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cranpose_ui_graphics/
render_hash.rs

1use std::hash::{Hash, Hasher};
2
3use crate::{
4    Brush, Color, ColorFilter, CornerRadii, DrawPrimitive, FxHasher, ImageBitmap, LayerShape,
5    Point, Rect, RenderEffect, RuntimeShader, ShadowPrimitive, Stroke,
6};
7
8pub trait RenderHash {
9    fn render_hash(&self) -> u64;
10}
11
12impl RenderHash for Color {
13    fn render_hash(&self) -> u64 {
14        finish_hash(|state| hash_color(*self, state))
15    }
16}
17
18impl RenderHash for Point {
19    fn render_hash(&self) -> u64 {
20        finish_hash(|state| hash_point(*self, state))
21    }
22}
23
24impl RenderHash for Rect {
25    fn render_hash(&self) -> u64 {
26        finish_hash(|state| hash_rect(*self, state))
27    }
28}
29
30impl RenderHash for CornerRadii {
31    fn render_hash(&self) -> u64 {
32        finish_hash(|state| hash_corner_radii(*self, state))
33    }
34}
35
36impl RenderHash for LayerShape {
37    fn render_hash(&self) -> u64 {
38        finish_hash(|state| hash_layer_shape(*self, state))
39    }
40}
41
42impl RenderHash for Stroke {
43    fn render_hash(&self) -> u64 {
44        finish_hash(|state| hash_stroke(*self, state))
45    }
46}
47
48impl RenderHash for Brush {
49    fn render_hash(&self) -> u64 {
50        finish_hash(|state| hash_brush(self, state))
51    }
52}
53
54impl RenderHash for ColorFilter {
55    fn render_hash(&self) -> u64 {
56        finish_hash(|state| hash_color_filter(*self, state))
57    }
58}
59
60impl RenderHash for ImageBitmap {
61    fn render_hash(&self) -> u64 {
62        finish_hash(|state| self.id().hash(state))
63    }
64}
65
66impl RenderHash for RuntimeShader {
67    fn render_hash(&self) -> u64 {
68        finish_hash(|state| hash_runtime_shader(self, state))
69    }
70}
71
72impl RenderHash for RenderEffect {
73    fn render_hash(&self) -> u64 {
74        finish_hash(|state| hash_render_effect(self, state))
75    }
76}
77
78impl RenderHash for DrawPrimitive {
79    fn render_hash(&self) -> u64 {
80        finish_hash(|state| hash_draw_primitive(self, state))
81    }
82}
83
84impl RenderHash for ShadowPrimitive {
85    fn render_hash(&self) -> u64 {
86        finish_hash(|state| hash_shadow_primitive(self, state))
87    }
88}
89
90fn finish_hash(write: impl FnOnce(&mut FxHasher)) -> u64 {
91    let mut hasher = FxHasher::default();
92    write(&mut hasher);
93    hasher.finish()
94}
95
96fn hash_f32_bits<H: Hasher>(value: f32, state: &mut H) {
97    value.to_bits().hash(state);
98}
99
100fn hash_color<H: Hasher>(color: Color, state: &mut H) {
101    hash_f32_bits(color.0, state);
102    hash_f32_bits(color.1, state);
103    hash_f32_bits(color.2, state);
104    hash_f32_bits(color.3, state);
105}
106
107fn hash_point<H: Hasher>(point: Point, state: &mut H) {
108    hash_f32_bits(point.x, state);
109    hash_f32_bits(point.y, state);
110}
111
112fn hash_rect<H: Hasher>(rect: Rect, state: &mut H) {
113    hash_f32_bits(rect.x, state);
114    hash_f32_bits(rect.y, state);
115    hash_f32_bits(rect.width, state);
116    hash_f32_bits(rect.height, state);
117}
118
119fn hash_corner_radii<H: Hasher>(radii: CornerRadii, state: &mut H) {
120    hash_f32_bits(radii.top_left, state);
121    hash_f32_bits(radii.top_right, state);
122    hash_f32_bits(radii.bottom_right, state);
123    hash_f32_bits(radii.bottom_left, state);
124}
125
126/// Every stroke field feeds the hash: layer/scene-range surface caches key off
127/// content hashes, so a width/cap/join change that did not move the hash would
128/// replay a stale cached surface.
