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373 строки
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Advanced Layers
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===============
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Note: Advanced Layers has been deprecated in favor of WebRender.
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Advanced Layers is a new method of compositing layers in Gecko. This
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document serves as a technical overview and provides a short
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walk-through of its source code.
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Overview
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--------
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Advanced Layers attempts to group as many GPU operations as it can into
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a single draw call. This is a common technique in GPU-based rendering
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called “batching”. It is not always trivial, as a batching algorithm can
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easily waste precious CPU resources trying to build optimal draw calls.
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Advanced Layers reuses the existing Gecko layers system as much as
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possible. Huge layer trees do not currently scale well (see the future
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work section), so opportunities for batching are currently limited
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without expending unnecessary resources elsewhere. However, Advanced
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Layers has a few benefits:
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- It submits smaller GPU workloads and buffer uploads than the existing
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compositor.
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- It needs only a single pass over the layer tree.
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- It uses occlusion information more intelligently.
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- It is easier to add new specialized rendering paths and new layer
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types.
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- It separates compositing logic from device logic, unlike the existing
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compositor.
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- It is much faster at rendering 3d scenes or complex layer trees.
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- It has experimental code to use the z-buffer for occlusion culling.
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Because of these benefits we hope that it provides a significant
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improvement over the existing compositor.
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Advanced Layers uses the acronym “MLG” and “MLGPU” in many places. This
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stands for “Mid-Level Graphics”, the idea being that it is optimized for
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Direct3D 11-style rendering systems as opposed to Direct3D 12 or Vulkan.
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LayerManagerMLGPU
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-----------------
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Advanced layers does not change client-side rendering at all. Content
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still uses Direct2D (when possible), and creates identical layer trees
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as it would with a normal Direct3D 11 compositor. In fact, Advanced
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Layers re-uses all of the existing texture handling and video
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infrastructure as well, replacing only the composite-side layer types.
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Advanced Layers does not create a ``LayerManagerComposite`` - instead,
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it creates a ``LayerManagerMLGPU``. This layer manager does not have a
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``Compositor`` - instead, it has an ``MLGDevice``, which roughly
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abstracts the Direct3D 11 API. (The hope is that this API is easily
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interchangeable for something else when cross-platform or software
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support is needed.)
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``LayerManagerMLGPU`` also dispenses with the old “composite” layers for
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new layer types. For example, ``ColorLayerComposite`` becomes
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``ColorLayerMLGPU``. Since these layer types implement ``HostLayer``,
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they integrate with ``LayerTransactionParent`` as normal composite
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layers would.
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Rendering Overview
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------------------
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The steps for rendering are described in more detail below, but roughly
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the process is:
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1. Sort layers front-to-back.
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2. Create a dependency tree of render targets (called “views”).
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3. Accumulate draw calls for all layers in each view.
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4. Upload draw call buffers to the GPU.
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5. Execute draw commands for each view.
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Advanced Layers divides the layer tree into “views”
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(``RenderViewMLGPU``), which correspond to a render target. The root
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layer is represented by a view corresponding to the screen. Layers that
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require intermediate surfaces have temporary views. Layers are analyzed
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front-to-back, and rendered back-to-front within a view. Views
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themselves are rendered front-to-back, to minimize render target
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switching.
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Each view contains one or more rendering passes (``RenderPassMLGPU``). A
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pass represents a single draw command with one or more rendering items
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attached to it. For example, a ``SolidColorPass`` item contains a
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rectangle and an RGBA value, and many of these can be drawn with a
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single GPU call.
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When considering a layer, views will first try to find an existing
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rendering batch that can support it. If so, that pass will accumulate
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another draw item for the layer. Otherwise, a new pass will be added.
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When trying to find a matching pass for a layer, there is a tradeoff in
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CPU time versus the GPU time saved by not issuing another draw commands.
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We generally care more about CPU time, so we do not try too hard in
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matching items to an existing batch.
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After all layers have been processed, there is a “prepare” step. This
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copies all accumulated draw data and uploads it into vertex and constant
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buffers in the GPU.
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Finally, we execute rendering commands. At the end of the frame, all
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batches and (most) constant buffers are thrown away.
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Shaders Overview
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----------------
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Advanced Layers currently has five layer-related shader pipelines:
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- Textured (PaintedLayer, ImageLayer, CanvasLayer)
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- ComponentAlpha (PaintedLayer with component-alpha)
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- YCbCr (ImageLayer with YCbCr video)
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- Color (ColorLayers)
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- Blend (ContainerLayers with mix-blend modes)
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There are also three special shader pipelines:
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- MaskCombiner, which is used to combine mask layers into a single
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texture.
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- Clear, which is used for fast region-based clears when not directly
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supported by the GPU.
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- Diagnostic, which is used to display the diagnostic overlay texture.
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The layer shaders follow a unified structure. Each pipeline has a vertex
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and pixel shader. The vertex shader takes a layers ID, a z-buffer depth,
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a unit position in either a unit square or unit triangle, and either
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rectangular or triangular geometry. Shaders can also have ancillary data
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needed like texture coordinates or colors.
