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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/. */
+
+//! # Scene building
+//!
+//! Scene building is the phase during which display lists, a representation built for
+//! serialization, are turned into a scene, webrender's internal representation that is
+//! suited for rendering frames.
+//!
+//! This phase is happening asynchronously on the scene builder thread.
+//!
+//! # General algorithm
+//!
+//! The important aspects of scene building are:
+//! - Building up primitive lists (much of the cost of scene building goes here).
+//! - Creating pictures for content that needs to be rendered into a surface, be it so that
+//! filters can be applied or for caching purposes.
+//! - Maintaining a temporary stack of stacking contexts to keep track of some of the
+//! drawing states.
+//! - Stitching multiple display lists which reference each other (without cycles) into
+//! a single scene (see build_reference_frame).
+//! - Interning, which detects when some of the retained state stays the same between display
+//! lists.
+//!
+//! The scene builder linearly traverses the serialized display list which is naturally
+//! ordered back-to-front, accumulating primitives in the top-most stacking context's
+//! primitive list.
+//! At the end of each stacking context (see pop_stacking_context), its primitive list is
+//! either handed over to a picture if one is created, or it is concatenated into the parent
+//! stacking context's primitive list.
+//!
+//! The flow of the algorithm is mostly linear except when handling:
+//! - shadow stacks (see push_shadow and pop_all_shadows),
+//! - backdrop filters (see add_backdrop_filter)
+//!
+
+use api::{AlphaType, BorderDetails, BorderDisplayItem, BuiltDisplayListIter, BuiltDisplayList, PrimitiveFlags};
+use api::{ClipId, ColorF, CommonItemProperties, ComplexClipRegion, ComponentTransferFuncType, RasterSpace};
+use api::{DisplayItem, DisplayItemRef, ExtendMode, ExternalScrollId, FilterData};
+use api::{FilterOp, FilterPrimitive, FontInstanceKey, FontSize, GlyphInstance, GlyphOptions, GradientStop};
+use api::{IframeDisplayItem, ImageKey, ImageRendering, ItemRange, ColorDepth, QualitySettings};
+use api::{LineOrientation, LineStyle, NinePatchBorderSource, PipelineId, MixBlendMode, StackingContextFlags};
+use api::{PropertyBinding, ReferenceFrameKind, ScrollFrameDescriptor, ReferenceFrameMapper};
+use api::{APZScrollGeneration, HasScrollLinkedEffect, Shadow, SpatialId, StickyFrameDescriptor, ImageMask, ItemTag};
+use api::{ClipMode, PrimitiveKeyKind, TransformStyle, YuvColorSpace, ColorRange, YuvData, TempFilterData};
+use api::{ReferenceTransformBinding, Rotation, FillRule, SpatialTreeItem, ReferenceFrameDescriptor};
+use api::units::*;
+use crate::image_tiling::simplify_repeated_primitive;
+use crate::clip::{ClipItemKey, ClipStore, ClipItemKeyKind};
+use crate::clip::{ClipInternData, ClipNodeId, ClipLeafId};
+use crate::clip::{PolygonDataHandle, ClipTreeBuilder};
+use crate::segment::EdgeAaSegmentMask;
+use crate::spatial_tree::{SceneSpatialTree, SpatialNodeContainer, SpatialNodeIndex, get_external_scroll_offset};
+use crate::frame_builder::{FrameBuilderConfig};
+use glyph_rasterizer::{FontInstance, SharedFontResources};
+use crate::hit_test::HitTestingScene;
+use crate::intern::Interner;
+use crate::internal_types::{FastHashMap, LayoutPrimitiveInfo, Filter, PlaneSplitterIndex, PipelineInstanceId};
+use crate::picture::{Picture3DContext, PictureCompositeMode, PicturePrimitive};
+use crate::picture::{BlitReason, OrderedPictureChild, PrimitiveList, SurfaceInfo, PictureFlags};
+use crate::picture_graph::PictureGraph;
+use crate::prim_store::{PrimitiveInstance};
+use crate::prim_store::{PrimitiveInstanceKind, NinePatchDescriptor, PrimitiveStore};
+use crate::prim_store::{InternablePrimitive, SegmentInstanceIndex, PictureIndex};
+use crate::prim_store::{PolygonKey};
+use crate::prim_store::backdrop::{BackdropCapture, BackdropRender};
+use crate::prim_store::borders::{ImageBorder, NormalBorderPrim};
+use crate::prim_store::gradient::{
+ GradientStopKey, LinearGradient, RadialGradient, RadialGradientParams, ConicGradient,
+ ConicGradientParams, optimize_radial_gradient, apply_gradient_local_clip,
+ optimize_linear_gradient, self,
+};
+use crate::prim_store::image::{Image, YuvImage};
+use crate::prim_store::line_dec::{LineDecoration, LineDecorationCacheKey, get_line_decoration_size};
+use crate::prim_store::picture::{Picture, PictureCompositeKey, PictureKey};
+use crate::prim_store::text_run::TextRun;
+use crate::render_backend::SceneView;
+use crate::resource_cache::ImageRequest;
+use crate::scene::{Scene, ScenePipeline, BuiltScene, SceneStats, StackingContextHelpers};
+use crate::scene_builder_thread::Interners;
+use crate::space::SpaceSnapper;
+use crate::spatial_node::{
+ ReferenceFrameInfo, StickyFrameInfo, ScrollFrameKind, SpatialNodeUid, SpatialNodeType
+};
+use crate::tile_cache::TileCacheBuilder;
+use euclid::approxeq::ApproxEq;
+use std::{f32, mem, usize};
+use std::collections::vec_deque::VecDeque;
+use std::sync::Arc;
+use crate::util::{VecHelper, MaxRect};
+use crate::filterdata::{SFilterDataComponent, SFilterData, SFilterDataKey};
+
+/// Offsets primitives (and clips) by the external scroll offset
+/// supplied to scroll nodes.
