrix4f::Identity();
  141. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  142. if (state.transform != new_transform)
  143. {
  144. render_interface->SetTransform(p_new_transform);
  145. state.transform = new_transform;
  146. }
  147. }
  148. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  149. {
  150. const bool clip_mask_enabled = !clip_elements.empty();
  151. render_interface->EnableClipMask(clip_mask_enabled);
  152. if (clip_mask_enabled)
  153. {
  154. const Matrix4f initial_transform = state.transform;
  155. for (const ClipMaskGeometry& element_clip : clip_elements)
  156. {
  157. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  158. SetTransform(element_clip.transform);
  159. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  160. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  161. }
  162. // Apply the initially set transform in case it was changed.
  163. SetTransform(&initial_transform);
  164. }
  165. }
  166. void RenderManager::SetState(const RenderState& next)
  167. {
  168. SetScissorRegion(next.scissor_region);
  169. SetClipMask(next.clip_mask_list);
  170. SetTransform(&next.transform);
  171. }
  172. void RenderManager::ResetState()
  173. {
  174. SetState(RenderState{});
  175. }
  176. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  177. {
  178. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  179. }
  180. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  181. {
  182. if (index == StableVectorIndex::Invalid)
  183. return {};
  184. GeometryData& geometry = geometry_list[index];
  185. if (!geometry.handle && !geometry.mesh.indices.empty())
  186. {
  187. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  188. if (!geometry.handle)
  189. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  190. }
  191. return geometry.handle;
  192. }
  193. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  194. {
  195. RMLUI_ASSERT(geometry);
  196. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  197. {
  198. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  199. return;
  200. }
  201. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  202. {
  203. TextureHandle texture_handle = {};
  204. if (texture.file_index != TextureFileIndex::Invalid)
  205. texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
  206. else if (texture.callback_index != StableVectorIndex::Invalid)
  207. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  208. if (shader)
  209. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  210. else
  211. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  212. }
  213. }
  214. void RenderManager::GetTextureSourceList(StringList& source_list) const
  215. {
  216. texture_database->file_database.GetSourceList(source_list);
  217. }
  218. void RenderManager::ReleaseAllTextures()
  219. {
  220. texture_database->callback_database.ReleaseAllTextures(render_interface);
  221. texture_database->file_database.ReleaseAllTextures(render_interface);
  222. }
  223. void RenderManager::ReleaseAllCompiledGeometry()
  224. {
  225. geometry_list.for_each([this](GeometryData& data) {
  226. if (data.handle)
  227. {
  228. render_interface->ReleaseGeometry(data.handle);
  229. data.handle = {};
  230. }
  231. });
  232. }
  233. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  234. {
  235. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  236. {
  237. compiled_filter_count += 1;
  238. return CompiledFilter(this, handle);
  239. }
  240. return CompiledFilter();
  241. }
  242. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  243. {
  244. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  245. {
  246. compiled_shader_count += 1;
  247. return CompiledShader(this, handle);
  248. }
  249. return CompiledShader();
  250. }
  251. LayerHandle RenderManager::PushLayer()
  252. {
  253. const LayerHandle layer = render_interface->PushLayer();
  254. render_stack.push_back(layer);
  255. return layer;
  256. }
  257. void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  258. {
  259. RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
  260. RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
  261. render_interface->CompositeLayers(source, destination, blend_mode, filters);
  262. }
  263. void RenderManager::PopLayer()
  264. {
  265. RMLUI_ASSERT(!render_stack.empty());
  266. render_interface->PopLayer();
  267. render_stack.pop_back();
  268. }
  269. LayerHandle RenderManager::GetTopLayer() const
  270. {
  271. return render_stack.empty() ? LayerHandle{} : render_stack.back();
  272. }
  273. LayerHandle RenderManager::GetNextLayer() const
  274. {
  275. RMLUI_ASSERT(!render_stack.empty());
  276. return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
  277. }
  278. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  279. {
  280. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  281. {
  282. compiled_filter_count += 1;
  283. return CompiledFilter(this, handle);
  284. }
  285. return CompiledFilter();
  286. }
  287. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  288. {
  289. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  290. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  291. }
  292. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  293. {
  294. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  295. GeometryData& data = geometry_list[geometry.resource_handle];
  296. if (data.handle)
  297. {
  298. render_interface->ReleaseGeometry(data.handle);
  299. data.handle = {};
  300. }
  301. Mesh result = std::exchange(data.mesh, Mesh());
  302. geometry_list.erase(geometry.resource_handle);
  303. return result;
  304. }
  305. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  306. {
  307. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  308. render_interface->ReleaseFilter(filter.resource_handle);
  309. compiled_filter_count -= 1;
  310. }
  311. void RenderManager::ReleaseResource(const CompiledShader& shader)
  312. {
  313. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  314. render_interface->ReleaseShader(shader.resource_handle);
  315. compiled_shader_count -= 1;
  316. }
  317. } // namespace Rml