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|
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use api::{BorderDetails, BorderDisplayItem, BoxShadowClipMode, ClipAndScrollInfo, ClipId, ColorF};
use api::{DeviceIntPoint, DeviceIntRect, DeviceIntSize, DeviceUintRect, DeviceUintSize};
use api::{ExtendMode, FontInstance, FontRenderMode};
use api::{GlyphInstance, GlyphOptions, GradientStop};
use api::{ImageKey, ImageRendering, ItemRange, LayerPoint, LayerRect, LayerSize};
use api::{LayerToScrollTransform, LayerVector2D, LayoutVector2D, LineOrientation, LineStyle};
use api::{LocalClip, PipelineId, RepeatMode, ScrollSensitivity, SubpixelDirection, TextShadow};
use api::{TileOffset, TransformStyle, WorldPixel, YuvColorSpace, YuvData};
use app_units::Au;
use frame::FrameId;
use gpu_cache::GpuCache;
use internal_types::{FastHashMap, HardwareCompositeOp};
use mask_cache::{ClipMode, ClipRegion, ClipSource, MaskCacheInfo};
use plane_split::{BspSplitter, Polygon, Splitter};
use prim_store::{GradientPrimitiveCpu, ImagePrimitiveCpu, LinePrimitive, PrimitiveKind};
use prim_store::{PrimitiveContainer, PrimitiveIndex};
use prim_store::{PrimitiveStore, RadialGradientPrimitiveCpu, TextRunMode};
use prim_store::{RectanglePrimitive, TextRunPrimitiveCpu, TextShadowPrimitiveCpu};
use prim_store::{BoxShadowPrimitiveCpu, TexelRect, YuvImagePrimitiveCpu};
use profiler::{FrameProfileCounters, GpuCacheProfileCounters, TextureCacheProfileCounters};
use render_task::{AlphaRenderItem, ClipWorkItem, RenderTask};
use render_task::{RenderTaskTree, RenderTaskId, RenderTaskLocation};
use resource_cache::ResourceCache;
use clip_scroll_node::{ClipInfo, ClipScrollNode, NodeType};
use clip_scroll_tree::ClipScrollTree;
use std::{cmp, f32, i32, mem, usize};
use euclid::{SideOffsets2D, vec2, vec3};
use tiling::{ContextIsolation, StackingContextIndex};
use tiling::{ClipScrollGroup, ClipScrollGroupIndex, CompositeOps, DisplayListMap, Frame};
use tiling::{PackedLayer, PackedLayerIndex, PrimitiveFlags, PrimitiveRunCmd, RenderPass};
use tiling::{RenderTargetContext, ScrollbarPrimitive, StackingContext};
use util::{self, pack_as_float, subtract_rect, recycle_vec};
use util::{MatrixHelpers, RectHelpers};
#[derive(Debug, Clone)]
struct ImageBorderSegment {
geom_rect: LayerRect,
sub_rect: TexelRect,
stretch_size: LayerSize,
tile_spacing: LayerSize,
}
impl ImageBorderSegment {
fn new(rect: LayerRect,
sub_rect: TexelRect,
repeat_horizontal: RepeatMode,
repeat_vertical: RepeatMode) -> ImageBorderSegment {
let tile_spacing = LayerSize::zero();
debug_assert!(sub_rect.uv1.x >= sub_rect.uv0.x);
debug_assert!(sub_rect.uv1.y >= sub_rect.uv0.y);
let image_size = LayerSize::new(sub_rect.uv1.x - sub_rect.uv0.x,
sub_rect.uv1.y - sub_rect.uv0.y);
let stretch_size_x = match repeat_horizontal {
RepeatMode::Stretch => rect.size.width,
RepeatMode::Repeat => image_size.width,
RepeatMode::Round | RepeatMode::Space => {
error!("Round/Space not supported yet!");
rect.size.width
}
};
let stretch_size_y = match repeat_vertical {
RepeatMode::Stretch => rect.size.height,
RepeatMode::Repeat => image_size.height,
RepeatMode::Round | RepeatMode::Space => {
error!("Round/Space not supported yet!");
rect.size.height
}
};
ImageBorderSegment {
geom_rect: rect,
sub_rect,
stretch_size: LayerSize::new(stretch_size_x, stretch_size_y),
tile_spacing,
}
}
}
/// Construct a polygon from stacking context boundaries.
/// `anchor` here is an index that's going to be preserved in all the
/// splits of the polygon.
fn make_polygon(stacking_context: &StackingContext, node: &ClipScrollNode,
anchor: usize) -> Polygon<f32, WorldPixel> {
//TODO: only work with `isolated_items_bounds.size` worth of space
// This can be achieved by moving the `origin` shift
// from the primitive local coordinates into the layer transformation.
// Which in turn needs it to be a render task property obeyed by all primitives
// upon rendering, possibly not limited to `write_*_vertex` implementations.
let size = stacking_context.isolated_items_bounds.bottom_right();
let bounds = LayerRect::new(LayerPoint::zero(), LayerSize::new(size.x, size.y));
Polygon::from_transformed_rect(bounds, node.world_content_transform, anchor)
}
#[derive(Clone, Copy)]
pub struct FrameBuilderConfig {
pub enable_scrollbars: bool,
pub default_font_render_mode: FontRenderMode,
pub debug: bool,
}
pub struct FrameBuilder {
screen_size: DeviceUintSize,
background_color: Option<ColorF>,
prim_store: PrimitiveStore,
cmds: Vec<PrimitiveRunCmd>,
config: FrameBuilderConfig,
stacking_context_store: Vec<StackingContext>,
clip_scroll_group_store: Vec<ClipScrollGroup>,
clip_scroll_group_indices: FastHashMap<ClipAndScrollInfo,
ClipScrollGroupIndex>,
packed_layers: Vec<PackedLayer>,
// A stack of the current text-shadow primitives.
shadow_prim_stack: Vec<PrimitiveIndex>,
scrollbar_prims: Vec<ScrollbarPrimitive>,
/// A stack of scroll nodes used during display list processing to properly
/// parent new scroll nodes.
reference_frame_stack: Vec<ClipId>,
/// A stack of stacking contexts used for creating ClipScrollGroups as
/// primitives are added to the frame.
stacking_context_stack: Vec<StackingContextIndex>,
/// Whether or not we've pushed a root stacking context for the current pipeline.
has_root_stacking_context: bool,
}
impl FrameBuilder {
pub fn new(previous: Option<FrameBuilder>,
screen_size: DeviceUintSize,
background_color: Option<ColorF>,
config: FrameBuilderConfig) -> FrameBuilder {
match previous {
Some(prev) => {
FrameBuilder {
stacking_context_store: recycle_vec(prev.stacking_context_store),
clip_scroll_group_store: recycle_vec(prev.clip_scroll_group_store),
clip_scroll_group_indices: FastHashMap::default(),
cmds: recycle_vec(prev.cmds),
packed_layers: recycle_vec(prev.packed_layers),
shadow_prim_stack: recycle_vec(prev.shadow_prim_stack),
scrollbar_prims: recycle_vec(prev.scrollbar_prims),
reference_frame_stack: recycle_vec(prev.reference_frame_stack),
stacking_context_stack: recycle_vec(prev.stacking_context_stack),
prim_store: prev.prim_store.recycle(),
screen_size,
background_color,
config,
has_root_stacking_context: false,
}
}
None => {
FrameBuilder {
stacking_context_store: Vec::new(),
clip_scroll_group_store: Vec::new(),
clip_scroll_group_indices: FastHashMap::default(),
cmds: Vec::new(),
packed_layers: Vec::new(),
shadow_prim_stack: Vec::new(),
scrollbar_prims: Vec::new(),
reference_frame_stack: Vec::new(),
stacking_context_stack: Vec::new(),
prim_store: PrimitiveStore::new(),
screen_size,
background_color,
config,
has_root_stacking_context: false,
}
}
}
}
pub fn create_clip_scroll_group_if_necessary(&mut self, info: ClipAndScrollInfo) {
if self.clip_scroll_group_indices.contains_key(&info) {
return;
}
let group_index = self.create_clip_scroll_group(info);
self.clip_scroll_group_indices.insert(info, group_index);
}
/// Create a primitive and add it to the prim store. This method doesn't
/// add the primitive to the draw list, so can be used for creating
/// sub-primitives.
fn create_primitive(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: &LayerRect,
local_clip: &LocalClip,
extra_clips: &[ClipSource],
container: PrimitiveContainer) -> PrimitiveIndex {
self.create_clip_scroll_group_if_necessary(clip_and_scroll);
let mut clip_sources = extra_clips.to_vec();
if let &LocalClip::RoundedRect(_, _) = local_clip {
clip_sources.push(ClipSource::Region(ClipRegion::create_for_local_clip(local_clip)))
}
let clip_info = if !clip_sources.is_empty() {
Some(MaskCacheInfo::new(&clip_sources))
} else {
None
};
let prim_index = self.prim_store.add_primitive(rect,
&local_clip.clip_rect(),
clip_sources,
clip_info,
container);
prim_index
}
/// Add an already created primitive to the draw lists.