+pub struct ScrollOffsetMapper {
+ pub current_spatial_node: SpatialNodeIndex,
+ pub current_offset: LayoutVector2D,
+}
+
+impl ScrollOffsetMapper {
+ fn new() -> Self {
+ ScrollOffsetMapper {
+ current_spatial_node: SpatialNodeIndex::INVALID,
+ current_offset: LayoutVector2D::zero(),
+ }
+ }
+
+ /// Return the accumulated external scroll offset for a spatial
+ /// node. This caches the last result, which is the common case,
+ /// or defers to the spatial tree to build the value.
+ fn external_scroll_offset(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ spatial_tree: &SceneSpatialTree,
+ ) -> LayoutVector2D {
+ if spatial_node_index != self.current_spatial_node {
+ self.current_spatial_node = spatial_node_index;
+ self.current_offset = get_external_scroll_offset(spatial_tree, spatial_node_index);
+ }
+
+ self.current_offset
+ }
+}
+
+/// A data structure that keeps track of mapping between API Ids for spatials and the indices
+/// used internally in the SpatialTree to avoid having to do HashMap lookups for primitives
+/// and clips during frame building.
+#[derive(Default)]
+pub struct NodeIdToIndexMapper {
+ spatial_node_map: FastHashMap<SpatialId, SpatialNodeIndex>,
+}
+
+impl NodeIdToIndexMapper {
+ fn add_spatial_node(&mut self, id: SpatialId, index: SpatialNodeIndex) {
+ let _old_value = self.spatial_node_map.insert(id, index);
+ assert!(_old_value.is_none());
+ }
+
+ fn get_spatial_node_index(&self, id: SpatialId) -> SpatialNodeIndex {
+ self.spatial_node_map[&id]
+ }
+}
+
+#[derive(Debug, Clone, Default)]
+pub struct CompositeOps {
+ // Requires only a single texture as input (e.g. most filters)
+ pub filters: Vec<Filter>,
+ pub filter_datas: Vec<FilterData>,
+ pub filter_primitives: Vec<FilterPrimitive>,
+
+ // Requires two source textures (e.g. mix-blend-mode)
+ pub mix_blend_mode: Option<MixBlendMode>,
+}
+
+impl CompositeOps {
+ pub fn new(
+ filters: Vec<Filter>,
+ filter_datas: Vec<FilterData>,
+ filter_primitives: Vec<FilterPrimitive>,
+ mix_blend_mode: Option<MixBlendMode>
+ ) -> Self {
+ CompositeOps {
+ filters,
+ filter_datas,
+ filter_primitives,
+ mix_blend_mode,
+ }
+ }
+
+ pub fn is_empty(&self) -> bool {
+ self.filters.is_empty() &&
+ self.filter_primitives.is_empty() &&
+ self.mix_blend_mode.is_none()
+ }
+
+ /// Returns true if this CompositeOps contains any filters that affect
+ /// the content (false if no filters, or filters are all no-ops).
+ fn has_valid_filters(&self) -> bool {
+ // For each filter, create a new image with that composite mode.
+ let mut current_filter_data_index = 0;
+ for filter in &self.filters {
+ match filter {
+ Filter::ComponentTransfer => {
+ let filter_data =
+ &self.filter_datas[current_filter_data_index];
+ let filter_data = filter_data.sanitize();
+ current_filter_data_index = current_filter_data_index + 1;
+ if filter_data.is_identity() {
+ continue
+ } else {
+ return true;
+ }
+ }
+ _ => {
+ if filter.is_noop() {
+ continue;
+ } else {
+ return true;
+ }
+ }
+ }
+ }
+
+ if !self.filter_primitives.is_empty() {
+ return true;
+ }
+
+ false
+ }
+}
+
+/// Represents the current input for a picture chain builder (either a
+/// prim list from the stacking context, or a wrapped picture instance).
+enum PictureSource {
+ PrimitiveList {
+ prim_list: PrimitiveList,
+ },
+ WrappedPicture {
+ instance: PrimitiveInstance,
+ },
+}
+
+/// Helper struct to build picture chains during scene building from
+/// a flattened stacking context struct.
