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Document //flutter/shell/common/rasterizer #9809

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302 changes: 294 additions & 8 deletions shell/common/rasterizer.h
Original file line number Diff line number Diff line change
Expand Up @@ -19,76 +19,362 @@

namespace flutter {

/// Takes |LayerTree|s and draws its contents.
//------------------------------------------------------------------------------
/// The rasterizer is a component owned by the shell that resides on the GPU
/// task runner. Each shell owns exactly one instance of a rasterizer. The
/// rasterizer may only be created, used and collected on the GPU task runner.
///
/// The rasterizer owns the instance of the currently active on-screen render
/// surface. On this surface, it renders the contents of layer trees submitted
/// to it by the `Engine` (which lives on the UI task runner).
///
/// The primary components owned by the rasterizer are the compositor context
/// and the on-screen render surface. The compositor context has all the GPU
/// state necessary to render frames to the render surface.
///
class Rasterizer final {
public:
//----------------------------------------------------------------------------
/// @brief Used to forward events from the rasterizer to interested
/// subsystems. Currently, the shell sets itself up as the
/// rasterizer delegate to listen for frame rasterization events.
/// It can then forward these events to the engine.
///
/// Like all rasterizer operation, the rasterizer delegate call
/// are made on the GPU task runner. Any delegate must ensure that
/// they can handle the threading implications.
///
class Delegate {
public:
virtual void OnFrameRasterized(const FrameTiming&) = 0;
//--------------------------------------------------------------------------
/// @brief Notifies the delegate that a frame has been rendered. The
/// rasterizer collects profiling information for each part of
/// the frame workload. This profiling information is made
/// available to the delegate for forwarding to subsystems
/// interested in collecting such profiles. Currently, the shell
/// (the delegate) forwards this to the engine where Dart code
/// can react to this information.
///
/// @see `FrameTiming`
///
/// @param[in] frame_timing Instrumentation information for each phase of
/// the frame workload.
///
virtual void OnFrameRasterized(const FrameTiming& frame_timing) = 0;
};

// TODO(dnfield): remove once embedders have caught up.
class DummyDelegate : public Delegate {
void OnFrameRasterized(const FrameTiming&) override {}
};

//----------------------------------------------------------------------------
/// @brief Creates a new instance of a rasterizer. Rasterizers may only
/// be created on the GPU task runner. Rasterizers are currently
/// only created by the shell. Usually, the shell also sets itself
/// up as the rasterizer delegate. But, this constructor sets up a
/// dummy rasterizer delegate.
///
// TODO(chinmaygarde): The rasterizer does not use the task runners for
// anything other than thread checks. Remove the same as an argument.
///
/// @param[in] task_runners The task runners used by the shell.
/// @param[in] compositor_context The compositor context used to hold all
/// the GPU state used by the rasterizer.
///
Rasterizer(TaskRunners task_runners,
std::unique_ptr<flutter::CompositorContext> compositor_context);

//----------------------------------------------------------------------------
/// @brief Creates a new instance of a rasterizer. Rasterizers may only
/// be created on the GPU task runner. Rasterizers are currently
/// only created by the shell (which also sets itself up as the
/// rasterizer delegate).
///
// TODO(chinmaygarde): The rasterizer does not use the task runners for
// anything other than thread checks. Remove the same as an argument.
///
/// @param[in] delegate The rasterizer delegate.
/// @param[in] task_runners The task runners used by the shell.
///
Rasterizer(Delegate& delegate, TaskRunners task_runners);

//----------------------------------------------------------------------------
/// @brief Creates a new instance of a rasterizer. Rasterizers may only
/// be created on the GPU task runner. Rasterizers are currently
/// only created by the shell (which also sets itself up as the
/// rasterizer delegate).
///
// TODO(chinmaygarde): The rasterizer does not use the task runners for
// anything other than thread checks. Remove the same as an argument.
///
/// @param[in] delegate The rasterizer delegate.
/// @param[in] task_runners The task runners used by the shell.
/// @param[in] compositor_context The compositor context used to hold all
/// the GPU state used by the rasterizer.
///
Rasterizer(Delegate& delegate,
TaskRunners task_runners,
std::unique_ptr<flutter::CompositorContext> compositor_context);

//----------------------------------------------------------------------------
/// @brief Destroys the rasterizer. This must happen on the GPU task
/// runner. All GPU resources are collected before this call
/// returns. Any context setup by the embedder to hold these
/// resources can be immediately collected as well.
///
~Rasterizer();

//----------------------------------------------------------------------------
/// @brief Rasterizers may be created well before an on-screen surface is
/// available for rendering. Shells usually create a rasterizer in
/// their constructors. Once an on-screen surface is available
/// however, one may be provided to the rasterizer using this
/// call. No rendering may occur before this call. The surface is
/// held till the balancing call to `Rasterizer::Teardown` is
/// made. Calling a setup before tearing down the previous surface
/// (if this is not the first time the surface has been setup) is
/// user error.
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"is A user error"?