pub fn add_primitive_to_draw_list(&mut self,
prim_index: PrimitiveIndex,
clip_and_scroll: ClipAndScrollInfo) {
match self.cmds.last_mut().unwrap() {
&mut PrimitiveRunCmd::PrimitiveRun(run_prim_index, ref mut count, run_clip_and_scroll) => {
if run_clip_and_scroll == clip_and_scroll &&
run_prim_index.0 + *count == prim_index.0 {
*count += 1;
return;
}
}
&mut PrimitiveRunCmd::PushStackingContext(..) |
&mut PrimitiveRunCmd::PopStackingContext => {}
}
self.cmds.push(PrimitiveRunCmd::PrimitiveRun(prim_index, 1, clip_and_scroll));
}
/// Convenience interface that creates a primitive entry and adds it
/// to the draw list.
pub fn add_primitive(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: &LayerRect,
local_clip: &LocalClip,
extra_clips: &[ClipSource],
container: PrimitiveContainer) -> PrimitiveIndex {
let prim_index = self.create_primitive(clip_and_scroll,
rect,
local_clip,
extra_clips,
container);
self.add_primitive_to_draw_list(prim_index, clip_and_scroll);
prim_index
}
pub fn create_clip_scroll_group(&mut self, info: ClipAndScrollInfo) -> ClipScrollGroupIndex {
let packed_layer_index = PackedLayerIndex(self.packed_layers.len());
self.packed_layers.push(PackedLayer::empty());
self.clip_scroll_group_store.push(ClipScrollGroup {
scroll_node_id: info.scroll_node_id,
clip_node_id: info.clip_node_id(),
packed_layer_index,
screen_bounding_rect: None,
});
ClipScrollGroupIndex(self.clip_scroll_group_store.len() - 1, info)
}
pub fn notify_waiting_for_root_stacking_context(&mut self) {
self.has_root_stacking_context = false;
}
pub fn push_stacking_context(&mut self,
reference_frame_offset: &LayerVector2D,
pipeline_id: PipelineId,
composite_ops: CompositeOps,
transform_style: TransformStyle) {
if let Some(parent_index) = self.stacking_context_stack.last() {
let parent_is_root = self.stacking_context_store[parent_index.0].is_page_root;
if composite_ops.mix_blend_mode.is_some() && !parent_is_root {
// the parent stacking context of a stacking context with mix-blend-mode
// must be drawn with a transparent background, unless the parent stacking context
// is the root of the page
let isolation = &mut self.stacking_context_store[parent_index.0].isolation;
if *isolation != ContextIsolation::None {
error!("Isolation conflict detected on {:?}: {:?}", parent_index, *isolation);
}
*isolation = ContextIsolation::Full;
}
}
let stacking_context_index = StackingContextIndex(self.stacking_context_store.len());
let reference_frame_id = self.current_reference_frame_id();
self.stacking_context_store.push(StackingContext::new(pipeline_id,
*reference_frame_offset,
!self.has_root_stacking_context,
reference_frame_id,
transform_style,
composite_ops));
self.has_root_stacking_context = true;
self.cmds.push(PrimitiveRunCmd::PushStackingContext(stacking_context_index));
self.stacking_context_stack.push(stacking_context_index);
}
pub fn pop_stacking_context(&mut self) {
self.cmds.push(PrimitiveRunCmd::PopStackingContext);
self.stacking_context_stack.pop();
assert!(self.shadow_prim_stack.is_empty(),
"Found unpopped text shadows when popping stacking context!");
}
pub fn push_reference_frame(&mut self,
parent_id: Option<ClipId>,
pipeline_id: PipelineId,
rect: &LayerRect,
transform: &LayerToScrollTransform,
origin_in_parent_reference_frame: LayerVector2D,
clip_scroll_tree: &mut ClipScrollTree)
-> ClipId {
let new_id = clip_scroll_tree.add_reference_frame(rect,
transform,
origin_in_parent_reference_frame,
pipeline_id,
parent_id);
self.reference_frame_stack.push(new_id);
new_id
}
pub fn current_reference_frame_id(&self) -> ClipId {
*self.reference_frame_stack.last().unwrap()
}
pub fn setup_viewport_offset(&mut self,
window_size: DeviceUintSize,
inner_rect: DeviceUintRect,
device_pixel_ratio: f32,
clip_scroll_tree: &mut ClipScrollTree) {
let inner_origin = inner_rect.origin.to_f32();
let viewport_offset = LayerPoint::new((inner_origin.x / device_pixel_ratio).round(),
(inner_origin.y / device_pixel_ratio).round());
let outer_size = window_size.to_f32();
let outer_size = LayerSize::new((outer_size.width / device_pixel_ratio).round(),
(outer_size.height / device_pixel_ratio).round());
let clip_size = LayerSize::new(outer_size.width + 2.0 * viewport_offset.x,
outer_size.height + 2.0 * viewport_offset.y);
let viewport_clip = LayerRect::new(LayerPoint::new(-viewport_offset.x, -viewport_offset.y),
LayerSize::new(clip_size.width, clip_size.height));
let root_id = clip_scroll_tree.root_reference_frame_id();
if let Some(root_node) = clip_scroll_tree.nodes.get_mut(&root_id) {
if let NodeType::ReferenceFrame(ref mut info) = root_node.node_type {
info.transform = LayerToScrollTransform::create_translation(viewport_offset.x,
viewport_offset.y,
0.0);
}
root_node.local_clip_rect = viewport_clip;
}
let clip_id = clip_scroll_tree.topmost_scrolling_node_id();
if let Some(root_node) = clip_scroll_tree.nodes.get_mut(&clip_id) {
root_node.local_clip_rect = viewport_clip;
}
}
pub fn push_root(&mut self,
pipeline_id: PipelineId,
viewport_size: &LayerSize,
content_size: &LayerSize,
clip_scroll_tree: &mut ClipScrollTree)
-> ClipId {
let viewport_rect = LayerRect::new(LayerPoint::zero(), *viewport_size);
let identity = &LayerToScrollTransform::identity();
self.push_reference_frame(None,
pipeline_id,
&viewport_rect,
identity,
LayerVector2D::zero(),
clip_scroll_tree);
let topmost_scrolling_node_id = ClipId::root_scroll_node(pipeline_id);
clip_scroll_tree.topmost_scrolling_node_id = topmost_scrolling_node_id;
self.add_scroll_frame(topmost_scrolling_node_id,
clip_scroll_tree.root_reference_frame_id,
pipeline_id,
&viewport_rect,
content_size,
ScrollSensitivity::ScriptAndInputEvents,
clip_scroll_tree);
topmost_scrolling_node_id
}
pub fn add_clip_node(&mut self,
new_node_id: ClipId,
parent_id: ClipId,
pipeline_id: PipelineId,
clip_region: ClipRegion,
clip_scroll_tree: &mut ClipScrollTree) {
let clip_info = ClipInfo::new(clip_region, PackedLayerIndex(self.packed_layers.len()));
let node = ClipScrollNode::new(pipeline_id, parent_id, clip_info);
clip_scroll_tree.add_node(node, new_node_id);
self.packed_layers.push(PackedLayer::empty());
}
pub fn add_scroll_frame(&mut self,
new_node_id: ClipId,
parent_id: ClipId,
pipeline_id: PipelineId,
frame_rect: &LayerRect,
content_size: &LayerSize,
scroll_sensitivity: ScrollSensitivity,
clip_scroll_tree: &mut ClipScrollTree) {
let node = ClipScrollNode::new_scroll_frame(pipeline_id,
parent_id,
frame_rect,
content_size,
scroll_sensitivity);
clip_scroll_tree.add_node(node, new_node_id);
}
pub fn pop_reference_frame(&mut self) {
self.reference_frame_stack.pop();
}
pub fn push_text_shadow(&mut self,
shadow: TextShadow,
clip_and_scroll: ClipAndScrollInfo,
local_clip: &LocalClip) {
let prim = TextShadowPrimitiveCpu {
shadow,
primitives: Vec::new(),
};
// Create an empty text-shadow primitive. Insert it into
// the draw lists immediately so that it will be drawn
// before any visual text elements that are added as
// part of this text-shadow context.
let prim_index = self.add_primitive(clip_and_scroll,
&LayerRect::zero(),
local_clip,
&[],
PrimitiveContainer::TextShadow(prim));
self.shadow_prim_stack.push(prim_index);
}
pub fn pop_text_shadow(&mut self) {
let prim_index = self.shadow_prim_stack
.pop()
.expect("invalid shadow push/pop count");
// By now, the local rect of the text shadow has been calculated. It
// is calculated as the items in the shadow are added. It's now
// safe to offset the local rect by the offset of the shadow, which
// is then used when blitting the shadow to the final location.
