Files
endorphin-tessera-gui/src/render/source_paint.rs
T

554 lines
22 KiB
Rust

//! 执行源 paint 覆盖并解码受检查的 PaintCommand。
//! 所有绘制回调位于只读域;临时返回对象可分配,但已有模型不可写。命令数量、类型、坐标和颜色在合入帧前检查。
//! 源命令与原生命令按 Mount 绘制顺序合并,随后装配世界 UI 面板。挂起绘制同样需要显式恢复或取消。
//!
//! Source paint dispatch produces checked immutable commands. One read-only VM
//! resumable call sequences all overrides, sharing one instruction/frame budget.
use crate::{
document::{Frame, RenderCommand},
layout::{self, Size},
mount::Mount,
object_list,
ui_bridge::{MAX_DIMENSION, UiNode, attach_desktop_type},
};
use anyhow::{Result, bail};
use endor_core::{
ContextNativeFunction, NativeCallable, NativeContext, NativeResult, ObjectRef, ObjectStore,
Value, Vm, VmError, WeakObjectRef,
};
use std::{
collections::{BTreeMap, HashMap},
sync::{Arc, Mutex},
};
/// 统一构造本模块的参数错误,让调用方停止处理无效输入。
fn invalid(message: &'static str) -> VmError {
VmError::InvalidArgument(message)
}
/// 从源值中提取并检查托管对象身份,错误类型沿 VM 错误返回。
fn object(value: Value) -> Result<ObjectRef, VmError> {
if let Value::Object(object) = value {
Ok(object)
} else {
Err(invalid("paint must return managed objects"))
}
}
/// 读取指定命令字段并要求其值为 Text;不隐式字符串化其他类型。
fn text(store: &ObjectStore, object: ObjectRef, name: &str) -> Result<String, VmError> {
if let Value::Text(value) = store.get_attr(object, name)? {
Ok(value)
} else {
Err(invalid("paint field must be text"))
}
}
/// 在源 Value 与所需数值表示之间转换,并沿用本调用的有限值/范围检查。
fn number(store: &ObjectStore, object: ObjectRef, name: &str) -> Result<f32, VmError> {
let Value::Number(value) = store.get_attr(object, name)? else {
return Err(invalid("paint field must be a Number"));
};
// x/y 允许负数以表达相对原点的绘制;其余长度必须非负。所有数值都必须有限且在尺寸预算内。
let value = value
.to_string()
.parse::<f32>()
.map_err(|_| invalid("invalid paint number"))?;
if !value.is_finite()
|| value.abs() > MAX_DIMENSION as f32
|| (!matches!(name, "x" | "y") && value < 0.0)
{
return Err(invalid("paint number exceeds bounds"));
}
Ok(value)
}
/// 从当前 desktop 的类型注册表取得绘制结果必须符合的托管类型。
fn named_type(store: &ObjectStore, desktop: ObjectRef, name: &str) -> Result<ObjectRef, VmError> {
let registry = object(store.get_attr(desktop, "types")?)?;
object(
store
.dict_get(registry, &Value::Text(name.into()))?
.ok_or(invalid("missing paint type"))?,
)
}
/// 把源方法返回的托管绘制值解码成受限 Rust 命令,检查名义类型、字段和绘制预算。
fn decode(
store: &ObjectStore,
command: ObjectRef,
expected: ObjectRef,
) -> Result<RenderCommand, VmError> {
// 使用当前 desktop 注册的 PaintCommand 名义类型;字段形状相似的普通对象也不能冒充命令。
if !store.is_instance(command, expected)? {
return Err(invalid("paint commands must be PaintCommand instances"));
}
let x = number(store, command, "x")?;
let y = number(store, command, "y")?;
let kind = text(store, command, "kind")?;
// 3D 命令使用不可变场景视图,不读取颜色文本;其他命令的颜色由最终 validate 统一校验。
let color = if kind == "scene3d" {
String::new()
} else {
text(store, command, "color")?
};
let result = match kind.as_str() {
"scene3d" => {
// 这里仅接受宿主生成的 PaintView payload,克隆原生 Arc,不把活动的 VM 场景图传到绘制线程。
let snapshot = object(store.get_attr(command, "scene")?)?;
RenderCommand::Scene3D {
x,
y,
width: number(store, command, "width")?,
height: number(store, command, "height")?,
view: store
.payload::<crate::scene3d::PaintView>(snapshot, "immutable 3D paint snapshot")?
