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/Profiling.h"
  32. #include "../../Include/RmlUi/Core/RenderInterface.h"
  33. #include "../../Include/RmlUi/Core/SystemInterface.h"
  34. #include "TextureDatabase.h"
  35. namespace Rml {
  36. RenderManager::RenderManager(RenderInterface* render_interface) : render_interface(render_interface), texture_database(MakeUnique<TextureDatabase>())
  37. {
  38. RMLUI_ASSERT(render_interface);
  39. constexpr size_t reserve_geometry = 256;
  40. geometry_list.reserve(reserve_geometry);
  41. }
  42. RenderManager::~RenderManager()
  43. {
  44. struct ResourceCount {
  45. const char* name;
  46. int count;
  47. };
  48. ResourceCount elements[] = {
  49. {"Geometry", (int)geometry_list.size()},
  50. {"CompiledFilter", compiled_filter_count},
  51. {"CompiledShader", compiled_shader_count},
  52. {"CallbackTexture", (int)texture_database->callback_database.size()},
  53. };
  54. for (auto& element : elements)
  55. {
  56. if (element.count != 0)
  57. {
  58. Log::Message(Log::LT_ERROR, "Leaking %s detected (%d). Ensure that all RmlUi resources have been released by the end of Rml::Shutdown.",
  59. element.name, element.count);
  60. }
  61. }
  62. ReleaseAllTextures();
  63. }
  64. void RenderManager::PrepareRender(Vector2i dimensions)
  65. {
  66. #ifdef RMLUI_DEBUG
  67. const RenderState default_state;
  68. RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list);
  69. RMLUI_ASSERT(state.scissor_region == default_state.scissor_region);
  70. RMLUI_ASSERT(state.transform == default_state.transform);
  71. RMLUI_ASSERTMSG(render_stack.empty(), "Unbalanced render stack detected, ensure every PushLayer call has a corresponding call to PopLayer.");
  72. #endif
  73. SetViewport(dimensions);
  74. }
  75. void RenderManager::SetViewport(Vector2i dimensions)
  76. {
  77. viewport_dimensions = dimensions;
  78. }
  79. Vector2i RenderManager::GetViewport() const
  80. {
  81. return viewport_dimensions;
  82. }
  83. Geometry RenderManager::MakeGeometry(Mesh&& mesh)
  84. {
  85. return Geometry(this, InsertGeometry(std::move(mesh)));
  86. }
  87. Texture RenderManager::LoadTexture(const String& source, const String& document_path)
  88. {
  89. String path;
  90. if (source.size() > 0 && source[0] == '?')
  91. path = source;
  92. else
  93. GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
  94. return Texture(this, texture_database->file_database.InsertTexture(path));
  95. }
  96. CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
  97. {
  98. return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
  99. }
  100. void RenderManager::DisableScissorRegion()
  101. {
  102. SetScissorRegion(Rectanglei::MakeInvalid());
  103. }
  104. void RenderManager::SetScissorRegion(Rectanglei new_region)
  105. {
  106. const bool old_scissor_enable = state.scissor_region.Valid();
  107. const bool new_scissor_enable = new_region.Valid();
  108. if (new_scissor_enable != old_scissor_enable)
  109. render_interface->EnableScissorRegion(new_scissor_enable);
  110. if (new_scissor_enable)
  111. {
  112. new_region = new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
  113. if (new_region != state.scissor_region)
  114. render_interface->SetScissorRegion(new_region);
  115. }
  116. state.scissor_region = new_region;
  117. }
  118. Rectanglei RenderManager::GetScissorRegion() const
  119. {
  120. return state.scissor_region;
  121. }
  122. void RenderManager::DisableClipMask()
  123. {
  124. if (!state.clip_mask_list.empty())
  125. {
  126. state.clip_mask_list.clear();
  127. ApplyClipMask(state.clip_mask_list);
  128. }
  129. }
  130. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  131. {
  132. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  133. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  134. ApplyClipMask(state.clip_mask_list);
  135. }
  136. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  137. {
  138. if (state.clip_mask_list != in_clip_elements)
  139. {
  140. state.clip_mask_list = std::move(in_clip_elements);
  141. ApplyClipMask(state.clip_mask_list);
  142. }
  143. }
  144. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  145. {
  146. static const Matrix4f identity_transform = Matrix4f::Identity();
  147. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  148. if (state.transform != new_transform)
  149. {
  150. render_interface->SetTransform(p_new_transform);
  151. state.transform = new_transform;
  152. }
  153. }
  154. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  155. {
  156. const bool clip_mask_enabled = !clip_elements.empty();
  157. render_interface->EnableClipMask(clip_mask_enabled);
  158. if (clip_mask_enabled)
  159. {
  160. const Matrix4f initial_transform = state.transform;
  161. for (const ClipMaskGeometry& element_clip : clip_elements)
  162. {
  163. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  164. SetTransform(element_clip.transform);
  165. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  166. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  167. }
  168. // Apply the initially set transform in case it was changed.