let metadata = &mut self.prim_store.cpu_metadata[prim_index.0];
let prim = &self.prim_store.cpu_text_shadows[metadata.cpu_prim_index.0];
metadata.local_rect = metadata.local_rect.translate(&prim.shadow.offset);
}
pub fn add_solid_rectangle(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: &LayerRect,
local_clip: &LocalClip,
color: &ColorF,
flags: PrimitiveFlags) {
let prim = RectanglePrimitive {
color: *color,
};
let prim_index = self.add_primitive(clip_and_scroll,
rect,
local_clip,
&[],
PrimitiveContainer::Rectangle(prim));
match flags {
PrimitiveFlags::None => {}
PrimitiveFlags::Scrollbar(clip_id, border_radius) => {
self.scrollbar_prims.push(ScrollbarPrimitive {
prim_index,
clip_id,
border_radius,
});
}
}
}
pub fn add_line(&mut self,
clip_and_scroll: ClipAndScrollInfo,
local_clip: &LocalClip,
baseline: f32,
start: f32,
end: f32,
orientation: LineOrientation,
width: f32,
color: &ColorF,
style: LineStyle) {
let new_rect = match orientation {
LineOrientation::Horizontal => {
LayerRect::new(LayerPoint::new(start, baseline),
LayerSize::new(end - start, width))
}
LineOrientation::Vertical => {
LayerRect::new(LayerPoint::new(baseline, start),
LayerSize::new(width, end - start))
}
};
let line = LinePrimitive {
color: *color,
style: style,
orientation: orientation,
};
let mut fast_text_shadow_prims = Vec::new();
for shadow_prim_index in &self.shadow_prim_stack {
let shadow_metadata = &self.prim_store.cpu_metadata[shadow_prim_index.0];
let shadow_prim = &self.prim_store.cpu_text_shadows[shadow_metadata.cpu_prim_index.0];
if shadow_prim.shadow.blur_radius == 0.0 {
fast_text_shadow_prims.push(shadow_prim.shadow);
}
}
for shadow in fast_text_shadow_prims {
let mut line = line.clone();
line.color = shadow.color;
self.add_primitive(clip_and_scroll,
&new_rect.translate(&shadow.offset),
local_clip,
&[],
PrimitiveContainer::Line(line));
}
let prim_index = self.create_primitive(clip_and_scroll,
&new_rect,
local_clip,
&[],
PrimitiveContainer::Line(line));
if color.a > 0.0 {
self.add_primitive_to_draw_list(prim_index, clip_and_scroll);
}
for shadow_prim_index in &self.shadow_prim_stack {
let shadow_metadata = &mut self.prim_store.cpu_metadata[shadow_prim_index.0];
debug_assert_eq!(shadow_metadata.prim_kind, PrimitiveKind::TextShadow);
let shadow_prim = &mut self.prim_store.cpu_text_shadows[shadow_metadata.cpu_prim_index.0];
// Only run real blurs here (fast path zero blurs are handled above).
if shadow_prim.shadow.blur_radius > 0.0 {
let shadow_rect = new_rect.inflate(shadow_prim.shadow.blur_radius,
shadow_prim.shadow.blur_radius);
shadow_metadata.local_rect = shadow_metadata.local_rect.union(&shadow_rect);
shadow_prim.primitives.push(prim_index);
}
}
}
pub fn add_border(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: LayerRect,
local_clip: &LocalClip,
border_item: &BorderDisplayItem,
gradient_stops: ItemRange<GradientStop>,
gradient_stops_count: usize) {
let create_segments = |outset: SideOffsets2D<f32>| {
// Calculate the modified rect as specific by border-image-outset
let origin = LayerPoint::new(rect.origin.x - outset.left,
rect.origin.y - outset.top);
let size = LayerSize::new(rect.size.width + outset.left + outset.right,
rect.size.height + outset.top + outset.bottom);
let rect = LayerRect::new(origin, size);
let tl_outer = LayerPoint::new(rect.origin.x, rect.origin.y);
let tl_inner = tl_outer + vec2(border_item.widths.left, border_item.widths.top);
let tr_outer = LayerPoint::new(rect.origin.x + rect.size.width, rect.origin.y);
let tr_inner = tr_outer + vec2(-border_item.widths.right, border_item.widths.top);
let bl_outer = LayerPoint::new(rect.origin.x, rect.origin.y + rect.size.height);
let bl_inner = bl_outer + vec2(border_item.widths.left, -border_item.widths.bottom);
let br_outer = LayerPoint::new(rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
let br_inner = br_outer - vec2(border_item.widths.right, border_item.widths.bottom);
// Build the list of gradient segments
vec![
// Top left
LayerRect::from_floats(tl_outer.x, tl_outer.y, tl_inner.x, tl_inner.y),
// Top right
LayerRect::from_floats(tr_inner.x, tr_outer.y, tr_outer.x, tr_inner.y),
// Bottom right
LayerRect::from_floats(br_inner.x, br_inner.y, br_outer.x, br_outer.y),
// Bottom left
LayerRect::from_floats(bl_outer.x, bl_inner.y, bl_inner.x, bl_outer.y),
// Top
LayerRect::from_floats(tl_inner.x, tl_outer.y, tr_inner.x, tl_inner.y),
// Bottom
LayerRect::from_floats(bl_inner.x, bl_inner.y, br_inner.x, bl_outer.y),
// Left
LayerRect::from_floats(tl_outer.x, tl_inner.y, tl_inner.x, bl_inner.y),
// Right
LayerRect::from_floats(tr_inner.x, tr_inner.y, br_outer.x, br_inner.y),
]
};
match border_item.details {
BorderDetails::Image(ref border) => {
// Calculate the modified rect as specific by border-image-outset
let origin = LayerPoint::new(rect.origin.x - border.outset.left,
rect.origin.y - border.outset.top);
let size = LayerSize::new(rect.size.width + border.outset.left + border.outset.right,
rect.size.height + border.outset.top + border.outset.bottom);
let rect = LayerRect::new(origin, size);
// Calculate the local texel coords of the slices.
let px0 = 0;
let px1 = border.patch.slice.left;
let px2 = border.patch.width - border.patch.slice.right;
let px3 = border.patch.width;
let py0 = 0;
let py1 = border.patch.slice.top;
let py2 = border.patch.height - border.patch.slice.bottom;
let py3 = border.patch.height;
let tl_outer = LayerPoint::new(rect.origin.x, rect.origin.y);
let tl_inner = tl_outer + vec2(border_item.widths.left, border_item.widths.top);
let tr_outer = LayerPoint::new(rect.origin.x + rect.size.width, rect.origin.y);
let tr_inner = tr_outer + vec2(-border_item.widths.right, border_item.widths.top);
let bl_outer = LayerPoint::new(rect.origin.x, rect.origin.y + rect.size.height);
let bl_inner = bl_outer + vec2(border_item.widths.left, -border_item.widths.bottom);
let br_outer = LayerPoint::new(rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
let br_inner = br_outer - vec2(border_item.widths.right, border_item.widths.bottom);
// Build the list of image segments
let mut segments = vec![
// Top left
ImageBorderSegment::new(LayerRect::from_floats(tl_outer.x, tl_outer.y, tl_inner.x, tl_inner.y),
TexelRect::new(px0, py0, px1, py1),
RepeatMode::Stretch,
RepeatMode::Stretch),
// Top right
ImageBorderSegment::new(LayerRect::from_floats(tr_inner.x, tr_outer.y, tr_outer.x, tr_inner.y),
TexelRect::new(px2, py0, px3, py1),
RepeatMode::Stretch,
RepeatMode::Stretch),
// Bottom right
ImageBorderSegment::new(LayerRect::from_floats(br_inner.x, br_inner.y, br_outer.x, br_outer.y),
TexelRect::new(px2, py2, px3, py3),
RepeatMode::Stretch,
RepeatMode::Stretch),
// Bottom left
ImageBorderSegment::new(LayerRect::from_floats(bl_outer.x, bl_inner.y, bl_inner.x, bl_outer.y),
TexelRect::new(px0, py2, px1, py3),
RepeatMode::Stretch,
RepeatMode::Stretch),
];
// Center
if border.fill {
segments.push(ImageBorderSegment::new(
LayerRect::from_floats(tl_inner.x, tl_inner.y, tr_inner.x, bl_inner.y),
TexelRect::new(px1, py1, px2, py2),
border.repeat_horizontal,
border.repeat_vertical))
}
// Add edge segments if valid size.