.0
.clone(),
}
}
"roundedRect" | "strokeRoundedRect" => {
let width = number(store, command, "width")?;
let height = number(store, command, "height")?;
let radius = number(store, command, "radius")?;
// 单项数值合法还不足以保证右/下边界合法;额外检查原点与尺寸相加后的范围。
if x + width > MAX_DIMENSION as f32 || y + height > MAX_DIMENSION as f32 {
return Err(invalid("paint rectangle exceeds bounds"));
}
if kind == "roundedRect" {
RenderCommand::RoundedRect {
x,
y,
width,
height,
radius,
color,
}
} else {
RenderCommand::StrokeRoundedRect {
x,
y,
width,
height,
radius,
color,
stroke_width: number(store, command, "strokeWidth")?,
}
}
}
"text" => {
let size = number(store, command, "size")?;
// size 是离散文字等级而非任意像素字号,只接受 1 到 8 的整数。
if size.fract() != 0.0 || !(1.0..=8.0).contains(&size) {
return Err(invalid("paint text size must be an integer from 1 to 8"));
}
// 两个换行边界必须同时出现或同时缺失;只缺一个时传播属性错误,防止半定义文本框。
let wrap_bounds = match (
store.get_attr(command, "wrapWidth"),
store.get_attr(command, "wrapHeight"),
) {
(Err(VmError::AttributeNotFound(_)), Err(VmError::AttributeNotFound(_))) => None,
(Ok(_), Ok(_)) => Some([
number(store, command, "wrapWidth")?,
number(store, command, "wrapHeight")?,
]),
(Err(error), _) | (_, Err(error)) => return Err(error),
};
RenderCommand::Text {
x,
y,
value: text(store, command, "text")?,
size: size as u32,
color,
wrap_bounds,
}
}
_ => return Err(invalid("unsupported paint command kind")),
};
// 变体字段解码后仍走统一命令校验,覆盖颜色格式、文本以及组合几何合法性。
result
.validate()
.map_err(|_| invalid("invalid paint command geometry, text or color"))?;
Ok(result)
}
#[derive(Debug, Default)]
/// 按出现 ID 收集已检查的源绘制覆盖,随后与原生默认命令合并。
struct PaintOutput {
// 按出现 ID 收集覆盖;同一个业务 Block 在多个 Mount 中可产生不同绘制结果。
commands: BTreeMap<u64, Vec<RenderCommand>>,
// 全轮源命令累计数,不能靠拆分多个源 DisplayList 绕过 10000 条总预算。
count: usize,
}
type Output = Arc<Mutex<PaintOutput>>;
#[derive(Debug)]
/// 检查源 paint 返回列表并将命令保存到当前出现的绘制结果。
struct Collect {
desktop: ObjectRef,
mount: u64,
output: Output,
}
impl NativeCallable for Collect {
/// 接收当前出现位置 paint 的唯一 DisplayList 结果。
fn arity(&self) -> Option<endor_core::CallArity> {
Some(endor_core::CallArity::exact(1))
}
/// 验证返回名义类型并完整解码所有 PaintCommand,检查全轮命令预算后才把该出现位置结果写入输出表。
fn invoke(&self, cx: &mut NativeContext<'_>, args: &[Value]) -> Result<NativeResult, VmError> {
let [Value::Object(result)] = args else {
return Err(invalid("paint must return a DisplayList"));
};
if !cx.store().is_instance(
*result,
named_type(cx.store(), self.desktop, "DisplayList")?,
)? {
return Err(invalid("paint must return a DisplayList"));
}
// 先验证外层 DisplayList,再取其受控 ObjectList;所有成员解码成功后才写入 output。
let commands = object(cx.store().get_attr(*result, "commands")?)?;
let expected = named_type(cx.store(), self.desktop, "PaintCommand")?;
let commands = object_list::items(cx.store(), commands)?