129fn hash_stroke<H: Hasher>(stroke: Stroke, state: &mut H) {
130    hash_f32_bits(stroke.width, state);
131    stroke.cap.hash(state);
132    stroke.join.hash(state);
133}
134
135fn hash_optional_stroke<H: Hasher>(stroke: Option<Stroke>, state: &mut H) {
136    match stroke {
137        Some(stroke) => {
138            1u8.hash(state);
139            hash_stroke(stroke, state);
140        }
141        None => 0u8.hash(state),
142    }
143}
144
145fn hash_layer_shape<H: Hasher>(shape: LayerShape, state: &mut H) {
146    match shape {
147        LayerShape::Rectangle => 0u8.hash(state),
148        LayerShape::Rounded(shape) => {
149            1u8.hash(state);
150            hash_corner_radii(shape.radii(), state);
151        }
152    }
153}
154
155fn hash_brush<H: Hasher>(brush: &Brush, state: &mut H) {
156    match brush {
157        Brush::Solid(color) => {
158            0u8.hash(state);
159            hash_color(*color, state);
160        }
161        Brush::LinearGradient {
162            colors,
163            stops,
164            start,
165            end,
166            tile_mode,
167        } => {
168            1u8.hash(state);
169            hash_color_slice(colors, state);
170            hash_optional_stop_list(stops.as_deref(), state);
171            hash_point(*start, state);
172            hash_point(*end, state);
173            tile_mode.hash(state);
174        }
175        Brush::RadialGradient {
176            colors,
177            stops,
178            center,
179            radius,
180            tile_mode,
181        } => {
182            2u8.hash(state);
183            hash_color_slice(colors, state);
184            hash_optional_stop_list(stops.as_deref(), state);
185            hash_point(*center, state);
186            hash_f32_bits(*radius, state);
187            tile_mode.hash(state);
188        }
189        Brush::SweepGradient {
190            colors,
191            stops,
192            center,
193        } => {
194            3u8.hash(state);
195            hash_color_slice(colors, state);
196            hash_optional_stop_list(stops.as_deref(), state);
197            hash_point(*center, state);
198        }
199    }
200}
201
202fn hash_color_slice<H: Hasher>(colors: &[Color], state: &mut H) {
203    colors.len().hash(state);
204    for color in colors {
205        hash_color(*color, state);
206    }
207}
208
209fn hash_optional_stop_list<H: Hasher>(stops: Option<&[f32]>, state: &mut H) {
210    match stops {
211        Some(stops) => {
212            1u8.hash(state);
213            stops.len().hash(state);
214            for stop in stops {
215                hash_f32_bits(*stop, state);
216            }
217        }
218        None => 0u8.hash(state),
219    }
220}
221
222fn hash_color_filter<H: Hasher>(filter: ColorFilter, state: &mut H) {
223    match filter {
224        ColorFilter::Tint(color) => {
225            0u8.hash(state);
226            hash_color(color, state);
227        }
228        ColorFilter::Modulate(color) => {
229            1u8.hash(state);
230            hash_color(color, state);
231        }
232        ColorFilter::Matrix(matrix) => {
233            2u8.hash(state);
234            for value in matrix {
235                hash_f32_bits(value, state);
236            }
237        }
238    }
239}
240
241fn hash_runtime_shader<H: Hasher>(shader: &RuntimeShader, state: &mut H) {
242    shader.source_hash().hash(state);
243    shader.overrides_hash().hash(state);
244    shader.position_independent().hash(state);
245    hash_f32_bits(shader.input_padding(), state);
246    hash_f32_bits(shader.output_padding(), state);
247    for rect in [shader.output_support(), shader.sample_domain()] {
248        match rect {
249            Some(rect) => {
250                1u8.hash(state);
251                hash_f32_bits(rect.x, state);
252                hash_f32_bits(rect.y, state);
253                hash_f32_bits(rect.width, state);
254                hash_f32_bits(rect.height, state);
255            }
256            None => 0u8.hash(state),
257        }
258    }
259    shader.hash_substrates(state);
260    shader.uniforms().len().hash(state);
261    for uniform in shader.uniforms() {
262        hash_f32_bits(*uniform, state);
263    }
264}
265
266fn hash_render_effect<H: Hasher>(effect: &RenderEffect, state: &mut H) {
267    match effect {
268        RenderEffect::Blur {
269            radius_x,
270            radius_y,
271            edge_treatment,
272        } => {
273            0u8.hash(state);
274            hash_f32_bits(*radius_x, state);
275            hash_f32_bits(*radius_y, state);
276            edge_treatment.hash(state);
277        }
278        RenderEffect::Offset { offset_x, offset_y } => {
279            1u8.hash(state);
280            hash_f32_bits(*offset_x, state);
281            hash_f32_bits(*offset_y, state);
282        }
283        RenderEffect::Shader { shader } => {
284            2u8.hash(state);
285            hash_runtime_shader(shader, state);
286        }
287        RenderEffect::Chain { first, second } => {
288            3u8.hash(state);
289            hash_render_effect(first, state);
290            hash_render_effect(second, state);
291        }
292    }
293}
294
295fn hash_draw_primitive<H: Hasher>(primitive: &DrawPrimitive, state: &mut H) {