if px1 < px2 && py1 < py2 {
segments.extend_from_slice(&[
// Top
ImageBorderSegment::new(LayerRect::from_floats(tl_inner.x, tl_outer.y, tr_inner.x, tl_inner.y),
TexelRect::new(px1, py0, px2, py1),
border.repeat_horizontal,
RepeatMode::Stretch),
// Bottom
ImageBorderSegment::new(LayerRect::from_floats(bl_inner.x, bl_inner.y, br_inner.x, bl_outer.y),
TexelRect::new(px1, py2, px2, py3),
border.repeat_horizontal,
RepeatMode::Stretch),
// Left
ImageBorderSegment::new(LayerRect::from_floats(tl_outer.x, tl_inner.y, tl_inner.x, bl_inner.y),
TexelRect::new(px0, py1, px1, py2),
RepeatMode::Stretch,
border.repeat_vertical),
// Right
ImageBorderSegment::new(LayerRect::from_floats(tr_inner.x, tr_inner.y, br_outer.x, br_inner.y),
TexelRect::new(px2, py1, px3, py2),
RepeatMode::Stretch,
border.repeat_vertical),
]);
}
for segment in segments {
self.add_image(clip_and_scroll,
segment.geom_rect,
local_clip,
&segment.stretch_size,
&segment.tile_spacing,
Some(segment.sub_rect),
border.image_key,
ImageRendering::Auto,
None);
}
}
BorderDetails::Normal(ref border) => {
self.add_normal_border(&rect,
border,
&border_item.widths,
clip_and_scroll,
local_clip);
}
BorderDetails::Gradient(ref border) => {
for segment in create_segments(border.outset) {
let segment_rel = segment.origin - rect.origin;
self.add_gradient(clip_and_scroll,
segment,
local_clip,
border.gradient.start_point - segment_rel,
border.gradient.end_point - segment_rel,
gradient_stops,
gradient_stops_count,
border.gradient.extend_mode,
segment.size,
LayerSize::zero());
}
}
BorderDetails::RadialGradient(ref border) => {
for segment in create_segments(border.outset) {
let segment_rel = segment.origin - rect.origin;
self.add_radial_gradient(clip_and_scroll,
segment,
local_clip,
border.gradient.start_center - segment_rel,
border.gradient.start_radius,
border.gradient.end_center - segment_rel,
border.gradient.end_radius,
border.gradient.ratio_xy,
gradient_stops,
border.gradient.extend_mode,
segment.size,
LayerSize::zero());
}
}
}
}
pub fn add_gradient(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: LayerRect,
local_clip: &LocalClip,
start_point: LayerPoint,
end_point: LayerPoint,
stops: ItemRange<GradientStop>,
stops_count: usize,
extend_mode: ExtendMode,
tile_size: LayerSize,
tile_spacing: LayerSize) {
let tile_repeat = tile_size + tile_spacing;
let is_not_tiled = tile_repeat.width >= rect.size.width &&
tile_repeat.height >= rect.size.height;
let aligned_and_fills_rect = (start_point.x == end_point.x &&
start_point.y.min(end_point.y) <= 0.0 &&
start_point.y.max(end_point.y) >= rect.size.height) ||
(start_point.y == end_point.y &&
start_point.x.min(end_point.x) <= 0.0 &&
start_point.x.max(end_point.x) >= rect.size.width);
// Fast path for clamped, axis-aligned gradients, with gradient lines intersecting all of rect:
let aligned = extend_mode == ExtendMode::Clamp && is_not_tiled && aligned_and_fills_rect;
// Try to ensure that if the gradient is specified in reverse, then so long as the stops
// are also supplied in reverse that the rendered result will be equivalent. To do this,
// a reference orientation for the gradient line must be chosen, somewhat arbitrarily, so
// just designate the reference orientation as start < end. Aligned gradient rendering
// manages to produce the same result regardless of orientation, so don't worry about
// reversing in that case.
let reverse_stops = !aligned &&
(start_point.x > end_point.x ||
(start_point.x == end_point.x &&
start_point.y > end_point.y));
// To get reftests exactly matching with reverse start/end
// points, it's necessary to reverse the gradient
// line in some cases.
let (sp, ep) = if reverse_stops {
(end_point, start_point)
} else {
(start_point, end_point)
};
let gradient_cpu = GradientPrimitiveCpu {
stops_range: stops,
stops_count,
extend_mode,
reverse_stops,
gpu_blocks: [
[sp.x, sp.y, ep.x, ep.y].into(),
[tile_size.width, tile_size.height, tile_repeat.width, tile_repeat.height].into(),
[pack_as_float(extend_mode as u32), 0.0, 0.0, 0.0].into(),
],
};
let prim = if aligned {
PrimitiveContainer::AlignedGradient(gradient_cpu)
} else {
PrimitiveContainer::AngleGradient(gradient_cpu)
};
self.add_primitive(clip_and_scroll, &rect, local_clip, &[], prim);
}
pub fn add_radial_gradient(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: LayerRect,
local_clip: &LocalClip,
start_center: LayerPoint,
start_radius: f32,
end_center: LayerPoint,
end_radius: f32,
ratio_xy: f32,
stops: ItemRange<GradientStop>,
extend_mode: ExtendMode,
tile_size: LayerSize,
tile_spacing: LayerSize) {
let tile_repeat = tile_size + tile_spacing;
let radial_gradient_cpu = RadialGradientPrimitiveCpu {
stops_range: stops,
extend_mode,
gpu_data_count: 0,
gpu_blocks: [
[start_center.x, start_center.y, end_center.x, end_center.y].into(),
[start_radius, end_radius, ratio_xy, pack_as_float(extend_mode as u32)].into(),
[tile_size.width, tile_size.height, tile_repeat.width, tile_repeat.height].into(),
],
};
self.add_primitive(clip_and_scroll,
&rect,
local_clip,
&[],
PrimitiveContainer::RadialGradient(radial_gradient_cpu));
}
pub fn add_text(&mut self,
clip_and_scroll: ClipAndScrollInfo,
run_offset: LayoutVector2D,
rect: LayerRect,
local_clip: &LocalClip,
font: &FontInstance,
color: &ColorF,
glyph_range: ItemRange<GlyphInstance>,
glyph_count: usize,
glyph_options: Option<GlyphOptions>) {
// Trivial early out checks
if font.size.0 <= 0 {
return
}
// Sanity check - anything with glyphs bigger than this
// is probably going to consume too much memory to render
// efficiently anyway. This is specifically to work around
// the font_advance.html reftest, which creates a very large
// font as a crash test - the rendering is also ignored
// by the azure renderer.
if font.size >= Au::from_px(4096) {
return
}
// TODO(gw): Use a proper algorithm to select
// whether this item should be rendered with
// subpixel AA!
let mut default_render_mode = self.config.default_font_render_mode.limit_by(font.render_mode);
if let Some(options) = glyph_options {
default_render_mode = default_render_mode.limit_by(options.render_mode);
}
// There are some conditions under which we can't use
// subpixel text rendering, even if enabled.
let mut normal_render_mode = default_render_mode;
if normal_render_mode == FontRenderMode::Subpixel {
if color.a != 1.0 {
normal_render_mode = FontRenderMode::Alpha;
}
// text on a stacking context that has filters
// (e.g. opacity) can't use sub-pixel.
// TODO(gw): It's possible we can relax this in
// the future, if we modify the way
// we handle subpixel blending.
if let Some(sc_index) = self.stacking_context_stack.last() {
let stacking_context = &self.stacking_context_store[sc_index.0];
if stacking_context.composite_ops.count() > 0 {
normal_render_mode = FontRenderMode::Alpha;
}
}
}
// Shadows never use subpixel AA, but need to respect the alpha/mono flag
// for reftests.
let (shadow_render_mode, subpx_dir) = match default_render_mode {
FontRenderMode::Subpixel | FontRenderMode::Alpha => {
// TODO(gw): Expose subpixel direction in API once WR supports
// vertical text runs.
(FontRenderMode::Alpha, font.subpx_dir)
}
FontRenderMode::Mono => {
(FontRenderMode::Mono, SubpixelDirection::None)
}
};
let prim_font = FontInstance::new(font.font_key,
font.size,
*color,
normal_render_mode,
subpx_dir,
font.platform_options);
let prim = TextRunPrimitiveCpu {
font: prim_font,
glyph_range,
glyph_count,
glyph_gpu_blocks: Vec::new(),
glyph_keys: Vec::new(),
shadow_render_mode,
offset: run_offset,
color: *color,
};
// Text shadows that have a blur radius of 0 need to be rendered as normal
// text elements to get pixel perfect results for reftests. It's also a big
// performance win to avoid blurs and render target allocations where
// possible. For any text shadows that have zero blur, create a normal text
// primitive with the shadow's color and offset. These need to be added
// *before* the visual text primitive in order to get the correct paint
// order. Store them in a Vec first to work around borrowck issues.
// TODO(gw): Refactor to avoid having to store them in a Vec first.
let mut fast_text_shadow_prims = Vec::new();
for shadow_prim_index in &self.shadow_prim_stack {
let shadow_metadata = &self.prim_store.cpu_metadata[shadow_prim_index.0];
let shadow_prim = &self.prim_store.cpu_text_shadows[shadow_metadata.cpu_prim_index.0];
if shadow_prim.shadow.blur_radius == 0.0 {
let mut text_prim = prim.clone();
text_prim.font.color = shadow_prim.shadow.color.into();
text_prim.color = shadow_prim.shadow.color;
text_prim.offset += shadow_prim.shadow.offset;
fast_text_shadow_prims.push(text_prim);
}
}
for text_prim in fast_text_shadow_prims {
self.add_primitive(clip_and_scroll,
&rect.translate(&text_prim.offset),
local_clip,
&[],
PrimitiveContainer::TextRun(text_prim));
}
// Create (and add to primitive store) the primitive that will be
// used for both the visual element and also the shadow(s).
let prim_index = self.create_primitive(clip_and_scroll,
&rect,
local_clip,
&[],
PrimitiveContainer::TextRun(prim));
// Only add a visual element if it can contribute to the scene.
if color.a > 0.0 {
self.add_primitive_to_draw_list(prim_index, clip_and_scroll);
}
// Now add this primitive index to all the currently active text shadow
// primitives. Although we're adding the indices *after* the visual
// primitive here, they will still draw before the visual text, since
// the text-shadow primitive itself has been added to the draw cmd
// list *before* the visual element, during push_text_shadow. We need
// the primitive index of the visual element here before we can add
// the indices as sub-primitives to the shadow primitives.
for shadow_prim_index in &self.shadow_prim_stack {
let shadow_metadata = &mut self.prim_store.cpu_metadata[shadow_prim_index.0];
debug_assert_eq!(shadow_metadata.prim_kind, PrimitiveKind::TextShadow);
let shadow_prim = &mut self.prim_store.cpu_text_shadows[shadow_metadata.cpu_prim_index.0];
// Only run real blurs here (fast path zero blurs are handled above).
