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-rw-r--r--gfx/wr/webrender/src/box_shadow.rs275
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diff --git a/gfx/wr/webrender/src/box_shadow.rs b/gfx/wr/webrender/src/box_shadow.rs
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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::{BorderRadius, BoxShadowClipMode, ClipMode, ColorF, PrimitiveKeyKind};
+use api::PropertyBinding;
+use api::units::*;
+use crate::clip::{ClipItemKey, ClipItemKeyKind, ClipChainId};
+use crate::scene_building::SceneBuilder;
+use crate::spatial_tree::SpatialNodeIndex;
+use crate::gpu_types::BoxShadowStretchMode;
+use crate::render_task_cache::RenderTaskCacheEntryHandle;
+use crate::internal_types::LayoutPrimitiveInfo;
+
+#[derive(Debug, Clone, MallocSizeOf)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct BoxShadowClipSource {
+ // Parameters that define the shadow and are constant.
+ pub shadow_radius: BorderRadius,
+ pub blur_radius: f32,
+ pub clip_mode: BoxShadowClipMode,
+ pub stretch_mode_x: BoxShadowStretchMode,
+ pub stretch_mode_y: BoxShadowStretchMode,
+
+ // The current cache key (in device-pixels), and handles
+ // to the cached clip region and blurred texture.
+ pub cache_key: Option<(DeviceIntSize, BoxShadowCacheKey)>,
+ pub cache_handle: Option<RenderTaskCacheEntryHandle>,
+
+ // Local-space size of the required render task size.
+ pub shadow_rect_alloc_size: LayoutSize,
+
+ // Local-space size of the required render task size without any downscaling
+ // applied. This is needed to stretch the shadow properly.
+ pub original_alloc_size: LayoutSize,
+
+ // The minimal shadow rect for the parameters above,
+ // used when drawing the shadow rect to be blurred.
+ pub minimal_shadow_rect: LayoutRect,
+
+ // Local space rect for the shadow to be drawn or
+ // stretched in the shadow primitive.
+ pub prim_shadow_rect: LayoutRect,
+}
+
+// The blur shader samples BLUR_SAMPLE_SCALE * blur_radius surrounding texels.
+pub const BLUR_SAMPLE_SCALE: f32 = 3.0;
+
+// Maximum blur radius for box-shadows (different than blur filters).
+// Taken from nsCSSRendering.cpp in Gecko.
+pub const MAX_BLUR_RADIUS: f32 = 300.;
+
+// A cache key that uniquely identifies a minimally sized
+// and blurred box-shadow rect that can be stored in the
+// texture cache and applied to clip-masks.
+#[derive(Debug, Clone, Eq, Hash, MallocSizeOf, PartialEq)]
+#[cfg_attr(feature = "capture", derive(Serialize))]
+#[cfg_attr(feature = "replay", derive(Deserialize))]
+pub struct BoxShadowCacheKey {
+ pub blur_radius_dp: i32,
+ pub clip_mode: BoxShadowClipMode,
+ // NOTE(emilio): Only the original allocation size needs to be in the cache
+ // key, since the actual size is derived from that.
+ pub original_alloc_size: DeviceIntSize,
+ pub br_top_left: DeviceIntSize,
+ pub br_top_right: DeviceIntSize,
+ pub br_bottom_right: DeviceIntSize,
+ pub br_bottom_left: DeviceIntSize,
+ pub device_pixel_scale: Au,
+}
+
+impl<'a> SceneBuilder<'a> {
+ pub fn add_box_shadow(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_chain_id: ClipChainId,
+ prim_info: &LayoutPrimitiveInfo,
+ box_offset: &LayoutVector2D,
+ color: ColorF,
+ mut blur_radius: f32,
+ spread_radius: f32,
+ border_radius: BorderRadius,
+ clip_mode: BoxShadowClipMode,
+ ) {
+ if color.a == 0.0 {
+ return;
+ }
+
+ // Inset shadows get smaller as spread radius increases.
+ let (spread_amount, prim_clip_mode) = match clip_mode {
+ BoxShadowClipMode::Outset => (spread_radius, ClipMode::ClipOut),
+ BoxShadowClipMode::Inset => (-spread_radius, ClipMode::Clip),
+ };
+
+ // Ensure the blur radius is somewhat sensible.
+ blur_radius = f32::min(blur_radius, MAX_BLUR_RADIUS);
+
+ // Adjust the border radius of the box shadow per CSS-spec.
+ let shadow_radius = adjust_border_radius_for_box_shadow(border_radius, spread_amount);
+
+ // Apply parameters that affect where the shadow rect
+ // exists in the local space of the primitive.
+ let shadow_rect = self.snap_rect(
+ &prim_info
+ .rect
+ .translate(*box_offset)
+ .inflate(spread_amount, spread_amount),
+ spatial_node_index,
+ );
+
+ // If blur radius is zero, we can use a fast path with
+ // no blur applied.
+ if blur_radius == 0.0 {
+ // Trivial reject of box-shadows that are not visible.