.iter()
.map(|command| decode(cx.store(), *command, expected))
.collect::<Result<Vec<_>, _>>()?;
// 仅收集结果时持锁,不在调用源 paint 期间持有结果锁;失败不会插入半个命令列表。
let mut output = self
.output
.lock()
.map_err(|_| invalid("paint output poisoned"))?;
if output.count + commands.len() > 10_000 {
return Err(invalid("paint command budget exceeded"));
}
output.count += commands.len();
output.commands.insert(self.mount, commands);
Ok(NativeResult::Return(Value::Nil))
}
}
#[derive(Debug)]
/// 为当前出现准备 paint 方法、几何和类型检查上下文。
struct Prepare {
desktop: ObjectRef,
mounts: Vec<(u64, WeakObjectRef)>,
output: Output,
}
impl NativeCallable for Prepare {
/// 零参数驱动入口,待绘制 Mount 和输出容器已保存在适配器。
fn arity(&self) -> Option<endor_core::CallArity> {
Some(endor_core::CallArity::exact(0))
}
/// 建立共享游标与固定外层字节码循环,让 VM 每轮只准备一个出现位置的 paint 调用。
fn invoke(&self, cx: &mut NativeContext<'_>, _: &[Value]) -> Result<NativeResult, VmError> {
// 构造一个共享游标驱动;每轮只准备当前出现,避免一次保留所有出现的临时实参。
let advance = cx.allocate(ContextNativeFunction::new(
"next paint occurrence",
Advance {
desktop: self.desktop,
mounts: self.mounts.clone().into(),
next: Mutex::new(0),
output: self.output.clone(),
},
vec![self.desktop],
))?;
let function = crate::vm_sequence::repeat_call(cx, advance, "source paint", self.desktop)?;
Ok(NativeResult::Invoke {
function,
arguments: vec![],
})
}
}
#[derive(Debug)]
/// 安排下一个出现的绘制调用,保持原始绘制顺序和共享 VM 预算。
struct Advance {
desktop: ObjectRef,
mounts: Arc<[(u64, WeakObjectRef)]>,
next: Mutex<usize>,
output: Output,
}
impl NativeCallable for Advance {
/// 由外层循环无参调用,下一出现位置由内部游标决定。
fn arity(&self) -> Option<endor_core::CallArity> {
Some(endor_core::CallArity::exact(0))
}
/// 短锁内取并推进游标,随后验证/准备当前 Mount 的方法与几何;用临时调用链收集结果,完成后才进入下一位置。
fn invoke(&self, cx: &mut NativeContext<'_>, _: &[Value]) -> Result<NativeResult, VmError> {
// 锁只保护取游标与递增;离开此块后释放锁,再做 VM 分配和源调用。
let occurrence = {
let mut next = self
.next
.lock()
.map_err(|_| invalid("paint cursor poisoned"))?;
let occurrence = self.mounts.get(*next).copied();
*next += usize::from(occurrence.is_some());
occurrence
};
// false 是 repeat_call 的停止信号;有出现时即使跳过原生方法也返回 true 继续遍历。
let Some((id, weak)) = occurrence else {
return Ok(NativeResult::Return(Value::Bool(false)));
};
let mount = cx
.upgrade(weak)?
.ok_or(invalid("paint Mount has expired"))?;
let data = cx.store().payload::<Mount>(mount, "Mount")?.clone();
if !data.mounted {
return Err(invalid("paint Mount is detached"));
}
let definition = cx
.store()
.type_of(data.block)?
.ok_or(invalid("untyped paint target"))?;
let function = cx
.store()
.lookup_method(definition, "paint")?