if shadow_prim.shadow.blur_radius > 0.0 {
let shadow_rect = rect.inflate(shadow_prim.shadow.blur_radius,
shadow_prim.shadow.blur_radius);
shadow_metadata.local_rect = shadow_metadata.local_rect.union(&shadow_rect);
shadow_prim.primitives.push(prim_index);
}
}
}
pub fn fill_box_shadow_rect(&mut self,
clip_and_scroll: ClipAndScrollInfo,
box_bounds: &LayerRect,
bs_rect: LayerRect,
local_clip: &LocalClip,
color: &ColorF,
border_radius: f32,
clip_mode: BoxShadowClipMode) {
// We can draw a rectangle instead with the proper border radius clipping.
let (bs_clip_mode, rect_to_draw) = match clip_mode {
BoxShadowClipMode::Outset |
BoxShadowClipMode::None => (ClipMode::Clip, bs_rect),
BoxShadowClipMode::Inset => (ClipMode::ClipOut, *box_bounds),
};
let box_clip_mode = !bs_clip_mode;
// Clip the inside and then the outside of the box.
let extra_clips = [ClipSource::Complex(bs_rect, border_radius, bs_clip_mode),
ClipSource::Complex(*box_bounds, border_radius, box_clip_mode)];
let prim = RectanglePrimitive {
color: *color,
};
self.add_primitive(clip_and_scroll,
&rect_to_draw,
local_clip,
&extra_clips,
PrimitiveContainer::Rectangle(prim));
}
pub fn add_box_shadow(&mut self,
clip_and_scroll: ClipAndScrollInfo,
box_bounds: &LayerRect,
local_clip: &LocalClip,
box_offset: &LayerVector2D,
color: &ColorF,
blur_radius: f32,
spread_radius: f32,
border_radius: f32,
clip_mode: BoxShadowClipMode) {
if color.a == 0.0 {
return
}
// The local space box shadow rect. It is the element rect
// translated by the box shadow offset and inflated by the
// box shadow spread.
let inflate_amount = match clip_mode {
BoxShadowClipMode::Outset | BoxShadowClipMode::None => spread_radius,
BoxShadowClipMode::Inset => -spread_radius,
};
let bs_rect = box_bounds.translate(box_offset)
.inflate(inflate_amount, inflate_amount);
// If we have negative inflate amounts.
// Have to explicitly check this since euclid::TypedRect relies on negative rects
let bs_rect_empty = bs_rect.size.width <= 0.0 || bs_rect.size.height <= 0.0;
// Just draw a rectangle
if (blur_radius == 0.0 && spread_radius == 0.0 && clip_mode == BoxShadowClipMode::None)
|| bs_rect_empty {
self.add_solid_rectangle(clip_and_scroll,
box_bounds,
local_clip,
color,
PrimitiveFlags::None);
return;
}
if blur_radius == 0.0 && border_radius != 0.0 {
self.fill_box_shadow_rect(clip_and_scroll,
box_bounds,
bs_rect,
local_clip,
color,
border_radius,
clip_mode);
return;
}
// Get the outer rectangle, based on the blur radius.
let outside_edge_size = 2.0 * blur_radius;
let inside_edge_size = outside_edge_size.max(border_radius);
let edge_size = outside_edge_size + inside_edge_size;
let outer_rect = bs_rect.inflate(outside_edge_size, outside_edge_size);
// Box shadows are often used for things like text underline and other
// simple primitives, so we want to draw these simple cases with the
// solid rectangle shader wherever possible, to avoid invoking the
// expensive box-shadow shader.
enum BoxShadowKind {
Simple(Vec<LayerRect>), // Can be drawn via simple rectangles only
Shadow(Vec<LayerRect>), // Requires the full box-shadow code path
}
let shadow_kind = match clip_mode {
BoxShadowClipMode::Outset | BoxShadowClipMode::None => {
// If a border radius is set, we need to draw inside
// the original box in order to draw where the border
// corners are. A clip-out mask applied below will
// ensure that we don't draw on the box itself.
let inner_box_bounds = box_bounds.inflate(-border_radius,
-border_radius);
// For outset shadows, subtracting the element rectangle
// from the outer rectangle gives the rectangles we need
// to draw. In the simple case (no blur radius), we can
// just draw these as solid colors.
let mut rects = Vec::new();
subtract_rect(&outer_rect, &inner_box_bounds, &mut rects);
if edge_size == 0.0 {
BoxShadowKind::Simple(rects)
} else {
BoxShadowKind::Shadow(rects)
}
}
BoxShadowClipMode::Inset => {
// For inset shadows, in the simple case (no blur) we
// can draw the shadow area by subtracting the box
// shadow rect from the element rect (since inset box
// shadows never extend past the element rect). However,
// in the case of an inset box shadow with blur, we
// currently just draw the box shadow over the entire
// rect. The opaque parts of the shadow (past the outside
// edge of the box-shadow) are handled by the shadow
// shader.
// TODO(gw): We should be able to optimize the complex
// inset shadow case to touch fewer pixels. We
// can probably calculate the inner rect that
// can't be affected, and subtract that from
// the element rect?
let mut rects = Vec::new();
if edge_size == 0.0 {
subtract_rect(box_bounds, &bs_rect, &mut rects);
BoxShadowKind::Simple(rects)
} else {
rects.push(*box_bounds);
BoxShadowKind::Shadow(rects)
}
}
};
match shadow_kind {
BoxShadowKind::Simple(rects) => {
for rect in &rects {
self.add_solid_rectangle(clip_and_scroll,
rect,
local_clip,
color,
PrimitiveFlags::None)
}
}
BoxShadowKind::Shadow(rects) => {
assert!(blur_radius > 0.0);
if clip_mode == BoxShadowClipMode::Inset {
self.fill_box_shadow_rect(clip_and_scroll,
box_bounds,
bs_rect,
local_clip,
color,
border_radius,
clip_mode);
}
let inverted = match clip_mode {
BoxShadowClipMode::Outset | BoxShadowClipMode::None => 0.0,
BoxShadowClipMode::Inset => 1.0,
};
// Outset box shadows with border radius
// need a clip out of the center box.
let extra_clip_mode = match clip_mode {
BoxShadowClipMode::Outset | BoxShadowClipMode::None => ClipMode::ClipOut,
BoxShadowClipMode::Inset => ClipMode::Clip,
};
let mut extra_clips = Vec::new();
if border_radius >= 0.0 {
extra_clips.push(ClipSource::Complex(*box_bounds,
border_radius,
extra_clip_mode));
}
let prim_cpu = BoxShadowPrimitiveCpu {
src_rect: *box_bounds,
bs_rect,
color: *color,
blur_radius,
border_radius,
edge_size,
inverted,
rects,
};
self.add_primitive(clip_and_scroll,
&outer_rect,
local_clip,
extra_clips.as_slice(),
PrimitiveContainer::BoxShadow(prim_cpu));
}
}
}
pub fn add_image(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: LayerRect,
local_clip: &LocalClip,
stretch_size: &LayerSize,
tile_spacing: &LayerSize,
sub_rect: Option<TexelRect>,
image_key: ImageKey,
image_rendering: ImageRendering,
tile: Option<TileOffset>) {
let sub_rect_block = sub_rect.unwrap_or(TexelRect::invalid()).into();
let prim_cpu = ImagePrimitiveCpu {
image_key,
image_rendering,
tile_offset: tile,
tile_spacing: *tile_spacing,
gpu_blocks: [ [ stretch_size.width,
stretch_size.height,
tile_spacing.width,
tile_spacing.height ].into(),
sub_rect_block,
],
};
self.add_primitive(clip_and_scroll,
&rect,
local_clip,
&[],
PrimitiveContainer::Image(prim_cpu));
}
pub fn add_yuv_image(&mut self,
clip_and_scroll: ClipAndScrollInfo,
rect: LayerRect,
clip_rect: &LocalClip,
yuv_data: YuvData,
color_space: YuvColorSpace,
image_rendering: ImageRendering) {
let format = yuv_data.get_format();
let yuv_key = match yuv_data {
YuvData::NV12(plane_0, plane_1) => [plane_0, plane_1, ImageKey::dummy()],
YuvData::PlanarYCbCr(plane_0, plane_1, plane_2) =>
[plane_0, plane_1, plane_2],
YuvData::InterleavedYCbCr(plane_0) =>
[plane_0, ImageKey::dummy(), ImageKey::dummy()],
};
let prim_cpu = YuvImagePrimitiveCpu {
yuv_key,
format,
color_space,
image_rendering,
gpu_block: [rect.size.width, rect.size.height, 0.0, 0.0].into(),
};
self.add_primitive(clip_and_scroll,
&rect,
clip_rect,
&[],
PrimitiveContainer::YuvImage(prim_cpu));
}
/// Compute the contribution (bounding rectangles, and resources) of layers and their
/// primitives in screen space.
