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[Impeller] Use the scissor to limit all draws by clip coverage. #51698
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impeller/entity/entity_pass.cc
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scissor = IRect::MakeLTRB(std::floor(clip_coverage->GetLeft()), | ||
std::floor(clip_coverage->GetTop()), | ||
std::ceil(clip_coverage->GetRight()), | ||
std::ceil(clip_coverage->GetBottom())); |
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Isn't this IRect::RoundOut?
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Yes! Done.
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struct ClipStateResult { | ||
bool should_render = false; | ||
bool clip_did_change = false; |
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should_render is sort of documemted on the method body, can you document what clip_did_change means?
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Done.
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LGTM with nits
Reason for revert: Golden breakage on framework tree -- https://flutter-gold.skia.org/search?issue=145855&crs=github&patchsets=4&corpus=flutter |
…ge. (#51698)" (#51728) Reverts: #51698 Initiated by: bdero Reason for reverting: Golden breakage on framework tree -- https://flutter-gold.skia.org/search?issue=145855&crs=github&patchsets=4&corpus=flutter Original PR Author: bdero Reviewed By: {jonahwilliams} This change reverts the following previous change: Attempts to improve flutter/flutter#145274. Our new clipping technique paints walls on the depth buffer "in front" of the Entities that will be affected by said clips. So when an intersect clip is drawn (the common case), the clip will cover the whole framebuffer. Depth is divvied up such that deeper clips get drawn _behind_ shallower clips, and so many clips actually don't end up drawing depth across the whole framebuffer. However, if the app does a lot of transitioning from a huge clips to a small clips, a lot of unnecessary depth churn occurs (very common in Flutter -- this happens with both the app bar and floating action button in the counter template, for example). Since progressively deeper layers in the clip coverage stack always subset their parent layers, we can reduce waste for small intersect clips by setting the scissor to the clip coverage rect instead of drawing the clip to the whole screen. Note that this change _does not_ help much with huge/fullscreen clips. Also, we could potentially improve this further by computing much stricter bounds. Rather than just using clip coverage for the scissor, we could intersect it with the union of all draws affected by the clip at the cost of a bit more CPU churn per draw. I don't think that's enough juice for the squeeze though. Before (`Play/AiksTest.CanRenderNestedClips/Metal`): https://github.com/flutter/engine/assets/919017/7858400f-793a-4f7b-a0e4-fa3581198beb After (`Play/AiksTest.CanRenderNestedClips/Metal`): https://github.com/flutter/engine/assets/919017/b2f7c96d-a820-454d-91df-f5fae4976e91
Reland flutter#51698. This reverts commit 73c145c.
…145862) flutter/engine@d656625...73c145c 2024-03-27 98614782+auto-submit[bot]@users.noreply.github.com Reverts "[Impeller] Use the scissor to limit all draws by clip coverage. (#51698)" (flutter/engine#51728) 2024-03-27 jacksongardner@google.com [Skwasm] Correctly handle paragraphs with empty text. (flutter/engine#51695) 2024-03-27 skia-flutter-autoroll@skia.org Roll Dart SDK from a600b67424a8 to 291217c1d399 (4 revisions) (flutter/engine#51716) 2024-03-27 98614782+auto-submit[bot]@users.noreply.github.com Reverts "Fail pre-submit if a negative image is encountered as part of `goldctl imgtest add`. (#51685)" (flutter/engine#51718) 2024-03-27 bdero@google.com [Impeller] Use the scissor to limit all draws by clip coverage. (flutter/engine#51698) 2024-03-27 1961493+harryterkelsen@users.noreply.github.com [canvaskit] Fix color filter for dst and dstIn (flutter/engine#51693) 2024-03-27 jonahwilliams@google.com [Impeller] add missing null check. (flutter/engine#51711) 2024-03-27 jonahwilliams@google.com [Impeller] fix remaining Validation errors. (flutter/engine#51692) If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/flutter-engine-flutter-autoroll Please CC jacksongardner@google.com,rmistry@google.com,zra@google.com on the revert to ensure that a human is aware of the problem. To file a bug in Flutter: https://github.com/flutter/flutter/issues/new/choose To report a problem with the AutoRoller itself, please file a bug: https://issues.skia.org/issues/new?component=1389291&template=1850622 Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md
…e. (#51731) Reland #51698. This reverts commit 73c145c. Attempts to improve flutter/flutter#145274. Our new clipping technique paints walls on the depth buffer "in front" of the Entities that will be affected by said clips. So when an intersect clip is drawn (the common case), the clip will cover the whole framebuffer. Depth is divvied up such that deeper clips get drawn _behind_ shallower clips, and so many clips actually don't end up drawing depth across the whole framebuffer. However, if the app does a lot of transitioning from a huge clips to a small clips, a lot of unnecessary depth churn occurs (very common in Flutter -- this happens with both the app bar and floating action button in the counter template, for example). Since progressively deeper layers in the clip coverage stack always subset their parent layers, we can reduce waste for small intersect clips by setting the scissor to the clip coverage rect instead of drawing the clip to the whole screen. Note that this change _does not_ help much with huge/fullscreen clips. Also, we could potentially improve this further by computing much stricter bounds. Rather than just using clip coverage for the scissor, we could intersect it with the union of all draws affected by the clip at the cost of a bit more CPU churn per draw. I don't think that's enough juice for the squeeze though. Before (`Play/AiksTest.CanRenderNestedClips/Metal`): https://github.com/flutter/engine/assets/919017/7858400f-793a-4f7b-a0e4-fa3581198beb After (`Play/AiksTest.CanRenderNestedClips/Metal`): https://github.com/flutter/engine/assets/919017/b2f7c96d-a820-454d-91df-f5fae4976e91
Attempts to improve flutter/flutter#145274.
Our new clipping technique paints walls on the depth buffer "in front" of the Entities that will be affected by said clips. So when an intersect clip is drawn (the common case), the clip will cover the whole framebuffer.
Depth is divvied up such that deeper clips get drawn behind shallower clips, and so many clips actually don't end up drawing depth across the whole framebuffer. However, if the app does a lot of transitioning from a huge clips to a small clips, a lot of unnecessary depth churn occurs (very common in Flutter -- this happens with both the app bar and floating action button in the counter template, for example).
Since progressively deeper layers in the clip coverage stack always subset their parent layers, we can reduce waste for small intersect clips by setting the scissor to the clip coverage rect instead of drawing the clip to the whole screen.
Note that this change does not help much with huge/fullscreen clips.
Also, we could potentially improve this further by computing much stricter bounds. Rather than just using clip coverage for the scissor, we could intersect it with the union of all draws affected by the clip at the cost of a bit more CPU churn per draw. I don't think that's enough juice for the squeeze though.
Before (
Play/AiksTest.CanRenderNestedClips/Metal
):Screen.Recording.2024-03-26.at.7.34.29.PM.mov
After (
Play/AiksTest.CanRenderNestedClips/Metal
):Screen.Recording.2024-03-26.at.7.38.33.PM.mov