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Diffstat (limited to 'gfx/wr/webrender/src/border.rs')
-rw-r--r-- | gfx/wr/webrender/src/border.rs | 1474 |
1 files changed, 1474 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/border.rs b/gfx/wr/webrender/src/border.rs new file mode 100644 index 0000000000..9fd54563db --- /dev/null +++ b/gfx/wr/webrender/src/border.rs @@ -0,0 +1,1474 @@ +/* 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, BorderSide, BorderStyle, ColorF, ColorU}; +use api::{NormalBorder as ApiNormalBorder, RepeatMode}; +use api::units::*; +use crate::clip::ClipNodeId; +use crate::ellipse::Ellipse; +use euclid::vec2; +use crate::scene_building::SceneBuilder; +use crate::spatial_tree::SpatialNodeIndex; +use crate::gpu_types::{BorderInstance, BorderSegment, BrushFlags}; +use crate::prim_store::{BorderSegmentInfo, BrushSegment, NinePatchDescriptor}; +use crate::prim_store::borders::{NormalBorderPrim, NormalBorderData}; +use crate::util::{lerp, RectHelpers}; +use crate::internal_types::LayoutPrimitiveInfo; +use crate::segment::EdgeAaSegmentMask; + +// Using 2048 as the maximum radius in device space before which we +// start stretching is up for debate. +// the value must be chosen so that the corners will not use an +// unreasonable amount of memory but should allow crisp corners in the +// common cases. + +/// Maximum resolution in device pixels at which borders are rasterized. +pub const MAX_BORDER_RESOLUTION: u32 = 2048; +/// Maximum number of dots or dashes per segment to avoid freezing and filling up +/// memory with unreasonable inputs. It would be better to address this by not building +/// a list of per-dot information in the first place. +pub const MAX_DASH_COUNT: u32 = 2048; + +// TODO(gw): Perhaps there is a better way to store +// the border cache key than duplicating +// all the border structs with hashable +// variants... + +#[derive(Copy, Clone, Debug, Hash, MallocSizeOf, PartialEq, Eq)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BorderRadiusAu { + pub top_left: LayoutSizeAu, + pub top_right: LayoutSizeAu, + pub bottom_left: LayoutSizeAu, + pub bottom_right: LayoutSizeAu, +} + +impl From<BorderRadius> for BorderRadiusAu { + fn from(radius: BorderRadius) -> BorderRadiusAu { + BorderRadiusAu { + top_left: radius.top_left.to_au(), + top_right: radius.top_right.to_au(), + bottom_right: radius.bottom_right.to_au(), + bottom_left: radius.bottom_left.to_au(), + } + } +} + +impl From<BorderRadiusAu> for BorderRadius { + fn from(radius: BorderRadiusAu) -> Self { + BorderRadius { + top_left: LayoutSize::from_au(radius.top_left), + top_right: LayoutSize::from_au(radius.top_right), + bottom_right: LayoutSize::from_au(radius.bottom_right), + bottom_left: LayoutSize::from_au(radius.bottom_left), + } + } +} + +#[derive(Clone, Debug, Hash, MallocSizeOf, PartialEq, Eq)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BorderSideAu { + pub color: ColorU, + pub style: BorderStyle, +} + +impl From<BorderSide> for BorderSideAu { + fn from(side: BorderSide) -> Self { + BorderSideAu { + color: side.color.into(), + style: side.style, + } + } +} + +impl From<BorderSideAu> for BorderSide { + fn from(side: BorderSideAu) -> Self { + BorderSide { + color: side.color.into(), + style: side.style, + } + } +} + +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +#[derive(Debug, Clone, Hash, Eq, MallocSizeOf, PartialEq)] +pub struct NormalBorderAu { + pub left: BorderSideAu, + pub right: BorderSideAu, + pub top: BorderSideAu, + pub bottom: BorderSideAu, + pub radius: BorderRadiusAu, + /// Whether to apply anti-aliasing on the border corners. + /// + /// Note that for this to be `false` and work, this requires the borders to + /// be solid, and no border-radius. + pub do_aa: bool, +} + +impl NormalBorderAu { + // Construct a border based upon self with color + pub fn with_color(&self, color: ColorU) -> Self { + let mut b = self.clone(); + b.left.color = color; + b.right.color = color; + b.top.color = color; + b.bottom.color = color; + b + } +} + +impl From<ApiNormalBorder> for NormalBorderAu { + fn from(border: ApiNormalBorder) -> Self { + NormalBorderAu { + left: border.left.into(), + right: border.right.into(), + top: border.top.into(), + bottom: border.bottom.into(), + radius: border.radius.into(), + do_aa: border.do_aa, + } + } +} + +impl From<NormalBorderAu> for ApiNormalBorder { + fn from(border: NormalBorderAu) -> Self { + ApiNormalBorder { + left: border.left.into(), + right: border.right.into(), + top: border.top.into(), + bottom: border.bottom.into(), + radius: border.radius.into(), + do_aa: border.do_aa, + } + } +} + +/// Cache key that uniquely identifies a border +/// segment in the render task cache. +#[derive(Clone, Debug, Hash, MallocSizeOf, PartialEq, Eq)] +#[cfg_attr(feature = "capture", derive(Serialize))] +#[cfg_attr(feature = "replay", derive(Deserialize))] +pub struct BorderSegmentCacheKey { + pub size: LayoutSizeAu, + pub radius: LayoutSizeAu, + pub side0: BorderSideAu, + pub side1: BorderSideAu, + pub segment: BorderSegment, + pub do_aa: bool, + pub h_adjacent_corner_outer: LayoutPointAu, + pub h_adjacent_corner_radius: LayoutSizeAu, + pub v_adjacent_corner_outer: LayoutPointAu, + pub v_adjacent_corner_radius: LayoutSizeAu, +} + +pub fn ensure_no_corner_overlap( + radius: &mut BorderRadius, + size: LayoutSize, +) { + let mut ratio = 1.0; + let top_left_radius = &mut radius.top_left; + let top_right_radius = &mut radius.top_right; + let bottom_right_radius = &mut radius.bottom_right; + let bottom_left_radius = &mut radius.bottom_left; + + let sum = top_left_radius.width + top_right_radius.width; + if size.width < sum { + ratio = f32::min(ratio, size.width / sum); + } + + let sum = bottom_left_radius.width + bottom_right_radius.width; + if size.width < sum { + ratio = f32::min(ratio, size.width / sum); + } + + let sum = top_left_radius.height + bottom_left_radius.height; + if size.height < sum { + ratio = f32::min(ratio, size.height / sum); + } + + let sum = top_right_radius.height + bottom_right_radius.height; + if size.height < sum { + ratio = f32::min(ratio, size.height / sum); + } + + if ratio < 1. { + top_left_radius.width *= ratio; + top_left_radius.height *= ratio; + + top_right_radius.width *= ratio; + top_right_radius.height *= ratio; + + bottom_left_radius.width *= ratio; + bottom_left_radius.height *= ratio; + + bottom_right_radius.width *= ratio; + bottom_right_radius.height *= ratio; + } +} + +impl<'a> SceneBuilder<'a> { + pub fn add_normal_border( + &mut self, + info: &LayoutPrimitiveInfo, + border: &ApiNormalBorder, + widths: LayoutSideOffsets, + spatial_node_index: SpatialNodeIndex, + clip_node_id: ClipNodeId, + ) { + let mut border = *border; + ensure_no_corner_overlap(&mut border.radius, info.rect.size()); + + self.add_primitive( + spatial_node_index, + clip_node_id, + info, + Vec::new(), + NormalBorderPrim { + border: border.into(), + widths: widths.to_au(), + }, + ); + } +} + +pub trait BorderSideHelpers { + fn border_color(&self, is_inner_border: bool) -> ColorF; +} + +impl BorderSideHelpers for BorderSide { + fn border_color(&self, is_inner_border: bool) -> ColorF { + let lighter = match self.style { + BorderStyle::Inset => is_inner_border, + BorderStyle::Outset => !is_inner_border, + _ => return self.color, + }; + + // The modulate colors below are not part of the specification. They are + // derived from the Gecko source code and experimentation, and used to + // modulate the colors in order to generate colors for the inset/outset + // and groove/ridge border styles. + // + // NOTE(emilio): Gecko at least takes the background color into + // account, should we do the same? Looks a bit annoying for this. + // + // NOTE(emilio): If you change this algorithm, do the same change on + // get_colors_for_side in cs_border_segment.glsl. + if self.color.r != 0.0 || self.color.g != 0.0 || self.color.b != 0.0 { + let scale = if lighter { 1.0 } else { 2.0 / 3.0 }; + return self.color.scale_rgb(scale) + } + + let black = if lighter { 0.7 } else { 0.3 }; + ColorF::new(black, black, black, self.color.a) + } +} + +/// The kind of border corner clip. +#[repr(C)] +#[derive(Copy, Debug, Clone, PartialEq)] +pub enum BorderClipKind { + DashCorner = 1, + DashEdge = 2, + Dot = 3, +} + +fn compute_outer_and_clip_sign( + corner_segment: BorderSegment, + radius: DeviceSize, +) -> (DevicePoint, DeviceVector2D) { + let outer_scale = match corner_segment { + BorderSegment::TopLeft => DeviceVector2D::new(0.0, 0.0), + BorderSegment::TopRight => DeviceVector2D::new(1.0, 0.0), + BorderSegment::BottomRight => DeviceVector2D::new(1.0, 1.0), + BorderSegment::BottomLeft => DeviceVector2D::new(0.0, 1.0), + _ => panic!("bug: expected a corner segment"), + }; + let outer = DevicePoint::new( + outer_scale.x * radius.width, + outer_scale.y * radius.height, + ); + + let clip_sign = DeviceVector2D::new( + 1.0 - 2.0 * outer_scale.x, + 1.0 - 2.0 * outer_scale.y, + ); + + (outer, clip_sign) +} + +fn write_dashed_corner_instances( + corner_radius: DeviceSize, + widths: DeviceSize, + segment: BorderSegment, + base_instance: &BorderInstance, + instances: &mut Vec<BorderInstance>, +) -> Result<(), ()> { + let ellipse = Ellipse::new(corner_radius); + + let average_border_width = 0.5 * (widths.width + widths.height); + + let (_half_dash, num_half_dashes) = + compute_half_dash(average_border_width, ellipse.total_arc_length); + + if num_half_dashes == 0 { + return Err(()); + } + + let num_half_dashes = num_half_dashes.min(MAX_DASH_COUNT); + + let (outer, clip_sign) = compute_outer_and_clip_sign(segment, corner_radius); + + let instance_count = num_half_dashes / 4 + 1; + instances.reserve(instance_count as usize); + + let half_dash_arc_length = + ellipse.total_arc_length / num_half_dashes as f32; + let dash_length = 2. * half_dash_arc_length; + + let mut current_length = 0.; + for i in 0..instance_count { + let arc_length0 = current_length; + current_length += if i == 0 { + half_dash_arc_length + } else { + dash_length + }; + + let arc_length1 = current_length; + current_length += dash_length; + + let alpha = ellipse.find_angle_for_arc_length(arc_length0); + let beta = ellipse.find_angle_for_arc_length(arc_length1); + + let (point0, tangent0) = ellipse.get_point_and_tangent(alpha); + let (point1, tangent1) = ellipse.get_point_and_tangent(beta); + + let point0 = DevicePoint::new( + outer.x + clip_sign.x * (corner_radius.width - point0.x), + outer.y + clip_sign.y * (corner_radius.height - point0.y), + ); + + let