fn build_layer_screen_rects_and_cull_layers(&mut self,
screen_rect: &DeviceIntRect,
clip_scroll_tree: &mut ClipScrollTree,
display_lists: &DisplayListMap,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
render_tasks: &mut RenderTaskTree,
profile_counters: &mut FrameProfileCounters,
device_pixel_ratio: f32) {
profile_scope!("cull");
LayerRectCalculationAndCullingPass::create_and_run(self,
screen_rect,
clip_scroll_tree,
display_lists,
resource_cache,
gpu_cache,
render_tasks,
profile_counters,
device_pixel_ratio);
}
fn update_scroll_bars(&mut self,
clip_scroll_tree: &ClipScrollTree,
gpu_cache: &mut GpuCache) {
let distance_from_edge = 8.0;
for scrollbar_prim in &self.scrollbar_prims {
let metadata = &mut self.prim_store.cpu_metadata[scrollbar_prim.prim_index.0];
let clip_scroll_node = &clip_scroll_tree.nodes[&scrollbar_prim.clip_id];
// Invalidate what's in the cache so it will get rebuilt.
gpu_cache.invalidate(&metadata.gpu_location);
let scrollable_distance = clip_scroll_node.scrollable_height();
if scrollable_distance <= 0.0 {
metadata.local_clip_rect.size = LayerSize::zero();
continue;
}
let scroll_offset = clip_scroll_node.scroll_offset();
let f = -scroll_offset.y / scrollable_distance;
let min_y = clip_scroll_node.local_viewport_rect.origin.y -
scroll_offset.y +
distance_from_edge;
let max_y = clip_scroll_node.local_viewport_rect.origin.y +
clip_scroll_node.local_viewport_rect.size.height -
scroll_offset.y -
metadata.local_rect.size.height -
distance_from_edge;
metadata.local_rect.origin.x = clip_scroll_node.local_viewport_rect.origin.x +
clip_scroll_node.local_viewport_rect.size.width -
metadata.local_rect.size.width -
distance_from_edge;
metadata.local_rect.origin.y = util::lerp(min_y, max_y, f);
metadata.local_clip_rect = metadata.local_rect;
// TODO(gw): The code to set / update border clips on scroll bars
// has been broken for a long time, so I've removed it
// for now. We can re-add that code once the clips
// data is moved over to the GPU cache!
}
}
fn build_render_task(&mut self,
clip_scroll_tree: &ClipScrollTree,
gpu_cache: &mut GpuCache,
render_tasks: &mut RenderTaskTree)
-> RenderTaskId {
profile_scope!("build_render_task");
let mut next_z = 0;
let mut sc_stack: Vec<StackingContextIndex> = Vec::new();
let mut current_task = RenderTask::new_alpha_batch(DeviceIntPoint::zero(),
RenderTaskLocation::Fixed);
// A stack of the alpha batcher tasks. We create them on the way down,
// and then actually populate with items and dependencies on the way up.
let mut alpha_task_stack = Vec::new();
// A map of "preserve-3d" contexts. We are baking these into render targets
// and only compositing once we are out of "preserve-3d" hierarchy.
// The stacking contexts that fall into this category are
// - ones with `ContextIsolation::Items`, for their actual items to be backed
// - immediate children of `ContextIsolation::Items`
let mut preserve_3d_map: FastHashMap<StackingContextIndex, RenderTaskId> = FastHashMap::default();
// The plane splitter stack, using a simple BSP tree.
let mut splitter_stack = Vec::new();
debug!("build_render_task()");
for cmd in &self.cmds {
match *cmd {
PrimitiveRunCmd::PushStackingContext(stacking_context_index) => {
let parent_isolation = sc_stack.last()
.map(|index| self.stacking_context_store[index.0].isolation);
let stacking_context = &self.stacking_context_store[stacking_context_index.0];
sc_stack.push(stacking_context_index);
if !stacking_context.is_visible {
continue;
}
debug!("\tpush {:?} {:?}", stacking_context_index, stacking_context.isolation);
let stacking_context_rect = &stacking_context.screen_bounds;
let composite_count = stacking_context.composite_ops.count();
if stacking_context.isolation == ContextIsolation::Full && composite_count == 0 {
alpha_task_stack.push(current_task);
current_task = RenderTask::new_dynamic_alpha_batch(stacking_context_rect);
}
if parent_isolation == Some(ContextIsolation::Items) ||
stacking_context.isolation == ContextIsolation::Items {
if parent_isolation != Some(ContextIsolation::Items) {
splitter_stack.push(BspSplitter::new());
}
alpha_task_stack.push(current_task);
current_task = RenderTask::new_dynamic_alpha_batch(stacking_context_rect);
//Note: technically, we shouldn't make a new alpha task for "preserve-3d" contexts
// that have no child items (only other stacking contexts). However, we don't know if
// there are any items at this time (in `PushStackingContext`).
//Note: the reason we add the polygon for splitting during `Push*` as opposed to `Pop*`
// is because we need to preserve the order of drawing for planes that match together.
let frame_node = clip_scroll_tree.nodes.get(&stacking_context.reference_frame_id).unwrap();
let sc_polygon = make_polygon(stacking_context, frame_node, stacking_context_index.0);
debug!("\tsplitter[{}]: add {:?} -> {:?} with bounds {:?}", splitter_stack.len(),
stacking_context_index, sc_polygon, stacking_context.isolated_items_bounds);
splitter_stack.last_mut().unwrap().add(sc_polygon);
}
for _ in 0..composite_count {
alpha_task_stack.push(current_task);
current_task = RenderTask::new_dynamic_alpha_batch(stacking_context_rect);
}
}
PrimitiveRunCmd::PopStackingContext => {
let stacking_context_index = sc_stack.pop().unwrap();
let stacking_context = &self.stacking_context_store[stacking_context_index.0];
let composite_count = stacking_context.composite_ops.count();
if !stacking_context.is_visible {
continue;
}
debug!("\tpop {:?}", stacking_context_index);
let parent_isolation = sc_stack.last()
.map(|index| self.stacking_context_store[index.0].isolation);
if stacking_context.isolation == ContextIsolation::Full && composite_count == 0 {
let mut prev_task = alpha_task_stack.pop().unwrap();
let current_task_id = render_tasks.add(current_task);
let item = AlphaRenderItem::HardwareComposite(stacking_context_index,
current_task_id,
HardwareCompositeOp::PremultipliedAlpha,
next_z);
next_z += 1;
prev_task.as_alpha_batch_mut().items.push(item);
prev_task.children.push(current_task_id);
current_task = prev_task;
}
for filter in &stacking_context.composite_ops.filters {
let mut prev_task = alpha_task_stack.pop().unwrap();
let current_task_id = render_tasks.add(current_task);
let item = AlphaRenderItem::Blend(stacking_context_index,
current_task_id,
*filter,
next_z);
next_z += 1;
prev_task.as_alpha_batch_mut().items.push(item);
prev_task.children.push(current_task_id);
current_task = prev_task;
}
if let Some(mix_blend_mode) = stacking_context.composite_ops.mix_blend_mode {
let backdrop_task =
RenderTask::new_readback(stacking_context.screen_bounds);
let source_task_id = render_tasks.add(current_task);
let backdrop_task_id = render_tasks.add(backdrop_task);
let mut prev_task = alpha_task_stack.pop().unwrap();
let item = AlphaRenderItem::Composite(stacking_context_index,
source_task_id,
backdrop_task_id,
mix_blend_mode,
next_z);
next_z += 1;
prev_task.as_alpha_batch_mut().items.push(item);
prev_task.children.push(source_task_id);
prev_task.children.push(backdrop_task_id);
current_task = prev_task;
}
if parent_isolation == Some(ContextIsolation::Items) ||
stacking_context.isolation == ContextIsolation::Items {
//Note: we don't register the dependent tasks here. It's only done
// when we are out of the `preserve-3d` branch (see the code below),
// since this is only where the parent task is known.
let current_task_id = render_tasks.add(current_task);
preserve_3d_map.insert(stacking_context_index, current_task_id);
current_task = alpha_task_stack.pop().unwrap();
}
if parent_isolation != Some(ContextIsolation::Items) &&
stacking_context.isolation == ContextIsolation::Items {
debug!("\tsplitter[{}]: flush", splitter_stack.len());
let mut splitter = splitter_stack.pop().unwrap();
// Flush the accumulated plane splits onto the task tree.