  169. SetTransform(&initial_transform);
  170. }
  171. }
  172. void RenderManager::SetState(const RenderState& next)
  173. {
  174. SetScissorRegion(next.scissor_region);
  175. SetClipMask(next.clip_mask_list);
  176. SetTransform(&next.transform);
  177. }
  178. void RenderManager::ResetState()
  179. {
  180. SetState(RenderState{});
  181. }
  182. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  183. {
  184. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  185. }
  186. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  187. {
  188. if (index == StableVectorIndex::Invalid)
  189. return {};
  190. GeometryData& geometry = geometry_list[index];
  191. if (!geometry.handle && !geometry.mesh.indices.empty())
  192. {
  193. RMLUI_ZoneScopedNC("CompileGeometry", 0x1E60D2);
  194. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  195. if (!geometry.handle)
  196. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  197. }
  198. return geometry.handle;
  199. }
  200. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  201. {
  202. RMLUI_ASSERT(geometry);
  203. RMLUI_ASSERTMSG(translation == translation.Round(), "RenderManager::Render expects translation to be rounded");
  204. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  205. {
  206. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  207. return;
  208. }
  209. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  210. {
  211. TextureHandle texture_handle = {};
  212. if (texture.file_index != TextureFileIndex::Invalid)
  213. texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
  214. else if (texture.callback_index != StableVectorIndex::Invalid)
  215. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  216. RMLUI_ZoneScopedNC("RenderGeometry", 0x3E60B2);
  217. if (shader)
  218. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  219. else
  220. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  221. }
  222. }
  223. void RenderManager::GetTextureSourceList(StringList& source_list) const
  224. {
  225. texture_database->file_database.GetSourceList(source_list);
  226. }
  227. const Mesh& RenderManager::GetMesh(const Geometry& geometry) const
  228. {
  229. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  230. return geometry_list[geometry.resource_handle].mesh;
  231. }
  232. bool RenderManager::ReleaseTexture(const String& texture_source)
  233. {
  234. return texture_database->file_database.ReleaseTexture(render_interface, texture_source);
  235. }
  236. void RenderManager::ReleaseAllTextures()
  237. {
  238. texture_database->callback_database.ReleaseAllTextures(render_interface);
  239. texture_database->file_database.ReleaseAllTextures(render_interface);
  240. }
  241. void RenderManager::ReleaseAllCompiledGeometry()
  242. {
  243. geometry_list.for_each([this](GeometryData& data) {
  244. if (data.handle)
  245. {
  246. render_interface->ReleaseGeometry(data.handle);
  247. data.handle = {};
  248. }
  249. });
  250. }
  251. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  252. {
  253. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  254. {
  255. compiled_filter_count += 1;
  256. return CompiledFilter(this, handle);
  257. }
  258. return CompiledFilter();
  259. }
  260. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  261. {
  262. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  263. {
  264. compiled_shader_count += 1;
  265. return CompiledShader(this, handle);
  266. }
  267. return CompiledShader();
  268. }
  269. LayerHandle RenderManager::PushLayer()
  270. {
  271. const LayerHandle layer = render_interface->PushLayer();
  272. render_stack.push_back(layer);
  273. return layer;
  274. }
  275. void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  276. {
  277. RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
  278. RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
  279. render_interface->CompositeLayers(source, destination, blend_mode, filters);
  280. }
  281. void RenderManager::PopLayer()
  282. {
  283. RMLUI_ASSERT(!render_stack.empty());
  284. render_interface->PopLayer();
  285. render_stack.pop_back();
  286. }
  287. LayerHandle RenderManager::GetTopLayer() const
  288. {
  289. return render_stack.empty() ? LayerHandle{} : render_stack.back();
  290. }
  291. LayerHandle RenderManager::GetNextLayer() const
  292. {
  293. RMLUI_ASSERT(!render_stack.empty());
  294. return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
  295. }
  296. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  297. {
  298. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  299. {
  300. compiled_filter_count += 1;
  301. return CompiledFilter(this, handle);
  302. }
  303. return CompiledFilter();
  304. }
  305. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  306. {
  307. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  308. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  309. }
  310. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  311. {
  312. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  313. RMLUI_ZoneScopedNC("ReleaseGeometry", 0x1E60D2);
  314. GeometryData data = geometry_list.erase(geometry.resource_handle);
  315. if (data.handle)
  316. render_interface->ReleaseGeometry(data.handle);
  317. return std::move(data.mesh);
  318. }
  319. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  320. {
  321. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  322. render_interface->ReleaseFilter(filter.resource_handle);
  323. compiled_filter_count -= 1;
  324. }
  325. void RenderManager::ReleaseResource(const CompiledShader& shader)
  326. {
  327. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  328. render_interface->ReleaseShader(shader.resource_handle);
  329. compiled_shader_count -= 1;
  330. }
  331. } // namespace Rml