tangent0 = DeviceVector2D::new( + -tangent0.x * clip_sign.x, + -tangent0.y * clip_sign.y, + ); + + let point1 = DevicePoint::new( + outer.x + clip_sign.x * (corner_radius.width - point1.x), + outer.y + clip_sign.y * (corner_radius.height - point1.y), + ); + + let tangent1 = DeviceVector2D::new( + -tangent1.x * clip_sign.x, + -tangent1.y * clip_sign.y, + ); + + instances.push(BorderInstance { + flags: base_instance.flags | ((BorderClipKind::DashCorner as i32) << 24), + clip_params: [ + point0.x, + point0.y, + tangent0.x, + tangent0.y, + point1.x, + point1.y, + tangent1.x, + tangent1.y, + ], + .. *base_instance + }); + } + + Ok(()) +} + +fn write_dotted_corner_instances( + corner_radius: DeviceSize, + widths: DeviceSize, + segment: BorderSegment, + base_instance: &BorderInstance, + instances: &mut Vec<BorderInstance>, +) -> Result<(), ()> { + let mut corner_radius = corner_radius; + if corner_radius.width < (widths.width / 2.0) { + corner_radius.width = 0.0; + } + if corner_radius.height < (widths.height / 2.0) { + corner_radius.height = 0.0; + } + + let (ellipse, max_dot_count) = + if corner_radius.width == 0. && corner_radius.height == 0. { + (Ellipse::new(corner_radius), 1) + } else { + // The centers of dots follow an ellipse along the middle of the + // border radius. + let inner_radius = (corner_radius - widths * 0.5).abs(); + let ellipse = Ellipse::new(inner_radius); + + // Allocate a "worst case" number of dot clips. This can be + // calculated by taking the minimum edge radius, since that + // will result in the maximum number of dots along the path. + let min_diameter = widths.width.min(widths.height); + + // Get the number of circles (assuming spacing of one diameter + // between dots). + let max_dot_count = 0.5 * ellipse.total_arc_length / min_diameter; + + // Add space for one extra dot since they are centered at the + // start of the arc. + (ellipse, max_dot_count.ceil() as usize) + }; + + if max_dot_count == 0 { + return Err(()); + } + + if max_dot_count == 1 { + let dot_diameter = lerp(widths.width, widths.height, 0.5); + instances.push(BorderInstance { + flags: base_instance.flags | ((BorderClipKind::Dot as i32) << 24), + clip_params: [ + widths.width / 2.0, widths.height / 2.0, 0.5 * dot_diameter, 0., + 0., 0., 0., 0., + ], + .. *base_instance + }); + return Ok(()); + } + + let max_dot_count = max_dot_count.min(MAX_DASH_COUNT as usize); + + // FIXME(emilio): Should probably use SmallVec. + let mut forward_dots = Vec::with_capacity(max_dot_count / 2 + 1); + let mut back_dots = Vec::with_capacity(max_dot_count / 2 + 1); + let mut leftover_arc_length = 0.0; + + // Alternate between adding dots at the start and end of the + // ellipse arc. This ensures that we always end up with an exact + // half dot at each end of the arc, to match up with the edges. + forward_dots.push(DotInfo::new(widths.width, widths.width)); + back_dots.push(DotInfo::new( + ellipse.total_arc_length - widths.height, + widths.height, + )); + + let (outer, clip_sign) = compute_outer_and_clip_sign(segment, corner_radius); + for dot_index in 0 .. max_dot_count { + let prev_forward_pos = *forward_dots.last().unwrap(); + let prev_back_pos = *back_dots.last().unwrap(); + + // Select which end of the arc to place a dot from. + // This just alternates between the start and end of + // the arc, which ensures that there is always an + // exact half-dot at each end of the ellipse. + let going_forward = dot_index & 1 == 0; + + let (next_dot_pos, leftover) = if going_forward { + let next_dot_pos = + prev_forward_pos.arc_pos + 2.0 * prev_forward_pos.diameter; + (next_dot_pos, prev_back_pos.arc_pos - next_dot_pos) + } else { + let next_dot_pos = prev_back_pos.arc_pos - 2.0 * prev_back_pos.diameter; + (next_dot_pos, next_dot_pos - prev_forward_pos.arc_pos) + }; + + // Use a lerp between each edge's dot + // diameter, based on the linear distance + // along the arc to get the diameter of the + // dot at this arc position. + let t = next_dot_pos / ellipse.total_arc_length; + let dot_diameter = lerp(widths.width, widths.height, t); + + // If we can't fit a dot, bail out. + if leftover < dot_diameter { + leftover_arc_length = leftover; + break; + } + + // We can place a dot! + let dot = DotInfo::new(next_dot_pos, dot_diameter); + if going_forward { + forward_dots.push(dot); + } else { + back_dots.push(dot); + } + } + + // Now step through the dots, and distribute any extra + // leftover space on the arc between them evenly. Once + // the final arc position is determined, generate the correct + // arc positions and angles that get passed to the clip shader. + let number_of_dots = forward_dots.len() + back_dots.len(); + let extra_space_per_dot = leftover_arc_length / (number_of_dots - 1) as f32; + + let create_dot_data = |arc_length: f32, dot_radius: f32| -> [f32; 8] { + // Represents the GPU data for drawing a single dot to a clip mask. The order + // these are specified must stay in sync with the way this data is read in the + // dot clip shader. + let theta = ellipse.find_angle_for_arc_length(arc_length); + let (center, _) = ellipse.get_point_and_tangent(theta); + + let center = DevicePoint::new( + outer.x + clip_sign.x * (corner_radius.width - center.x), + outer.y + clip_sign.y * (corner_radius.height - center.y), + ); + + [center.x, center.y, dot_radius, 0.0, 0.0, 0.0, 0.0, 0.0] + }; + + instances.reserve(number_of_dots); + for (i, dot) in forward_dots.iter().enumerate() { + let extra_dist = i as f32 * extra_space_per_dot; + instances.push(BorderInstance { + flags: base_instance.flags | ((BorderClipKind::Dot as i32) << 24), + clip_params: create_dot_data(dot.arc_pos + extra_dist, 0.5 * dot.diameter), + .. *base_instance + }); + } + + for (i, dot) in back_dots.iter().enumerate() { + let extra_dist = i as f32 * extra_space_per_dot; + instances.push(BorderInstance { + flags: base_instance.flags | ((BorderClipKind::Dot as i32) << 24), + clip_params: create_dot_data(dot.arc_pos - extra_dist, 0.5 * dot.diameter), + .. *base_instance + }); + } + + Ok(()) +} + +#[derive(Copy, Clone, Debug)] +struct DotInfo { + arc_pos: f32, + diameter: f32, +} + +impl DotInfo { + fn new(arc_pos: f32, diameter: f32) -> DotInfo { + DotInfo { arc_pos, diameter } + } +} + +/// Information needed to place and draw a border edge. +#[derive(Debug)] +struct EdgeInfo { + /// Offset in local space to place the edge from origin. + local_offset: f32, + /// Size of the edge in local space. + local_size: f32, + /// Local stretch size for this edge (repeat past this). + stretch_size: f32, +} + +impl EdgeInfo { + fn new( + local_offset: f32, + local_size: f32, + stretch_size: f32, + ) -> Self { + Self { + local_offset, + local_size, + stretch_size, + } + } +} + +// Given a side width and the available space, compute the half-dash (half of +// the 'on' segment) and the count of them for a given segment. +fn compute_half_dash(side_width: f32, total_size: f32) -> (f32, u32) { + let half_dash = side_width * 1.5; + // 16k dashes should be enough for anyone + let num_half_dashes = (total_size / half_dash).ceil().min(16.0 * 1024.0) as u32; + + if num_half_dashes == 0 { + return (0., 0); + } + + // TODO(emilio): Gecko has some other heuristics here to start with a full + // dash when the border side is zero, for example. We might consider those + // in the future. + let num_half_dashes = if num_half_dashes % 4 != 0 { + num_half_dashes + 4 - num_half_dashes % 4 + } else { + num_half_dashes + }; + + let half_dash = total_size / num_half_dashes as f32; + (half_dash, num_half_dashes) +} + + +// Get the needed size in device pixels for an edge, +// based on the border style of that edge. This is used +// to determine how big the render task should be. +fn get_edge_info( + style: BorderStyle, + side_width: f32, + avail_size: f32, +) -> EdgeInfo { + // To avoid division by zero below. + if side_width <= 0.0 || avail_size <= 0.0 { + return EdgeInfo::new(0.0, 0.0, 0.0); + } + + match style { + BorderStyle::Dashed => { + // Basically, two times the dash size. + let (half_dash, _num_half_dashes) = + compute_half_dash(side_width, avail_size); + let stretch_size = 2.0 * 2.0 * half_dash; + EdgeInfo::new(0., avail_size, stretch_size) + } + BorderStyle::Dotted => { + let dot_and_space_size = 2.0 * side_width; + if avail_size < dot_and_space_size * 0.75 { + return EdgeInfo::new(0.0, 0.0, 0.0); + } + let approx_dot_count = avail_size / dot_and_space_size; + let dot_count = approx_dot_count.floor().max(1.0); + let used_size = dot_count * dot_and_space_size; + let extra_space = avail_size - used_size; + let stretch_size = dot_and_space_size; + let offset = (extra_space * 0.5).round(); + EdgeInfo::new(offset, used_size, stretch_size) + } + _ => { + EdgeInfo::new(0.0, avail_size, 8.0) + } + } +} + +/// Create the set of border segments and render task +/// cache keys for a given CSS border. +pub fn create_border_segments( + size: LayoutSize, + border: &ApiNormalBorder, + widths: &LayoutSideOffsets, + border_segments: &mut Vec<BorderSegmentInfo>, + brush_segments: &mut Vec<BrushSegment>, +) { + let rect = LayoutRect::from_size(size); + + let overlap = LayoutSize::new( + (widths.left + widths.right - size.width).max(0.0), + (widths.top + widths.bottom - size.height).max(0.0), + ); + let non_overlapping_widths = LayoutSideOffsets::new( + widths.top - overlap.height / 2.0, + widths.right - overlap.width / 2.0, + widths.bottom - overlap.height / 2.0, + widths.left - overlap.width / 2.0, + ); + + let local_size_tl = LayoutSize::new( + border.radius.top_left.width.max(widths.left), + border.radius.top_left.height.max(widths.top), + ); + let local_size_tr = LayoutSize::new( + border.radius.top_right.width.max(widths.right), + border.radius.top_right.height.max(widths.top), + ); + let local_size_br = LayoutSize::new( + border.radius.bottom_right.width.max(widths.right), + border.radius.bottom_right.height.max(widths.bottom), + ); + let local_size_bl = LayoutSize::new( + border.radius.bottom_left.width.max(widths.left), + border.radius.bottom_left.height.max(widths.bottom), + ); + + let top_edge_info = get_edge_info( + border.top.style, + widths.top, + rect.width() - local_size_tl.width - local_size_tr.width, + ); + let bottom_edge_info = get_edge_info( + border.bottom.style, + widths.bottom, + rect.width() - local_size_bl.width - local_size_br.width, + ); + + let left_edge_info = get_edge_info( + border.left.style, + widths.left, + rect.height() - local_size_tl.height - local_size_bl.height, + ); + let right_edge_info = get_edge_info( + border.right.style, + widths.right, + rect.height() - local_size_tr.height - local_size_br.height, + ); + + add_edge_segment( + LayoutRect::from_floats( + rect.min.x, + rect.min.y + local_size_tl.height + left_edge_info.local_offset, + rect.min.x + non_overlapping_widths.left, + rect.min.y + local_size_tl.height + left_edge_info.local_offset + left_edge_info.local_size, + ), + &left_edge_info, + border.left, + non_overlapping_widths.left, + BorderSegment::Left, + EdgeAaSegmentMask::LEFT | EdgeAaSegmentMask::RIGHT, + brush_segments, + border_segments, + border.do_aa, + ); + add_edge_segment( + LayoutRect::from_floats( + rect.min.x + local_size_tl.width + top_edge_info.local_offset, + rect.min.y, + rect.min.x + local_size_tl.width + top_edge_info.local_offset + top_edge_info.local_size, + rect.min.y + non_overlapping_widths.top, + ), + &top_edge_info, + border.top, + non_overlapping_widths.top, + BorderSegment::Top, + EdgeAaSegmentMask::TOP | EdgeAaSegmentMask::BOTTOM, + brush_segments, + border_segments, + border.do_aa, + ); + add_edge_segment( + LayoutRect::from_floats( + rect.min.x + rect.width() - non_overlapping_widths.right, + rect.min.y + local_size_tr.height + right_edge_info.local_offset, + rect.min.x + rect.width(), + rect.min.y + local_size_tr.height + right_edge_info.local_offset + right_edge_info.local_size, + ), + &right_edge_info, + border.right, + non_overlapping_widths.right, + BorderSegment::Right, + EdgeAaSegmentMask::RIGHT | EdgeAaSegmentMask::LEFT, + brush_segments, + border_segments, + border.do_aa, + ); + add_edge_segment( + LayoutRect::from_floats( + rect.min.x + local_size_bl.width + bottom_edge_info.local_offset, + rect.min.y + rect.height() - non_overlapping_widths.bottom, + rect.min.x + local_size_bl.width + bottom_edge_info.local_offset + bottom_edge_info.local_size, + rect.min.y + rect.height(), + ), + &bottom_edge_info, + border.bottom, + non_overlapping_widths.bottom, + BorderSegment::Bottom, + EdgeAaSegmentMask::BOTTOM | EdgeAaSegmentMask::TOP, + brush_segments, + border_segments, + border.do_aa, + ); + + add_corner_segment( + LayoutRect::from_floats( + rect.min.x, + rect.min.y, + rect.min.x + local_size_tl.width, + rect.min.y + local_size_tl.height, + ), + LayoutRect::from_floats( + rect.min.x, + rect.min.y, + rect.max.x - non_overlapping_widths.right, + rect.max.y - non_overlapping_widths.bottom + ), + border.left, + border.top, + LayoutSize::new(widths.left, widths.top), + border.radius.top_left, + BorderSegment::TopLeft, + EdgeAaSegmentMask::TOP | EdgeAaSegmentMask::LEFT, + rect.top_right(), + border.radius.top_right, + rect.bottom_left(), + border.radius.bottom_left, + brush_segments, + border_segments, + border.do_aa, + ); + add_corner_segment( + LayoutRect::from_floats( + rect.min.x + rect.width() - local_size_tr.width, + rect.min.y, + rect.min.x + rect.width(), + rect.min.y + local_size_tr.height, + ), + LayoutRect::from_floats( + rect.min.x + non_overlapping_widths.left, + rect.min.y, + rect.max.x, + rect.max.y - non_overlapping_widths.bottom, + ), + border.top, + border.right, + LayoutSize::new(widths.right, widths.top), + border.radius.top_right, + BorderSegment::TopRight, + EdgeAaSegmentMask::TOP | EdgeAaSegmentMask::RIGHT, + rect.min, + border.radius.top_left, + rect.max, + border.radius.bottom_right, + brush_segments, + border_segments, + border.do_aa, + ); + add_corner_segment( + LayoutRect::from_floats( + rect.min.x + rect.width() - local_size_br.width, + rect.min.y + rect.height() - local_size_br.height, + rect.min.x + rect.width(), + rect.min.y + rect.height(), + ), + LayoutRect::from_floats( + rect.min.x + non_overlapping_widths.left, + rect.min.y + non_overlapping_widths.top, + rect.max.x, + rect.max.y, + ), + border.right, + border.bottom, + LayoutSize::new(widths.right, widths.bottom), + border.radius.bottom_right, + BorderSegment::BottomRight, + EdgeAaSegmentMask::BOTTOM | EdgeAaSegmentMask::RIGHT, + rect.bottom_left(), + border.radius.bottom_left, + rect.top_right(), + border.radius.top_right, + brush_segments, + border_segments, + border.do_aa, + ); + add_corner_segment( + LayoutRect::from_floats( + rect.min.x, + rect.min.y + rect.height() - local_size_bl.height, + rect.min.x + local_size_bl.width, + rect.min.y + rect.height(), + ), + LayoutRect::from_floats( + rect.min.x, + rect.min.y + non_overlapping_widths.top, + rect.max.x - non_overlapping_widths.right, + rect.max.y, + ), + border.bottom, + border.left, + LayoutSize::new(widths.left, widths.bottom), + border.radius.bottom_left, + BorderSegment::BottomLeft, + EdgeAaSegmentMask::BOTTOM | EdgeAaSegmentMask::LEFT, + rect.max, + border.radius.bottom_right, + rect.min, + border.radius.top_left, + brush_segments, + border_segments, + border.do_aa, + ); +} + +/// Computes the maximum scale that we allow for this set of border parameters. +/// capping the scale will result in rendering very large corners at a lower +/// resolution and stretching them, so they will have the right shape, but +/// blurrier. +pub fn get_max_scale_for_border( + border_data: &NormalBorderData, +) -> LayoutToDeviceScale { + let mut r = 1.0; + for segment in &border_data.border_segments { + let size = segment.local_task_size; + r = size.width.max(size.height.max(r)); + } + + LayoutToDeviceScale::new(MAX_BORDER_RESOLUTION as f32 / r) +} + +fn add_segment( + task_rect: DeviceRect, + style0: BorderStyle, + style1: BorderStyle, + color0: ColorF, + color1: ColorF, + segment: BorderSegment, + instances: &mut Vec<BorderInstance>, + widths: DeviceSize, + radius: DeviceSize, + do_aa: bool, + h_adjacent_corner_outer: DevicePoint, + h_adjacent_corner_radius: DeviceSize, + v_adjacent_corner_outer: DevicePoint, + v_adjacent_corner_radius: DeviceSize, +) { + let base_flags = (segment as i32) | + ((style0 as i32) << 8) | + ((style1 as i32) << 16) | + ((do_aa as i32) << 28); + + let base_instance = BorderInstance { + task_origin: DevicePoint::zero(), + local_rect: task_rect, + flags: base_flags, + color0: color0.premultiplied(), + color1: color1.premultiplied(), + widths, + radius, + clip_params: [0.0; 8], + }; + + match segment { + BorderSegment::TopLeft | + BorderSegment::TopRight | + BorderSegment::BottomLeft | + BorderSegment::BottomRight => { + // TODO(gw): Similarly to the old border code, we don't correctly handle a a corner + // that is dashed on one edge, and dotted on another. We can handle this + // in the future by submitting two instances, each one with one side + // color set to have an alpha of 0. + if (style0 == BorderStyle::Dotted && style1 == BorderStyle::Dashed) || + (style0 == BorderStyle::Dashed && style0 == BorderStyle::Dotted) { + warn!("TODO: Handle a corner with dotted / dashed transition."); + } + + let dashed_or_dotted_corner = match style0 { + BorderStyle::Dashed => { + write_dashed_corner_instances( + radius, + widths, + segment, + &base_instance, + instances, + ) + } + BorderStyle::Dotted => { + write_dotted_corner_instances( + radius, + widths, + segment, + &base_instance, + instances, + ) + } + _ => Err(()), + }; + + if dashed_or_dotted_corner.is_err() { + let clip_params = [ + h_adjacent_corner_outer.x, + h_adjacent_corner_outer.y, + h_adjacent_corner_radius.width, + h_adjacent_corner_radius.height, + v_adjacent_corner_outer.x, + v_adjacent_corner_outer.y, + v_adjacent_corner_radius.width, + v_adjacent_corner_radius.height, + ]; + + instances.push(BorderInstance { + clip_params, + ..base_instance + }); + } + } + BorderSegment::Top | + BorderSegment::Bottom | + BorderSegment::Right | + BorderSegment::Left => { + let is_vertical = segment == BorderSegment::Left || + segment == BorderSegment::Right; + + match style0 { + BorderStyle::Dashed => { + let (x, y) = if is_vertical { + let half_dash_size = task_rect.height() * 0.25; + (0., half_dash_size) + } else { + let half_dash_size = task_rect.width() * 0.25; + (half_dash_size, 0.) + }; + + instances.push(BorderInstance { + flags: base_flags | ((BorderClipKind::DashEdge as i32) << 24), + clip_params: [ + x, y, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, + ], + ..base_instance + }); + } + BorderStyle::Dotted => { + let (x, y, r) = if is_vertical { + (widths.width * 0.5, + widths.width, + widths.width * 0.5) + } else { + (widths.height, + widths.height * 0.5, + widths.height * 0.5) + }; + + instances.push(BorderInstance { + flags: base_flags | ((BorderClipKind::Dot as i32) << 24), + clip_params: [ + x, y, r, 0.0, 0.0, 0.0, 0.0, 0.0, + ], + ..base_instance + }); + } + _ => { + instances.push(base_instance); + } + } + } + } +} + +/// Add a corner segment (if valid) to the list of +/// border segments for this primitive. +fn add_corner_segment( + image_rect: LayoutRect, + non_overlapping_rect: LayoutRect, + side0: BorderSide, + side1: BorderSide, + widths: LayoutSize, + radius: LayoutSize, + segment: BorderSegment, + edge_flags: EdgeAaSegmentMask, + h_adjacent_corner_outer: LayoutPoint, + h_adjacent_corner_radius: LayoutSize, + v_adjacent_corner_outer: LayoutPoint, + v_adjacent_corner_radius: LayoutSize, + brush_segments: &mut Vec<BrushSegment>, + border_segments: &mut Vec<BorderSegmentInfo>, + do_aa: bool, +) { + if side0.color.a <= 0.0 && side1.color.a <= 0.0 { + return; + } + + if widths.width <= 0.0 && widths.height <= 0.0 { + return; + } + + if side0.style.is_hidden() && side1.style.is_hidden() { + return; + } + + let segment_rect = match image_rect.intersection(&non_overlapping_rect) { + Some(rect) => rect, + None => { + return; + } + }; + + let texture_rect = segment_rect + .translate(-image_rect.min.to_vector()) + .scale(1.0 / image_rect.width(), 1.0 / image_rect.height()); + + brush_segments.push( + BrushSegment::new( + segment_rect, + /* may_need_clip_mask = */ true, + edge_flags, + [texture_rect.min.x, texture_rect.min.y, texture_rect.max.x, texture_rect.max.y], + BrushFlags::SEGMENT_RELATIVE | BrushFlags::SEGMENT_TEXEL_RECT, + ) + ); + + // If the radii of the adjacent corners do not overlap with this segment, + // then set the outer position to this segment's corner and the radii to zero. + // That way the cache key is unaffected by non-overlapping corners, resulting + // in fewer misses. + let (h_corner_outer, h_corner_radius) = match segment { + BorderSegment::TopLeft => { + if h_adjacent_corner_outer.x - h_adjacent_corner_radius.width < image_rect.max.x { + (h_adjacent_corner_outer, h_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.max.x, image_rect.min.y), LayoutSize::zero()) + } + } + BorderSegment::TopRight => { + if h_adjacent_corner_outer.x + h_adjacent_corner_radius.width > image_rect.min.x { + (h_adjacent_corner_outer, h_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.min.x, image_rect.min.y), LayoutSize::zero()) + } + } + BorderSegment::BottomRight => { + if h_adjacent_corner_outer.x + h_adjacent_corner_radius.width > image_rect.min.x { + (h_adjacent_corner_outer, h_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.min.x, image_rect.max.y), LayoutSize::zero()) + } + } + BorderSegment::BottomLeft => { + if h_adjacent_corner_outer.x - h_adjacent_corner_radius.width < image_rect.max.x { + (h_adjacent_corner_outer, h_adjacent_corner_radius) + } else { + (image_rect.max, LayoutSize::zero()) + } + } + _ => unreachable!