// Notice how this is done before splitting in order to avoid duplicate tasks.
current_task.children.extend(preserve_3d_map.values().cloned());
// Z axis is directed at the screen, `sort` is ascending, and we need back-to-front order.
for poly in splitter.sort(vec3(0.0, 0.0, 1.0)) {
let sc_index = StackingContextIndex(poly.anchor);
let task_id = preserve_3d_map[&sc_index];
debug!("\t\tproduce {:?} -> {:?} for {:?}", sc_index, poly, task_id);
let pp = &poly.points;
let gpu_blocks = [
[pp[0].x, pp[0].y, pp[0].z, pp[1].x].into(),
[pp[1].y, pp[1].z, pp[2].x, pp[2].y].into(),
[pp[2].z, pp[3].x, pp[3].y, pp[3].z].into(),
];
let handle = gpu_cache.push_per_frame_blocks(&gpu_blocks);
let item = AlphaRenderItem::SplitComposite(sc_index, task_id, handle, next_z);
current_task.as_alpha_batch_mut().items.push(item);
}
preserve_3d_map.clear();
next_z += 1;
}
}
PrimitiveRunCmd::PrimitiveRun(first_prim_index, prim_count, clip_and_scroll) => {
let stacking_context_index = *sc_stack.last().unwrap();
if !self.stacking_context_store[stacking_context_index.0].is_visible {
continue;
}
let group_index = *self.clip_scroll_group_indices.get(&clip_and_scroll).unwrap();
if self.clip_scroll_group_store[group_index.0].screen_bounding_rect.is_none() {
debug!("\tcs-group {:?} screen rect is None", group_index);
continue
}
debug!("\trun of {} items", prim_count);
for i in 0..prim_count {
let prim_index = PrimitiveIndex(first_prim_index.0 + i);
if self.prim_store.cpu_bounding_rects[prim_index.0].is_some() {
let prim_metadata = self.prim_store.get_metadata(prim_index);
// Add any dynamic render tasks needed to render this primitive
if let Some(render_task_id) = prim_metadata.render_task_id {
current_task.children.push(render_task_id);
}
if let Some(clip_task_id) = prim_metadata.clip_task_id {
current_task.children.push(clip_task_id);
}
let item = AlphaRenderItem::Primitive(Some(group_index), prim_index, next_z);
current_task.as_alpha_batch_mut().items.push(item);
next_z += 1;
}
}
}
}
}
debug_assert!(alpha_task_stack.is_empty());
debug_assert!(preserve_3d_map.is_empty());
render_tasks.add(current_task)
}
pub fn build(&mut self,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
frame_id: FrameId,
clip_scroll_tree: &mut ClipScrollTree,
display_lists: &DisplayListMap,
device_pixel_ratio: f32,
texture_cache_profile: &mut TextureCacheProfileCounters,
gpu_cache_profile: &mut GpuCacheProfileCounters)
-> Frame {
profile_scope!("build");
let mut profile_counters = FrameProfileCounters::new();
profile_counters.total_primitives.set(self.prim_store.prim_count());
resource_cache.begin_frame(frame_id);
gpu_cache.begin_frame();
let screen_rect = DeviceIntRect::new(
DeviceIntPoint::zero(),
DeviceIntSize::new(self.screen_size.width as i32,
self.screen_size.height as i32));
// Pick a size for the cache render targets to be. The main requirement is that it
// has to be at least as large as the framebuffer size. This ensures that it will
// always be able to allocate the worst case render task (such as a clip mask that
// covers the entire screen).
let cache_size = DeviceUintSize::new(cmp::max(1024, screen_rect.size.width as u32),
cmp::max(1024, screen_rect.size.height as u32));
self.update_scroll_bars(clip_scroll_tree, gpu_cache);
let mut render_tasks = RenderTaskTree::new();
self.build_layer_screen_rects_and_cull_layers(&screen_rect,
clip_scroll_tree,
display_lists,
resource_cache,
gpu_cache,
&mut render_tasks,
&mut profile_counters,
device_pixel_ratio);
let main_render_task_id = self.build_render_task(clip_scroll_tree, gpu_cache, &mut render_tasks);
let mut required_pass_count = 0;
render_tasks.max_depth(main_render_task_id, 0, &mut required_pass_count);
resource_cache.block_until_all_resources_added(gpu_cache, texture_cache_profile);
let mut deferred_resolves = vec![];
let mut passes = Vec::new();
// Do the allocations now, assigning each tile's tasks to a render
// pass and target as required.
for index in 0..required_pass_count {
passes.push(RenderPass::new(index == required_pass_count-1,
cache_size));
}
render_tasks.assign_to_passes(main_render_task_id, passes.len() - 1, &mut passes);
for pass in &mut passes {
let ctx = RenderTargetContext {
device_pixel_ratio,
stacking_context_store: &self.stacking_context_store,
clip_scroll_group_store: &self.clip_scroll_group_store,
prim_store: &self.prim_store,
resource_cache,
};
pass.build(&ctx, gpu_cache, &mut render_tasks, &mut deferred_resolves);
profile_counters.passes.inc();
profile_counters.color_targets.add(pass.color_targets.target_count());
profile_counters.alpha_targets.add(pass.alpha_targets.target_count());
}
let gpu_cache_updates = gpu_cache.end_frame(gpu_cache_profile);
render_tasks.build();
resource_cache.end_frame();
Frame {
device_pixel_ratio,
background_color: self.background_color,
window_size: self.screen_size,
profile_counters,
passes,
cache_size,
layer_texture_data: self.packed_layers.clone(),
render_tasks,
deferred_resolves,
gpu_cache_updates: Some(gpu_cache_updates),
}
}
}
#[derive(Debug, Clone, Copy)]
struct LayerClipBounds {
outer: DeviceIntRect,
inner: DeviceIntRect,
}
struct LayerRectCalculationAndCullingPass<'a> {
frame_builder: &'a mut FrameBuilder,
screen_rect: &'a DeviceIntRect,
clip_scroll_tree: &'a mut ClipScrollTree,
display_lists: &'a DisplayListMap,
resource_cache: &'a mut ResourceCache,
gpu_cache: &'a mut GpuCache,
profile_counters: &'a mut FrameProfileCounters,
device_pixel_ratio: f32,
stacking_context_stack: Vec<StackingContextIndex>,
render_tasks: &'a mut RenderTaskTree,
/// A cached clip info stack, which should handle the most common situation,
/// which is that we are using the same clip info stack that we were using
/// previously.
current_clip_stack: Vec<ClipWorkItem>,
/// Information about the cached clip stack, which is used to avoid having
/// to recalculate it for every primitive.
current_clip_info: Option<(ClipId, Option<DeviceIntRect>)>
}
impl<'a> LayerRectCalculationAndCullingPass<'a> {
fn create_and_run(frame_builder: &'a mut FrameBuilder,
screen_rect: &'a DeviceIntRect,
clip_scroll_tree: &'a mut ClipScrollTree,
display_lists: &'a DisplayListMap,
resource_cache: &'a mut ResourceCache,
gpu_cache: &'a mut GpuCache,
render_tasks: &'a mut RenderTaskTree,
profile_counters: &'a mut FrameProfileCounters,
device_pixel_ratio: f32) {
let mut pass = LayerRectCalculationAndCullingPass {
frame_builder,
screen_rect,
clip_scroll_tree,
display_lists,
resource_cache,
gpu_cache,
profile_counters,
device_pixel_ratio,
stacking_context_stack: Vec::new(),
current_clip_stack: Vec::new(),
current_clip_info: None,
render_tasks,
};
pass.run();
}
fn run(&mut self) {
self.recalculate_clip_scroll_nodes();
self.recalculate_clip_scroll_groups();
debug!("processing commands...");
let commands = mem::replace(&mut self.frame_builder.cmds, Vec::new());
for cmd in &commands {
match *cmd {
PrimitiveRunCmd::PushStackingContext(stacking_context_index) =>
self.handle_push_stacking_context(stacking_context_index),
PrimitiveRunCmd::PrimitiveRun(prim_index, prim_count, clip_and_scroll) =>
self.handle_primitive_run(prim_index, prim_count, clip_and_scroll),
PrimitiveRunCmd::PopStackingContext => self.handle_pop_stacking_context(),
}
}
mem::replace(&mut self.frame_builder.cmds, commands);
}
fn recalculate_clip_scroll_nodes(&mut self) {
for (_, ref mut node) in self.clip_scroll_tree.nodes.iter_mut() {
let node_clip_info = match node.node_type {
NodeType::Clip(ref mut clip_info) => clip_info,
_ => continue,
};
let packed_layer_index = node_clip_info.packed_layer_index;
let packed_layer = &mut self.frame_builder.packed_layers[packed_layer_index.0];
// The coordinates of the mask are relative to the origin of the node itself,
// so we need to account for that origin in the transformation we assign to
// the packed layer.
let transform = node.world_viewport_transform
.pre_translate(node.local_viewport_rect.origin.to_vector().to_3d());
node_clip_info.screen_bounding_rect = if packed_layer.set_transform(transform) {
// Meanwhile, the combined viewport rect is relative to the reference frame, so
// we move it into the local coordinate system of the node.
let local_viewport_rect = node.combined_local_viewport_rect
.translate(&-node.local_viewport_rect.origin.to_vector());
packed_layer.set_rect(&local_viewport_rect,
self.screen_rect,
self.device_pixel_ratio)
} else {
None
};
let inner_rect = match node_clip_info.screen_bounding_rect {
Some((_, rect)) => rect,
None => DeviceIntRect::zero(),
};
node_clip_info.screen_inner_rect = inner_rect;
let bounds = node_clip_info.mask_cache_info.update(&node_clip_info.clip_sources,
&transform,
self.gpu_cache,
self.device_pixel_ratio);
node_clip_info.screen_inner_rect = bounds.inner.as_ref()
.and_then(|inner| inner.device_rect.intersection(&inner_rect))
.unwrap_or(DeviceIntRect::zero());
for clip_source in &node_clip_info.clip_sources {
if let Some(mask) = clip_source.image_mask() {
// We don't add the image mask for resolution, because
// layer masks are resolved later.