.ok_or(invalid("missing paint method"))?;
// 原生默认 paint 留给 finish 生成;仅执行实际覆盖的源方法,避免重复绘制同一出现。
if crate::native_visual::is_intrinsic(cx.store(), function, "paint", self.desktop)? {
return Ok(NativeResult::Return(Value::Bool(true)));
}
// 把已提交 Mount 几何封装为本轮临时 Bounds;新分配参数可初始化,业务模型仍处于只读域。
let bounds = cx.new_object()?;
attach_desktop_type(cx, bounds, "Bounds", self.desktop)?;
for (name, value) in [
("x", data.geometry.x),
("y", data.geometry.y),
("width", data.geometry.width),
("height", data.geometry.height),
] {
cx.set_attr(bounds, name, Value::Number((value as f64).into()))?;
}
// 收集器只捕获桌面根和当前出现 ID;输出是原生共享容器,不增加业务图的强引用。
let collector = cx.allocate(ContextNativeFunction::new(
"collect source paint",
Collect {
desktop: self.desktop,
mount: id,
output: self.output.clone(),
},
vec![self.desktop],
))?;
// 辅助帧先执行 paint(block, mount, bounds),收集其结果,再返回 true 推进外层游标。
let function = crate::vm_sequence::collect_and_continue(
cx,
collector,
function,
vec![
Value::Object(data.block),
Value::Object(mount),
Value::Object(bounds),
],
"paint occurrence",
self.desktop,
)?;
Ok(NativeResult::Invoke {
function,
arguments: vec![],
})
}
}
/// 已经完成本阶段、但尚未由桥接层发布的派生结果,包含帧/缓存或真实读取依赖。
pub struct Draft {
// 已经合并命令的原生帧;Draft 仍需桥接层提交,完成计算不等于发布成功。
pub frame: Frame,
// 保留源绘制的业务读取依赖,供下次写入后判定是否必须重绘。
pub reads: Vec<endor_core::ReadDependency>,
pub slices: usize,
}
#[must_use = "pending paint must be resumed or cancelled on its owning VM"]
/// 本次推进处于挂起还是完成;挂起工作必须继续恢复或显式取消。
pub enum Progress {
Pending(Box<Work>),
Complete(Box<Draft>),
}
/// Only unpublished native commands and an owning prepare root cross a pause.
/// 拥有未完成源调用及临时根的工作句柄;丢弃 Rust 值不能替代 VM 内的取消。
pub struct Work {
desktop: ObjectRef,
// 跨切片保留的入口根;完成或取消都必须在所属 VM 中显式释放。
prepare: ObjectRef,
output: Output,
root: Option<Arc<UiNode>>,
frame: Frame,
slices: usize,
}
impl Work {
/// 继续当前绘制续体,保留其先前收集的命令和所属窗口上下文。
pub fn resume(mut self, vm: &mut Vm, slice: usize) -> Result<Progress> {
// 恢复保留原执行预算,slice 只决定本次让出的指令配额,不能重置整个绘制上限。
self.slices += 1;
let progress = vm.resume_read_only_call(slice);
self.accept(vm, progress)
}
/// 关闭未完成绘制续体并释放其临时根,不发布半完成命令列表。
pub fn cancel(self, vm: &mut Vm) -> Result<()> {
// 先执行取消和 release 两个操作,再依次传播错误;取消失败也仍尝试释放入口根。
let cancelled = vm.cancel_read_only_call();
let released = vm.release(self.prepare);
cancelled?;
released?;
Ok(())
}
/// 区分源绘制续体是挂起还是完成,保留工作或结束只读域并生成 Draft。
fn accept(
self,
vm: &mut Vm,
progress: Result<endor_core::ExecutionProgress, VmError>,
) -> Result<Progress> {
match progress {
// 挂起时工作句柄继续持有 frame/output/prepare,不能发布部分输出。
Ok(endor_core::ExecutionProgress::Pending { .. }) => {
Ok(Progress::Pending(Box::new(self)))
}
Ok(endor_core::ExecutionProgress::Complete {
value,
dependencies,
..