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I think this usage is correct.

///
/// @see `Rasterizer::Teardown`
///
/// @param[in] surface The on-screen render surface.
///
void Setup(std::unique_ptr<Surface> surface);

//----------------------------------------------------------------------------
/// @brief Releases the previously setup on-screen render surface and
/// collects associated resources. No more rendering may occur
/// till the next call to `Rasterizer::Setup` with a new render
/// surface. Calling a teardown without a setup is user error.
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"is A user error"?

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I think this usage is correct.

///
void Teardown();

// Frees up Skia GPU resources.
//
// This method must be called from the GPU task runner.
//----------------------------------------------------------------------------
/// @brief Notifies the rasterizer that there is a low memory situation
/// and it must purge as many unnecessary resources as possible.
/// Currently, the Skia context associated with onscreen rendering
/// is told to free GPU resources.
///
void NotifyLowMemoryWarning() const;

//----------------------------------------------------------------------------
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Maybe add "The weak pointer can be copied to other threads, but the rasterizer it references to may only be accessed..."

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Isn't that a property of all weak pointers? That is documented in FML. This weak pointer is not special in any way.

/// @brief Gets a weak pointer to the rasterizer. The rasterizer may only
/// be accessed on the GPU task runner.
///
/// @return The weak pointer to the rasterizer.
///
fml::WeakPtr<Rasterizer> GetWeakPtr() const;

//----------------------------------------------------------------------------
/// @brief Sometimes, it may be necessary to render the same frame again
/// without having to wait for the framework to build a whole new
/// layer tree describing the same contents. One such case is when
/// external textures (video or camera streams for example) are
/// updated in an otherwise static layer tree. To support this use
/// case, the rasterizer holds onto the last rendered layer tree.
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Maybe leave a link to flutter/flutter#33939 to clarify that we intend to reduce such redundant rendering.

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Done. I added an @bug line.

///
/// @bug https://github.com/flutter/flutter/issues/33939
///
/// @return A pointer to the last layer or `nullptr` if this rasterizer
/// has never rendered a frame.
///
flutter::LayerTree* GetLastLayerTree();

//----------------------------------------------------------------------------
/// @brief Draws a last layer tree to the render surface. This may seem
/// entirely redundant at first glance. After all, on surface loss
/// and re-acquisition, the framework generates a new layer tree.
/// Otherwise, why render the same contents to the screen again?
/// This is used as an optimization in cases where there are
/// external textures (video or camera streams for example) in
/// referenced in the layer tree. These textures may be updated at
/// a cadence different from that of the the Flutter application.
/// Flutter can re-render the layer tree with just the updated
/// textures instead of waiting for the framework to do the work
/// to generate the layer tree describing the same contents.
///
void DrawLastLayerTree();

//----------------------------------------------------------------------------
/// @brief Gets the registry of external textures currently in use by the
/// rasterizer. These textures may be updated at a cadence
/// different from that of the Flutter application. When an
/// external texture is referenced in the Flutter layer tree, that
/// texture is composited within the Flutter layer tree.
///
/// @return A pointer to the external texture registry.
///
flutter::TextureRegistry* GetTextureRegistry();

//----------------------------------------------------------------------------
/// @brief Takes the next item from the layer tree pipeline and executes
/// the GPU thread frame workload for that pipeline item to render
/// a frame on the on-screen surface.
///
/// Why does the draw call take a layer tree pipeline and not the
/// layer tree directly?
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Maybe add a note like "|Rasterizer::DoDraw| takes a layer tree and rasterizes it; The |Rasterizer::Draw| takes the pipeline as it needs to do additional pipeline maintenance work".

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Done.

///
/// The pipeline is the way book-keeping of frame workloads
/// distributed across the multiple threads is managed. The
/// rasterizer deals with the pipelines directly (instead of layer
/// trees which is what it actually renders) because the pipeline
/// consumer's workload must be accounted for within the pipeline
/// itself. If the rasterizer took the layer tree directly, it
/// would have to be taken out of the pipeline. That would signal
/// the end of the frame workload and the pipeline would be ready
/// for new frames. But the last frame has not been rendered by
/// the frame yet! On the other hand, the pipeline must own the
/// layer tree it renders because it keeps a reference to the last
/// layer tree around till a new frame is rendered. So a simple
/// reference wont work either. The `Rasterizer::DoDraw` method
/// actually performs the GPU operations within the layer tree
/// pipeline.
///
/// @see `Rasterizer::DoDraw`
///
/// @param[in] pipeline The layer tree pipeline to take the next layer tree
/// to render from.
///
void Draw(fml::RefPtr<Pipeline<flutter::LayerTree>> pipeline);