self.resource_cache.request_image(mask.image,
ImageRendering::Auto,
None,
self.gpu_cache);
}
}
}
}
fn recalculate_clip_scroll_groups(&mut self) {
debug!("recalculate_clip_scroll_groups");
for ref mut group in &mut self.frame_builder.clip_scroll_group_store {
let scroll_node = &self.clip_scroll_tree.nodes[&group.scroll_node_id];
let clip_node = &self.clip_scroll_tree.nodes[&group.clip_node_id];
let packed_layer = &mut self.frame_builder.packed_layers[group.packed_layer_index.0];
debug!("\tProcessing group scroll={:?}, clip={:?}",
group.scroll_node_id, group.clip_node_id);
let transform = scroll_node.world_content_transform;
if !packed_layer.set_transform(transform) {
debug!("\t\tUnable to set transform {:?}", transform);
return;
}
// Here we move the viewport rectangle into the coordinate system
// of the stacking context content.
let local_viewport_rect = clip_node.combined_local_viewport_rect
.translate(&clip_node.reference_frame_relative_scroll_offset)
.translate(&-scroll_node.reference_frame_relative_scroll_offset)
.translate(&-scroll_node.scroll_offset());
group.screen_bounding_rect = packed_layer.set_rect(&local_viewport_rect,
self.screen_rect,
self.device_pixel_ratio);
debug!("\t\tlocal viewport {:?} screen bound {:?}",
local_viewport_rect,
group.screen_bounding_rect);
}
}
fn handle_pop_stacking_context(&mut self) {
let stacking_context_index = self.stacking_context_stack.pop().unwrap();
let (bounding_rect, is_visible, is_preserve_3d, reference_frame_id, reference_frame_bounds) = {
let stacking_context =
&mut self.frame_builder.stacking_context_store[stacking_context_index.0];
stacking_context.screen_bounds = stacking_context.screen_bounds
.intersection(self.screen_rect)
.unwrap_or(DeviceIntRect::zero());
(stacking_context.screen_bounds.clone(),
stacking_context.is_visible,
stacking_context.isolation == ContextIsolation::Items,
stacking_context.reference_frame_id,
stacking_context.isolated_items_bounds.translate(&stacking_context.reference_frame_offset),
)
};
if let Some(ref mut parent_index) = self.stacking_context_stack.last_mut() {
let parent = &mut self.frame_builder.stacking_context_store[parent_index.0];
parent.screen_bounds = parent.screen_bounds.union(&bounding_rect);
// add children local bounds only for non-item-isolated contexts
if !is_preserve_3d && parent.reference_frame_id == reference_frame_id {
let child_bounds = reference_frame_bounds.translate(&-parent.reference_frame_offset);
parent.isolated_items_bounds = parent.isolated_items_bounds.union(&child_bounds);
}
// Per-primitive stacking context visibility checks do not take into account
// visibility of child stacking contexts, so do that now.
parent.is_visible = parent.is_visible || is_visible;
}
}
fn handle_push_stacking_context(&mut self, stacking_context_index: StackingContextIndex) {
self.stacking_context_stack.push(stacking_context_index);
// Reset bounding rect to zero. We will calculate it as we collect primitives
// from various scroll layers. In handle_pop_stacking_context , we use this to
// calculate the device bounding rect. In the future, we could cache this during
// the initial adding of items for the common case (where there is only a single
// scroll layer for items in a stacking context).
let stacking_context = &mut self.frame_builder
.stacking_context_store[stacking_context_index.0];
stacking_context.screen_bounds = DeviceIntRect::zero();
stacking_context.isolated_items_bounds = LayerRect::zero();
}
fn rebuild_clip_info_stack_if_necessary(&mut self, clip_id: ClipId) -> Option<DeviceIntRect> {
if let Some((current_id, bounding_rect)) = self.current_clip_info {
if current_id == clip_id {
return bounding_rect;
}
}
// TODO(mrobinson): If we notice that this process is expensive, we can special-case
// more common situations, such as moving from a child or a parent.
self.current_clip_stack.clear();
self.current_clip_info = Some((clip_id, None));
let mut bounding_rect = *self.screen_rect;
let mut current_id = Some(clip_id);
// Indicates if the next non-reference-frame that we encounter needs to have its
// local combined clip rectangle backed into the clip mask.
let mut next_node_needs_region_mask = false;
while let Some(id) = current_id {
let node = &self.clip_scroll_tree.nodes.get(&id).unwrap();
current_id = node.parent;
let clip = match node.node_type {
NodeType::ReferenceFrame(ref info) => {
// if the transform is non-aligned, bake the next LCCR into the clip mask
next_node_needs_region_mask |= !info.transform.preserves_2d_axis_alignment();
continue
},
NodeType::Clip(ref clip) if clip.mask_cache_info.is_masking() => clip,
_ => continue,
};
// apply the screen bounds of the clip node
//Note: these are based on the local combined viewport, so can be tighter
if let Some((_kind, ref screen_rect)) = clip.screen_bounding_rect {
bounding_rect = match bounding_rect.intersection(screen_rect) {
Some(rect) => rect,
None => return None,
}
}
let clip_info = if next_node_needs_region_mask {
clip.mask_cache_info.clone()
} else {
clip.mask_cache_info.strip_aligned()
};
// apply the outer device bounds of the clip stack
if let Some(ref outer) = clip_info.bounds.outer {
bounding_rect = match bounding_rect.intersection(&outer.device_rect) {
Some(rect) => rect,
None => return None,
}
}
//TODO-LCCR: bake a single LCCR instead of all aligned rects?
self.current_clip_stack.push((clip.packed_layer_index, clip_info));
next_node_needs_region_mask = false;
}
self.current_clip_stack.reverse();
self.current_clip_info = Some((clip_id, Some(bounding_rect)));
Some(bounding_rect)
}
fn handle_primitive_run(&mut self,
base_prim_index: PrimitiveIndex,
prim_count: usize,
clip_and_scroll: ClipAndScrollInfo) {
let stacking_context_index = *self.stacking_context_stack.last().unwrap();
let (packed_layer_index, pipeline_id) = {
let stacking_context =
&mut self.frame_builder.stacking_context_store[stacking_context_index.0];
if !stacking_context.can_contribute_to_scene() {
return;
}
let group_index =
self.frame_builder.clip_scroll_group_indices.get(&clip_and_scroll).unwrap();
let clip_scroll_group = &self.frame_builder.clip_scroll_group_store[group_index.0];
if !clip_scroll_group.is_visible() {
debug!("{:?} of invisible {:?}", base_prim_index, stacking_context_index);
return;
}
// At least one primitive in this stacking context is visible, so the stacking
// context is visible.
stacking_context.is_visible = true;
(clip_scroll_group.packed_layer_index, stacking_context.pipeline_id)
};
debug!("\t{:?} of {:?} at {:?}", base_prim_index, stacking_context_index, packed_layer_index);
let clip_bounds = match self.rebuild_clip_info_stack_if_necessary(clip_and_scroll.clip_node_id()) {
Some(rect) => rect,
None => return,
};
let stacking_context =
&mut self.frame_builder.stacking_context_store[stacking_context_index.0];
let packed_layer = &self.frame_builder.packed_layers[packed_layer_index.0];
let display_list = self.display_lists.get(&pipeline_id)
.expect("No display list?");
debug!("\tclip_bounds {:?}, layer_local_clip {:?}", clip_bounds, packed_layer.local_clip_rect);
for i in 0..prim_count {
let prim_index = PrimitiveIndex(base_prim_index.0 + i);
let prim_store = &mut self.frame_builder.prim_store;
let (prim_local_rect, prim_screen_rect) = match prim_store
.build_bounding_rect(prim_index,
&clip_bounds,
&packed_layer.transform,
&packed_layer.local_clip_rect,
self.device_pixel_ratio) {
Some(rects) => rects,
None => continue,
};
debug!("\t\t{:?} bound is {:?}", prim_index, prim_screen_rect);
let prim_metadata = prim_store.prepare_prim_for_render(prim_index,
self.resource_cache,
self.gpu_cache,
&packed_layer.transform,
self.device_pixel_ratio,
display_list,
TextRunMode::Normal,
&mut self.render_tasks);
stacking_context.screen_bounds = stacking_context.screen_bounds.union(&prim_screen_rect);
stacking_context.isolated_items_bounds = stacking_context.isolated_items_bounds.union(&prim_local_rect);
// Try to create a mask if we may need to.
if !self.current_clip_stack.is_empty() || prim_metadata.clip_cache_info.is_some() {
// If the primitive doesn't have a specific clip, key the task ID off the
// stacking context. This means that two primitives which are only clipped
// by the stacking context stack can share clip masks during render task
// assignment to targets.
let (cache_key, mask_rect, extra) = match prim_metadata.clip_cache_info {
Some(ref info) => {
// Take into account the actual clip info of the primitive, and
// mutate the current bounds accordingly.
let mask_rect = match info.bounds.outer {
Some(ref outer) => {
match prim_screen_rect.intersection(&outer.device_rect) {
Some(rect) => rect,
None => continue,
}
}
_ => prim_screen_rect,
};
(None,
mask_rect,
Some((packed_layer_index, info.strip_aligned())))
}
None => {
(Some(clip_and_scroll.clip_node_id()),
clip_bounds,
None)
}
};
let clip_task = RenderTask::new_mask(cache_key,
mask_rect,
&self.current_clip_stack,
extra);
let render_tasks = &mut self.render_tasks;
prim_metadata.clip_task_id = clip_task.map(|clip_task| {
render_tasks.add(clip_task)
});
}
self.profile_counters.visible_primitives.inc();
}
}
}
|