296    match primitive {
297        DrawPrimitive::Content => {
298            0u8.hash(state);
299        }
300        DrawPrimitive::Blend {
301            primitive,
302            blend_mode,
303        } => {
304            1u8.hash(state);
305            blend_mode.hash(state);
306            hash_draw_primitive(primitive, state);
307        }
308        DrawPrimitive::Rect {
309            rect,
310            brush,
311            stroke,
312        } => {
313            2u8.hash(state);
314            hash_rect(*rect, state);
315            hash_brush(brush, state);
316            hash_optional_stroke(*stroke, state);
317        }
318        DrawPrimitive::RoundRect {
319            rect,
320            brush,
321            radii,
322            stroke,
323        } => {
324            3u8.hash(state);
325            hash_rect(*rect, state);
326            hash_brush(brush, state);
327            hash_corner_radii(*radii, state);
328            hash_optional_stroke(*stroke, state);
329        }
330        DrawPrimitive::Arc {
331            rect,
332            brush,
333            center,
334            radius,
335            start_angle,
336            sweep_angle,
337            stroke,
338            inner_radius,
339        } => {
340            6u8.hash(state);
341            hash_rect(*rect, state);
342            hash_brush(brush, state);
343            hash_point(*center, state);
344            hash_f32_bits(*radius, state);
345            hash_f32_bits(*start_angle, state);
346            hash_f32_bits(*sweep_angle, state);
347            hash_optional_stroke(*stroke, state);
348            hash_f32_bits(*inner_radius, state);
349        }
350        DrawPrimitive::Line {
351            rect,
352            brush,
353            start,
354            end,
355            stroke,
356        } => {
357            9u8.hash(state);
358            hash_rect(*rect, state);
359            hash_brush(brush, state);
360            hash_point(*start, state);
361            hash_point(*end, state);
362            hash_optional_stroke(Some(*stroke), state);
363        }
364        DrawPrimitive::Image {
365            rect,
366            image,
367            alpha,
368            color_filter,
369            sampling,
370            src_rect,
371        } => {
372            4u8.hash(state);
373            hash_rect(*rect, state);
374            image.id().hash(state);
375            hash_f32_bits(*alpha, state);
376            sampling.hash(state);
377            match color_filter {
378                Some(filter) => {
379                    1u8.hash(state);
380                    hash_color_filter(*filter, state);
381                }
382                None => 0u8.hash(state),
383            }
384            match src_rect {
385                Some(rect) => {
386                    1u8.hash(state);
387                    hash_rect(*rect, state);
388                }
389                None => 0u8.hash(state),
390            }
391        }
392        DrawPrimitive::Text(text) => {
393            7u8.hash(state);
394            hash_rect(text.rect, state);
395            text.text.hash(state);
396            hash_text_style(&text.style, state);
397            hash_color(text.color, state);
398        }
399        DrawPrimitive::Shadow(shadow) => {
400            5u8.hash(state);
401            hash_shadow_primitive(shadow, state);
402        }
403    }
404}
405
406fn hash_text_style<H: Hasher>(style: &crate::DrawTextStyle, state: &mut H) {
407    style.font_family.hash(state);
408    hash_f32_bits(style.font_size, state);
409    style.font_weight.hash(state);
410    style.font_style.hash(state);
411    hash_f32_bits(style.letter_spacing, state);
412    match style.line_height {
413        Some(line_height) => {
414            1u8.hash(state);
415            hash_f32_bits(line_height, state);
416        }
417        None => 0u8.hash(state),
418    }
419    style.align.hash(state);
420    style.vertical_align.hash(state);
421}
422
423fn hash_shadow_primitive<H: Hasher>(shadow: &ShadowPrimitive, state: &mut H) {
424    match shadow {
425        ShadowPrimitive::Drop {
426            shape,
427            cutout,
428            blur_radius,
429            blend_mode,
430        } => {
431            0u8.hash(state);
432            hash_draw_primitive(shape, state);
433            match cutout {
434                Some(cutout) => {
435                    1u8.hash(state);
436                    hash_draw_primitive(cutout, state);
437                }
438                None => 0u8.hash(state),
439            }
440            hash_f32_bits(*blur_radius, state);
441            blend_mode.hash(state);
442        }
443        ShadowPrimitive::Inner {
444            fill,
445            cutout,
446            blur_radius,
447            blend_mode,
448            clip_rect,
449        } => {
450            1u8.hash(state);
451            hash_draw_primitive(fill, state);
452            hash_draw_primitive(cutout, state);
453            hash_f32_bits(*blur_radius, state);
454            blend_mode.hash(state);
455            hash_rect(*clip_rect, state);
456        }
457    }
458}
459
460#[cfg(test)]
461#[path = "tests/render_hash_tests.rs"]
462mod tests;