() + }; + + let (v_corner_outer, v_corner_radius) = match segment { + BorderSegment::TopLeft => { + if v_adjacent_corner_outer.y - v_adjacent_corner_radius.height < image_rect.max.y { + (v_adjacent_corner_outer, v_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.min.x, image_rect.max.y), LayoutSize::zero()) + } + } + BorderSegment::TopRight => { + if v_adjacent_corner_outer.y - v_adjacent_corner_radius.height < image_rect.max.y { + (v_adjacent_corner_outer, v_adjacent_corner_radius) + } else { + (image_rect.max, LayoutSize::zero()) + } + } + BorderSegment::BottomRight => { + if v_adjacent_corner_outer.y + v_adjacent_corner_radius.height > image_rect.min.y { + (v_adjacent_corner_outer, v_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.max.x, image_rect.min.y), LayoutSize::zero()) + } + } + BorderSegment::BottomLeft => { + if v_adjacent_corner_outer.y + v_adjacent_corner_radius.height > image_rect.min.y { + (v_adjacent_corner_outer, v_adjacent_corner_radius) + } else { + (LayoutPoint::new(image_rect.min.x, image_rect.min.y), LayoutSize::zero()) + } + } + _ => unreachable!() + }; + + border_segments.push(BorderSegmentInfo { + local_task_size: image_rect.size(), + cache_key: BorderSegmentCacheKey { + do_aa, + side0: side0.into(), + side1: side1.into(), + segment, + radius: radius.to_au(), + size: widths.to_au(), + h_adjacent_corner_outer: (h_corner_outer - image_rect.min).to_point().to_au(), + h_adjacent_corner_radius: h_corner_radius.to_au(), + v_adjacent_corner_outer: (v_corner_outer - image_rect.min).to_point().to_au(), + v_adjacent_corner_radius: v_corner_radius.to_au(), + }, + }); +} + +/// Add an edge segment (if valid) to the list of +/// border segments for this primitive. +fn add_edge_segment( + image_rect: LayoutRect, + edge_info: &EdgeInfo, + side: BorderSide, + width: f32, + segment: BorderSegment, + edge_flags: EdgeAaSegmentMask, + brush_segments: &mut Vec<BrushSegment>, + border_segments: &mut Vec<BorderSegmentInfo>, + do_aa: bool, +) { + if side.color.a <= 0.0 { + return; + } + + if side.style.is_hidden() { + return; + } + + let (size, brush_flags) = match segment { + BorderSegment::Left | BorderSegment::Right => { + (LayoutSize::new(width, edge_info.stretch_size), BrushFlags::SEGMENT_REPEAT_Y) + } + BorderSegment::Top | BorderSegment::Bottom => { + (LayoutSize::new(edge_info.stretch_size, width), BrushFlags::SEGMENT_REPEAT_X) + } + _ => { + unreachable!(); + } + }; + + if image_rect.width() <= 0. || image_rect.height() <= 0. { + return; + } + + brush_segments.push( + BrushSegment::new( + image_rect, + /* may_need_clip_mask = */ true, + edge_flags, + [0.0, 0.0, size.width, size.height], + BrushFlags::SEGMENT_RELATIVE | brush_flags, + ) + ); + + border_segments.push(BorderSegmentInfo { + local_task_size: size, + cache_key: BorderSegmentCacheKey { + do_aa, + side0: side.into(), + side1: side.into(), + radius: LayoutSizeAu::zero(), + size: size.to_au(), + segment, + h_adjacent_corner_outer: LayoutPointAu::zero(), + h_adjacent_corner_radius: LayoutSizeAu::zero(), + v_adjacent_corner_outer: LayoutPointAu::zero(), + v_adjacent_corner_radius: LayoutSizeAu::zero(), + }, + }); +} + +/// Build the set of border instances needed to draw a border +/// segment into the render task cache. +pub fn build_border_instances( + cache_key: &BorderSegmentCacheKey, + cache_size: DeviceIntSize, + border: &ApiNormalBorder, + scale: LayoutToDeviceScale, +) -> Vec<BorderInstance> { + let mut instances = Vec::new(); + + let (side0, side1, flip0, flip1) = match cache_key.segment { + BorderSegment::Left => (&border.left, &border.left, false, false), + BorderSegment::Top => (&border.top, &border.top, false, false), + BorderSegment::Right => (&border.right, &border.right, true, true), + BorderSegment::Bottom => (&border.bottom, &border.bottom, true, true), + BorderSegment::TopLeft => (&border.left, &border.top, false, false), + BorderSegment::TopRight => (&border.top, &border.right, false, true), + BorderSegment::BottomRight => (&border.right, &border.bottom, true, true), + BorderSegment::BottomLeft => (&border.bottom, &border.left, true, false), + }; + + let style0 = if side0.style.is_hidden() { + side1.style + } else { + side0.style + }; + let style1 = if side1.style.is_hidden() { + side0.style + } else { + side1.style + }; + + let color0 = side0.border_color(flip0); + let color1 = side1.border_color(flip1); + + let widths = (LayoutSize::from_au(cache_key.size) * scale).ceil(); + let radius = (LayoutSize::from_au(cache_key.radius) * scale).ceil(); + + let h_corner_outer = (LayoutPoint::from_au(cache_key.h_adjacent_corner_outer) * scale).round(); + let h_corner_radius = (LayoutSize::from_au(cache_key.h_adjacent_corner_radius) * scale).ceil(); + let v_corner_outer = (LayoutPoint::from_au(cache_key.v_adjacent_corner_outer) * scale).round(); + let v_corner_radius = (LayoutSize::from_au(cache_key.v_adjacent_corner_radius) * scale).ceil(); + + add_segment( + DeviceRect::from_size(cache_size.to_f32()), + style0, + style1, + color0, + color1, + cache_key.segment, + &mut instances, + widths, + radius, + border.do_aa, + h_corner_outer, + h_corner_radius, + v_corner_outer, + v_corner_radius, + ); + + instances +} + +impl NinePatchDescriptor { + pub fn create_segments( + &self, + size: LayoutSize, + ) -> Vec<BrushSegment> { + let rect = LayoutRect::from_size(size); + + // Calculate the local texel coords of the slices. + let px0 = 0.0; + let px1 = self.slice.left as f32 / self.width as f32; + let px2 = (self.width as f32 - self.slice.right as f32) / self.width as f32; + let px3 = 1.0; + + let py0 = 0.0; + let py1 = self.slice.top as f32 / self.height as f32; + let py2 = (self.height as f32 - self.slice.bottom as f32) / self.height as f32; + let py3 = 1.0; + + let tl_outer = LayoutPoint::new(rect.min.x, rect.min.y); + let tl_inner = tl_outer + vec2(self.widths.left, self.widths.top); + + let tr_outer = LayoutPoint::new(rect.min.x + rect.width(), rect.min.y); + let tr_inner = tr_outer + vec2(-self.widths.right, self.widths.top); + + let bl_outer = LayoutPoint::new(rect.min.x, rect.min.y + rect.height()); + let bl_inner = bl_outer + vec2(self.widths.left, -self.widths.bottom); + + let br_outer = rect.max; + + let br_inner = br_outer - vec2(self.widths.right, self.widths.bottom); + + fn add_segment( + segments: &mut Vec<BrushSegment>, + rect: LayoutRect, + uv_rect: TexelRect, + repeat_horizontal: RepeatMode, + repeat_vertical: RepeatMode, + extra_flags: BrushFlags, + ) { + if uv_rect.uv1.x <= uv_rect.uv0.x || uv_rect.uv1.y <= uv_rect.uv0.y { + return; + } + + // Use segment relative interpolation for all + // instances in this primitive. + let mut brush_flags = + BrushFlags::SEGMENT_RELATIVE | + BrushFlags::SEGMENT_TEXEL_RECT | + extra_flags; + + // Enable repeat modes on the segment. + if repeat_horizontal == RepeatMode::Repeat { + brush_flags |= BrushFlags::SEGMENT_REPEAT_X | BrushFlags::SEGMENT_REPEAT_X_CENTERED; + } else if repeat_horizontal == RepeatMode::Round { + brush_flags |= BrushFlags::SEGMENT_REPEAT_X | BrushFlags::SEGMENT_REPEAT_X_ROUND; + } + + if repeat_vertical == RepeatMode::Repeat { + brush_flags |= BrushFlags::SEGMENT_REPEAT_Y | BrushFlags::SEGMENT_REPEAT_Y_CENTERED; + } else if repeat_vertical == RepeatMode::Round { + brush_flags |= BrushFlags::SEGMENT_REPEAT_Y | BrushFlags::SEGMENT_REPEAT_Y_ROUND; + } + + let segment = BrushSegment::new( + rect, + true, + EdgeAaSegmentMask::empty(), + [ + uv_rect.uv0.x, + uv_rect.uv0.y, + uv_rect.uv1.x, + uv_rect.uv1.y, + ], + brush_flags, + ); + + segments.push(segment); + } + + // Build the list of image segments + let mut segments = Vec::new(); + + // Top left + add_segment( + &mut segments, + LayoutRect::from_floats(tl_outer.x, tl_outer.y, tl_inner.x, tl_inner.y), + TexelRect::new(px0, py0, px1, py1), + RepeatMode::Stretch, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + // Top right + add_segment( + &mut segments, + LayoutRect::from_floats(tr_inner.x, tr_outer.y, tr_outer.x, tr_inner.y), + TexelRect::new(px2, py0, px3, py1), + RepeatMode::Stretch, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + // Bottom right + add_segment( + &mut segments, + LayoutRect::from_floats(br_inner.x, br_inner.y, br_outer.x, br_outer.y), + TexelRect::new(px2, py2, px3, py3), + RepeatMode::Stretch, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + // Bottom left + add_segment( + &mut segments, + LayoutRect::from_floats(bl_outer.x, bl_inner.y, bl_inner.x, bl_outer.y), + TexelRect::new(px0, py2, px1, py3), + RepeatMode::Stretch, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + + // Center + if self.fill { + add_segment( + &mut segments, + LayoutRect::from_floats(tl_inner.x, tl_inner.y, tr_inner.x, bl_inner.y), + TexelRect::new(px1, py1, px2, py2), + self.repeat_horizontal, + self.repeat_vertical, + BrushFlags::SEGMENT_NINEPATCH_MIDDLE, + ); + } + + // Add edge segments. + + // Top + add_segment( + &mut segments, + LayoutRect::from_floats(tl_inner.x, tl_outer.y, tr_inner.x, tl_inner.y), + TexelRect::new(px1, py0, px2, py1), + self.repeat_horizontal, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + // Bottom + add_segment( + &mut segments, + LayoutRect::from_floats(bl_inner.x, bl_inner.y, br_inner.x, bl_outer.y), + TexelRect::new(px1, py2, px2, py3), + self.repeat_horizontal, + RepeatMode::Stretch, + BrushFlags::empty(), + ); + // Left + add_segment( + &mut segments, + LayoutRect::from_floats(tl_outer.x, tl_inner.y, tl_inner.x, bl_inner.y), + TexelRect::new(px0, py1, px1, py2), + RepeatMode::Stretch, + self.repeat_vertical, + BrushFlags::empty(), + ); + // Right + add_segment( + &mut segments, + LayoutRect::from_floats(tr_inner.x, tr_inner.y, br_outer.x, br_inner.y), + TexelRect::new(px2, py1, px3, py2), + RepeatMode::Stretch, + self.repeat_vertical, + BrushFlags::empty(), + ); + + segments + } +} |