}) => {
// VM 完成后先释放入口与驱动返回值,再读取纯原生收集结果;返回值本身不作为绘制命令。
vm.release(self.prepare)?;
vm.release_value(value)?;
finish(vm, self, dependencies)
}
Err(error) => {
// 趁 VM 诊断信息仍可用先生成错误,再取消只读执行并清理临时根。
let diagnostic = crate::endor_host::runtime_error(vm, error);
self.cancel(vm)?;
Err(diagnostic)
}
}
}
}
/// 建立本轮只读绘制驱动和结果收集器;源覆盖与原生默认绘制最终保持同一出现顺序。
pub fn start(
vm: &mut Vm,
desktop: ObjectRef,
mounts: Vec<(u64, WeakObjectRef)>,
root: Option<Arc<UiNode>>,
frame: Frame,
slice: usize,
) -> Result<Progress> {
// 禁止零切片和嵌套只读/挂起调用;同一 VM 同时只能由一个续体驱动。
anyhow::ensure!(slice > 0, "paint slice must be positive");
anyhow::ensure!(
!vm.has_suspended_call() && !vm.object_store().is_read_only(),
"cannot start paint while another read-only execution is active"
);
let output = Arc::new(Mutex::new(PaintOutput::default()));
let prepare = vm.allocate(ContextNativeFunction::new(
"prepare source paint",
Prepare {
desktop,
mounts,
output: output.clone(),
},
vec![desktop],
))?;
let work = Work {
desktop,
prepare,
output,
root,
frame,
slices: 1,
};
let result = vm.start_read_only_call(
prepare,
&[],
endor_core::ExecutionLimits {
max_frames: 128,
max_instructions: 1_000_000,
},
slice,
);
work.accept(vm, result)
}
/// 按 Mount 合并源覆盖和原生命令,补齐投影/裁剪表,再递归装配世界 UI 面板。
fn finish(vm: &mut Vm, mut work: Work, reads: Vec<endor_core::ReadDependency>) -> Result<Progress> {
let output = work
.output
.lock()
.map_err(|_| anyhow::anyhow!("paint output poisoned"))?;
// 是否有源覆盖以 map 是否为空判断;源方法返回空命令列表也算覆盖,会抑制该出现的默认绘制。
let native_only = output.commands.is_empty();
// 没有根时没有节点投影可合并,直接交回已有帧并清空绘制读取,不展开默认命令。
if work.root.is_none() {
return Ok(Progress::Complete(Box::new(Draft {
frame: work.frame,
reads: Vec::new(),
slices: work.slices,
})));
}
let root = work.root.as_deref();
let desktop = work.desktop;
let frame = &mut work.frame;
// 建立 Block ID 到不可变节点的索引;最终合并顺序仍以 frame.mounts 为准,不能按 map 排序。
let mut nodes = HashMap::new();
let mut pending: Vec<_> = root.into_iter().collect();
while let Some(node) = pending.pop() {
nodes.insert(node.block_id.as_str(), node);
pending.extend(node.children().iter().map(|node| node.as_ref()));
}
let mut commands = Vec::new();
let mut clips = Vec::new();
let mut views = Vec::new();
let mut owners = Vec::new();
for mount in &frame.mounts {
// 记录本出现追加前的长度,用差值为新增命令同步扩展 clip/view/owner 三张平行表。
let before = commands.len();
// 有源覆盖则使用其整个结果(包括空列表);否则用节点和 Mount 几何生成原生默认命令。
if let Some(custom) = output.commands.get(&mount.id) {
commands.extend(custom.iter().cloned());
} else {
let node = nodes
.get(mount.block_id.as_str())
.ok_or_else(|| anyhow::anyhow!("paint projection has no node"))?;
commands.extend(layout::paint_commands(
node,
mount.x,
mount.y,
Size {
width: mount.width,
height: mount.height,
},
));
}
clips.extend(std::iter::repeat_n(mount.clip, commands.len() - before));
views.extend(std::iter::repeat_n(mount.view, commands.len() - before));
owners.extend(std::iter::repeat_n(mount.id, commands.len() - before));
// 混合原生与源命令后再检查总预算,前面的源输出预算不能覆盖这里新增的默认命令。
if commands.len() > 10_000 {
bail!("paint command budget exceeded");
}
}
frame.commands = commands;
frame.command_clips = clips;
frame.command_views = views;
frame.command_mounts = owners;
// 统一命令和投影元数据就绪后,再把世界 UI 面板装配进对应 3D 场景。
crate::scene3d::panel::compose(frame)?;
let registry = object(vm.get_attr(desktop, "types")?)?;
// 排除宿主桌面、类型注册表、Mount 以及已经死亡的临时身份,只保留业务读取。
// 纯原生帧不需要保留这次驱动的读取记录。
let reads = reads
.into_iter()
.filter(|dependency| {
let object = dependency.object();
!native_only
&& object != desktop
&& object != registry
&& vm
.object(object)
.is_ok_and(|object| !object.payload().as_any().is::<Mount>())
})
.collect();
Ok(Progress::Complete(Box::new(Draft {
frame: work.frame,
reads,
slices: work.slices,
})))
}