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Most of the time, layers have simple rectangular clips with simple
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rectilinear transforms, and pixel shaders do not need to perform masking
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or clipping. For these layers we use a fast-path pipeline, using
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unit-quad shaders that are able to clip geometry so the pixel shader
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does not have to. This type of pipeline does not support complex masks.
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If a layer has a complex mask, a rotation or 3d transform, or a complex
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operation like blending, then we use shaders capable of handling
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arbitrary geometry. Their input is a unit triangle, and these shaders
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are generally more expensive.
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All of the shader-specific data is modelled in ShaderDefinitionsMLGPU.h.
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CPU Occlusion Culling
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---------------------
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By default, Advanced Layers performs occlusion culling on the CPU. Since
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layers are visited front-to-back, this is simply a matter of
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accumulating the visible region of opaque layers, and subtracting it
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from the visible region of subsequent layers. There is a major
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difference between this occlusion culling and PostProcessLayers of the
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old compositor: AL performs culling after invalidation, not before.
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Completely valid layers will have an empty visible region.
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Most layer types (with the exception of images) will intelligently split
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their draw calls into a batch of individual rectangles, based on their
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visible region.
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Z-Buffering and Occlusion
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-------------------------
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Advanced Layers also supports occlusion culling on the GPU, using a
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z-buffer. This is disabled by default currently since it is
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significantly costly on integrated GPUs. When using the z-buffer, we
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separate opaque layers into a separate list of passes. The render
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process then uses the following steps:
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1. The depth buffer is set to read-write.
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2. Opaque batches are executed.,
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3. The depth buffer is set to read-only.
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4. Transparent batches are executed.
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The problem we have observed is that the depth buffer increases writes
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to the GPU, and on integrated GPUs this is expensive - we have seen draw
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call times increase by 20-30%, which is the wrong direction we want to
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take on battery life. In particular on a full screen video, the call to
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ClearDepthStencilView plus the actual depth buffer write of the video
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can double GPU time.
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For now the depth-buffer is disabled until we can find a compelling case
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for it on non-integrated hardware.
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Clipping
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--------
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Clipping is a bit tricky in Advanced Layers. We cannot use the hardware
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“scissor” feature, since the clip can change from instance to instance
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within a batch. And if using the depth buffer, we cannot write
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transparent pixels for the clipped area. As a result we always clip
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opaque draw rects in the vertex shader (and sometimes even on the CPU,
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as is needed for sane texture coordinates). Only transparent items are
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clipped in the pixel shader. As a result, masked layers and layers with
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non-rectangular transforms are always considered transparent, and use a
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more flexible clipping pipeline.
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Plane Splitting
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---------------
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Plane splitting is when a 3D transform causes a layer to be split - for
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example, one transparent layer may intersect another on a separate
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plane. When this happens, Gecko sorts layers using a BSP tree and
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produces a list of triangles instead of draw rects.
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These layers cannot use the “unit quad” shaders that support the fast
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clipping pipeline. Instead they always use the full triangle-list
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shaders that support extended vertices and clipping.
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This is the slowest path we can take when building a draw call, since we
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must interact with the polygon clipping and texturing code.
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Masks
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-----
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For each layer with a mask attached, Advanced Layers builds a
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``MaskOperation``. These operations must resolve to a single mask
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texture, as well as a rectangular area to which the mask applies. All
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batched pixel shaders will automatically clip pixels to the mask if a
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mask texture is bound. (Note that we must use separate batches if the
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mask texture changes.)
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Some layers have multiple mask textures. In this case, the MaskOperation
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will store the list of masks, and right before rendering, it will invoke
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a shader to combine these masks into a single texture.
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MaskOperations are shared across layers when possible, but are not
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cached across frames.
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BigImage Support
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----------------
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ImageLayers and CanvasLayers can be tiled with many individual textures.
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This happens in rare cases where the underlying buffer is too big for
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the GPU. Early on this caused problems for Advanced Layers, since AL
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required one texture per layer. We implemented BigImage support by
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creating temporary ImageLayers for each visible tile, and throwing those
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layers away at the end of the frame.
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Advanced Layers no longer has a 1:1 layer:texture restriction, but we
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retain the temporary layer solution anyway. It is not much code and it
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means we do not have to split ``TexturedLayerMLGPU`` methods into
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iterated and non-iterated versions.
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Texture Locking
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---------------
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Advanced Layers has a different texture locking scheme than the existing
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compositor. If a texture needs to be locked, then it is locked by the
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MLGDevice automatically when bound to the current pipeline. The
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MLGDevice keeps a set of the locked textures to avoid double-locking. At
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the end of the frame, any textures in the locked set are unlocked.
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We cannot easily replicate the locking scheme in the old compositor,
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since the duration of using the texture is not scoped to when we visit
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the layer.