+ if box_offset.x == 0.0 && box_offset.y == 0.0 && spread_amount == 0.0 {
+ return;
+ }
+
+ let mut clips = Vec::with_capacity(2);
+ let (final_prim_rect, clip_radius) = match clip_mode {
+ BoxShadowClipMode::Outset => {
+ if shadow_rect.is_empty() {
+ return;
+ }
+
+ // TODO(gw): Add a fast path for ClipOut + zero border radius!
+ clips.push(ClipItemKey {
+ kind: ClipItemKeyKind::rounded_rect(
+ prim_info.rect,
+ border_radius,
+ ClipMode::ClipOut,
+ ),
+ });
+
+ (shadow_rect, shadow_radius)
+ }
+ BoxShadowClipMode::Inset => {
+ if !shadow_rect.is_empty() {
+ clips.push(ClipItemKey {
+ kind: ClipItemKeyKind::rounded_rect(
+ shadow_rect,
+ shadow_radius,
+ ClipMode::ClipOut,
+ ),
+ });
+ }
+
+ (prim_info.rect, border_radius)
+ }
+ };
+
+ clips.push(ClipItemKey {
+ kind: ClipItemKeyKind::rounded_rect(
+ final_prim_rect,
+ clip_radius,
+ ClipMode::Clip,
+ ),
+ });
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_chain_id,
+ &LayoutPrimitiveInfo::with_clip_rect(final_prim_rect, prim_info.clip_rect),
+ clips,
+ PrimitiveKeyKind::Rectangle {
+ color: PropertyBinding::Value(color.into()),
+ },
+ );
+ } else {
+ // Normal path for box-shadows with a valid blur radius.
+ let blur_offset = (BLUR_SAMPLE_SCALE * blur_radius).ceil();
+ let mut extra_clips = vec![];
+
+ // Add a normal clip mask to clip out the contents
+ // of the surrounding primitive.
+ extra_clips.push(ClipItemKey {
+ kind: ClipItemKeyKind::rounded_rect(
+ prim_info.rect,
+ border_radius,
+ prim_clip_mode,
+ ),
+ });
+
+ // Get the local rect of where the shadow will be drawn,
+ // expanded to include room for the blurred region.
+ let dest_rect = shadow_rect.inflate(blur_offset, blur_offset);
+
+ // Draw the box-shadow as a solid rect, using a box-shadow
+ // clip mask item.
+ let prim = PrimitiveKeyKind::Rectangle {
+ color: PropertyBinding::Value(color.into()),
+ };
+
+ // Create the box-shadow clip item.
+ let shadow_clip_source = ClipItemKey {
+ kind: ClipItemKeyKind::box_shadow(
+ shadow_rect,
+ shadow_radius,
+ dest_rect,
+ blur_radius,
+ clip_mode,
+ ),
+ };
+
+ let prim_info = match clip_mode {
+ BoxShadowClipMode::Outset => {
+ // Certain spread-radii make the shadow invalid.
+ if shadow_rect.is_empty() {
+ return;
+ }
+
+ // Add the box-shadow clip source.
+ extra_clips.push(shadow_clip_source);
+
+ // Outset shadows are expanded by the shadow
+ // region from the original primitive.
+ LayoutPrimitiveInfo::with_clip_rect(dest_rect, prim_info.clip_rect)
+ }
+ BoxShadowClipMode::Inset => {
+ // If the inner shadow rect contains the prim
+ // rect, no pixels will be shadowed.
+ if border_radius.is_zero() && shadow_rect
+ .inflate(-blur_radius, -blur_radius)
+ .contains_rect(&prim_info.rect)
+ {
+ return;
+ }
+
+ // Inset shadows are still visible, even if the
+ // inset shadow rect becomes invalid (they will
+ // just look like a solid rectangle).
+ if !shadow_rect.is_empty() {
+ extra_clips.push(shadow_clip_source);
+ }
+
+ // Inset shadows draw inside the original primitive.
+ prim_info.clone()
+ }
+ };
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_chain_id,
+ &prim_info,
+ extra_clips,
+ prim,
+ );
+ }
+ }
+}
+
+fn adjust_border_radius_for_box_shadow(radius: BorderRadius, spread_amount: f32) -> BorderRadius {
+ BorderRadius {
+ top_left: adjust_corner_for_box_shadow(radius.top_left, spread_amount),
+ top_right: adjust_corner_for_box_shadow(radius.top_right, spread_amount),
+ bottom_right: adjust_corner_for_box_shadow(radius.bottom_right, spread_amount),
+ bottom_left: adjust_corner_for_box_shadow(radius.bottom_left, spread_amount),
+ }
+}
+
+fn adjust_corner_for_box_shadow(corner: LayoutSize, spread_amount: f32) -> LayoutSize {
+ LayoutSize::new(
+ adjust_radius_for_box_shadow(corner.width, spread_amount),
+ adjust_radius_for_box_shadow(corner.height, spread_amount),
+ )
+}
+
+fn adjust_radius_for_box_shadow(border_radius: f32, spread_amount: f32) -> f32 {
+ if border_radius > 0.0 {
+ (border_radius + spread_amount).max(0.0)
+ } else {
+ 0.0
+ }
+}