//----------------------------------------------------------------------------
/// @brief The type of the screenshot to obtain of the previously
/// rendered layer tree.
///
enum class ScreenshotType {
//--------------------------------------------------------------------------
/// A format used to denote a Skia picture. A Skia picture is a serialized
/// representation of an `SkPicture` that can be used to introspect the
/// series of commands used to draw that picture.
///
/// Skia pictures are typically stored as files with the .skp extension on
/// disk. These files may be viewed in an interactive debugger available at
/// https://debugger.skia.org/
///
SkiaPicture,
UncompressedImage, // In kN32_SkColorType format

//--------------------------------------------------------------------------
/// A format used to denote uncompressed image data. This format
/// is 32 bits per pixel, 8 bits per component and
/// denoted by the `kN32_SkColorType ` Skia color type.
///
UncompressedImage,

//--------------------------------------------------------------------------
/// A format used to denote compressed image data. The PNG compressed
/// container is used.
///
CompressedImage,
};

//----------------------------------------------------------------------------
/// @brief A POD type used to return the screenshot data along with the
/// size of the frame.
///
struct Screenshot {
//--------------------------------------------------------------------------
/// The data used to describe the screenshot. The data format depends on the
/// type of screenshot taken and any further encoding done to the same.
///
/// @see `ScreenshotType`
///
sk_sp<SkData> data;

//--------------------------------------------------------------------------
/// The size of the screenshot in texels.
///
SkISize frame_size = SkISize::MakeEmpty();

//--------------------------------------------------------------------------
/// @brief Creates an empty screenshot
///
Screenshot();

//--------------------------------------------------------------------------
/// @brief Creates a screenshot with the specified data and size.
///
/// @param[in] p_data The screenshot data
/// @param[in] p_size The screenshot size.
///
Screenshot(sk_sp<SkData> p_data, SkISize p_size);

//--------------------------------------------------------------------------
/// @brief The copy constructor for a screenshot.
///
/// @param[in] other The screenshot to copy from.
///
Screenshot(const Screenshot& other);

//--------------------------------------------------------------------------
/// @brief Destroys the screenshot object and releases underlying data.
///
~Screenshot();
};

//----------------------------------------------------------------------------
/// @brief Screenshots the last layer tree to one of the supported
/// screenshot types and optionally Base 64 encodes that data for
/// easier transmission and packaging (usually over the service
/// protocol for instrumentation tools running on the host).
///
/// @param[in] type The type of the screenshot to gather.
/// @param[in] base64_encode Whether Base 64 encoding must be applied to the
/// data after a screenshot has been captured.
///
/// @return A non-empty screenshot if one could be captured. A screenshot
/// capture may fail if there were no layer trees previously
/// rendered by this rasterizer, or, due to an unspecified
/// internal error. Internal error will be logged to the console.
///
Screenshot ScreenshotLastLayerTree(ScreenshotType type, bool base64_encode);

// Sets a callback that will be executed after the next frame is submitted to
// the surface on the GPU task runner.
//----------------------------------------------------------------------------
/// @brief Sets a callback that will be executed when the next layer tree
/// in rendered to the on-screen surface. This is used by
/// embedders to listen for one time operations like listening for
/// when the first frame is rendered so that they may hide splash
/// screens.
///
/// The callback is only executed once and dropped on the GPU
/// thread when executed (lambda captures must be able to deal
/// with the threading repercussions of this behavior).
///
/// @param[in] callback The callback to execute when the next layer tree is
/// rendered on-screen.
///
void SetNextFrameCallback(fml::closure callback);

//----------------------------------------------------------------------------
/// @brief Returns a pointer to the compositor context used by this
/// rasterizer. This pointer will never be `nullptr`.
///
/// @return The compositor context used by this rasterizer.
///
flutter::CompositorContext* compositor_context() {
return compositor_context_.get();
}

//----------------------------------------------------------------------------
/// @brief Skia has no notion of time. To work around the performance
/// implications of this, it may cache GPU resources to reference
/// them from one frame to the next. Using this call, embedders
/// may set the maximum bytes cached by Skia in its caches
/// dedicated to on-screen rendering.
///
/// @attention This cache setting will be invalidated when the surface is
/// torn down via `Rasterizer::Teardown`. This call must be made
/// again with new limits after surface re-acquisition.
///
/// @attention This cache does not describe the entirety of GPU resources
/// that may be cached. The `RasterCache` also holds very large
/// GPU resources.
///
/// @see `RasterCache`
///
/// @param[in] max_bytes The maximum byte size of resource that may be
/// cached for GPU rendering.
///
void SetResourceCacheMaxBytes(int max_bytes);

private:
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