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Buffer Measurements
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-------------------
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Advanced Layers uses constant buffers to send layer information and
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extended instance data to the GPU. We do this by pre-allocating large
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constant buffers and mapping them with ``MAP_DISCARD`` at the beginning
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of the frame. Batches may allocate into this up to the maximum bindable
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constant buffer size of the device (currently, 64KB).
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There are some downsides to this approach. Constant buffers are
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difficult to work with - they have specific alignment requirements, and
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care must be taken not too run over the maximum number of constants in a
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buffer. Another approach would be to store constants in a 2D texture and
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use vertex shader texture fetches. Advanced Layers implemented this and
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benchmarked it to decide which approach to use. Textures seemed to skew
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better on GPU performance, but worse on CPU, but this varied depending
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on the GPU. Overall constant buffers performed best and most
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consistently, so we have kept them.
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Additionally, we tested different ways of performing buffer uploads.
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Buffer creation itself is costly, especially on integrated GPUs, and
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especially so for immutable, immediate-upload buffers. As a result we
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aggressively cache buffer objects and always allocate them as
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MAP_DISCARD unless they are write-once and long-lived.
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Buffer Types
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------------
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Advanced Layers has a few different classes to help build and upload
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buffers to the GPU. They are:
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- ``MLGBuffer``. This is the low-level shader resource that
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``MLGDevice`` exposes. It is the building block for buffer helper
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classes, but it can also be used to make one-off, immutable,
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immediate-upload buffers. MLGBuffers, being a GPU resource, are
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reference counted.
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- ``SharedBufferMLGPU``. These are large, pre-allocated buffers that
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are read-only on the GPU and write-only on the CPU. They usually
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exceed the maximum bindable buffer size. There are three shared
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buffers created by default and they are automatically unmapped as
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needed: one for vertices, one for vertex shader constants, and one
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for pixel shader constants. When callers allocate into a shared
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buffer they get back a mapped pointer, a GPU resource, and an offset.
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When the underlying device supports offsetable buffers (like
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``ID3D11DeviceContext1`` does), this results in better GPU
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utilization, as there are less resources and fewer upload commands.
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- ``ConstantBufferSection`` and ``VertexBufferSection``. These are
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“views” into a ``SharedBufferMLGPU``. They contain the underlying
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``MLGBuffer``, and when offsetting is supported, the offset
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information necessary for resource binding. Sections are not
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reference counted.
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- ``StagingBuffer``. A dynamically sized CPU buffer where items can be
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appended in a free-form manner. The stride of a single “item” is
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computed by the first item written, and successive items must have
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the same stride. The buffer must be uploaded to the GPU manually.
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Staging buffers are appropriate for creating general constant or
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vertex buffer data. They can also write items in reverse, which is
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how we render back-to-front when layers are visited front-to-back.
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They can be uploaded to a ``SharedBufferMLGPU`` or an immutabler
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``MLGBuffer`` very easily. Staging buffers are not reference counted.
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Unsupported Features
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--------------------
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Currently, these features of the old compositor are not yet implemented.
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- OpenGL and software support (currently AL only works on D3D11).
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- APZ displayport overlay.
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- Diagnostic/developer overlays other than the FPS/timing overlay.
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- DEAA. It was never ported to the D3D11 compositor, but we would like
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it.
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- Component alpha when used inside an opaque intermediate surface.
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- Effects prefs. Possibly not needed post-B2G removal.
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- Widget overlays and underlays used by macOS and Android.
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- DefaultClearColor. This is Android specific, but is easy to added
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when needed.
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- Frame uniformity info in the profiler. Possibly not needed post-B2G
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removal.
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- LayerScope. There are no plans to make this work.
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Future Work
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-----------
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- Refactor for D3D12/Vulkan support (namely, split MLGDevice into
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something less stateful and something else more low-level).
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- Remove “MLG” moniker and namespace everything.
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- Other backends (D3D12/Vulkan, OpenGL, Software)
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- Delete CompositorD3D11
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- Add DEAA support
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- Re-enable the depth buffer by default for fast GPUs
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- Re-enable right-sizing of inaccurately sized containers
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- Drop constant buffers for ancillary vertex data
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- Fast shader paths for simple video/painted layer cases
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History
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-------
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Advanced Layers has gone through four major design iterations. The
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initial version used tiling - each render view divided the screen into
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128x128 tiles, and layers were assigned to tiles based on their
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screen-space draw area. This approach proved not to scale well to 3d
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transforms, and so tiling was eliminated.
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We replaced it with a simple system of accumulating draw regions to each
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batch, thus ensuring that items could be assigned to batches while
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maintaining correct z-ordering. This second iteration also coincided
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with plane-splitting support.
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On large layer trees, accumulating the affected regions of batches
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proved to be quite expensive. This led to a third iteration, using depth
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buffers and separate opaque and transparent batch lists to achieve
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z-ordering and occlusion culling.
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Finally, depth buffers proved to be too expensive, and we introduced a
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simple CPU-based occlusion culling pass. This iteration coincided with
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using more precise draw rects and splitting pipelines into unit-quad,
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cpu-clipped and triangle-list, gpu-clipped variants.
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