+struct PictureChainBuilder {
+ /// The current input source for the next picture
+ current: PictureSource,
+
+ /// Positioning node for this picture chain
+ spatial_node_index: SpatialNodeIndex,
+ /// Prim flags for any pictures in this chain
+ flags: PrimitiveFlags,
+ /// Requested raster space for enclosing stacking context
+ raster_space: RasterSpace,
+ /// If true, set first picture as a resolve target
+ set_resolve_target: bool,
+ /// If true, mark the last picture as a sub-graph
+ establishes_sub_graph: bool,
+}
+
+impl PictureChainBuilder {
+ /// Create a new picture chain builder, from a primitive list
+ fn from_prim_list(
+ prim_list: PrimitiveList,
+ flags: PrimitiveFlags,
+ spatial_node_index: SpatialNodeIndex,
+ raster_space: RasterSpace,
+ is_sub_graph: bool,
+ ) -> Self {
+ PictureChainBuilder {
+ current: PictureSource::PrimitiveList {
+ prim_list,
+ },
+ spatial_node_index,
+ flags,
+ raster_space,
+ establishes_sub_graph: is_sub_graph,
+ set_resolve_target: is_sub_graph,
+ }
+ }
+
+ /// Create a new picture chain builder, from a picture wrapper instance
+ fn from_instance(
+ instance: PrimitiveInstance,
+ flags: PrimitiveFlags,
+ spatial_node_index: SpatialNodeIndex,
+ raster_space: RasterSpace,
+ ) -> Self {
+ PictureChainBuilder {
+ current: PictureSource::WrappedPicture {
+ instance,
+ },
+ flags,
+ spatial_node_index,
+ raster_space,
+ establishes_sub_graph: false,
+ set_resolve_target: false,
+ }
+ }
+
+ /// Wrap the existing content with a new picture with the given parameters
+ #[must_use]
+ fn add_picture(
+ self,
+ composite_mode: PictureCompositeMode,
+ clip_node_id: ClipNodeId,
+ context_3d: Picture3DContext<OrderedPictureChild>,
+ interners: &mut Interners,
+ prim_store: &mut PrimitiveStore,
+ prim_instances: &mut Vec<PrimitiveInstance>,
+ clip_tree_builder: &mut ClipTreeBuilder,
+ ) -> PictureChainBuilder {
+ let prim_list = match self.current {
+ PictureSource::PrimitiveList { prim_list } => {
+ prim_list
+ }
+ PictureSource::WrappedPicture { instance } => {
+ let mut prim_list = PrimitiveList::empty();
+
+ prim_list.add_prim(
+ instance,
+ LayoutRect::zero(),
+ self.spatial_node_index,
+ self.flags,
+ prim_instances,
+ clip_tree_builder,
+ );
+
+ prim_list
+ }
+ };
+
+ let flags = if self.set_resolve_target {
+ PictureFlags::IS_RESOLVE_TARGET
+ } else {
+ PictureFlags::empty()
+ };
+
+ let pic_index = PictureIndex(prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ Some(composite_mode.clone()),
+ context_3d,
+ self.flags,
+ prim_list,
+ self.spatial_node_index,
+ self.raster_space,
+ flags,
+ ))
+ );
+
+ let instance = create_prim_instance(
+ pic_index,
+ Some(composite_mode).into(),
+ self.raster_space,
+ clip_node_id,
+ interners,
+ clip_tree_builder,
+ );
+
+ PictureChainBuilder {
+ current: PictureSource::WrappedPicture {
+ instance,
+ },
+ spatial_node_index: self.spatial_node_index,
+ flags: self.flags,
+ raster_space: self.raster_space,
+ // We are now on a subsequent picture, so set_resolve_target has been handled
+ set_resolve_target: false,
+ establishes_sub_graph: self.establishes_sub_graph,
+ }
+ }
+
+ /// Finish building this picture chain. Set the clip chain on the outermost picture
+ fn finalize(
+ self,
+ clip_node_id: ClipNodeId,
+ interners: &mut Interners,
+ prim_store: &mut PrimitiveStore,
+ clip_tree_builder: &mut ClipTreeBuilder,
+ ) -> PrimitiveInstance {
+ let mut flags = PictureFlags::empty();
+ if self.establishes_sub_graph {
+ flags |= PictureFlags::IS_SUB_GRAPH;
+ }
+
+ match self.current {
+ PictureSource::WrappedPicture { instance } => {
+ let pic_index = instance.kind.as_pic();
+ prim_store.pictures[pic_index.0].flags |= flags;
+
+ instance
+ }
+ PictureSource::PrimitiveList { prim_list } => {
+ if self.set_resolve_target {
+ flags |= PictureFlags::IS_RESOLVE_TARGET;
+ }
+
+ // If no picture was created for this stacking context, create a
+ // pass-through wrapper now. This is only needed in 1-2 edge cases
+ // now, and will be removed as a follow up.
+ let pic_index = PictureIndex(prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ None,
+ Picture3DContext::Out,
+ self.flags,
+ prim_list,
+ self.spatial_node_index,
+ self.raster_space,
+ flags,
+ ))
+ );
+
+ create_prim_instance(
+ pic_index,
+ None.into(),
+ self.raster_space,
+ clip_node_id,
+ interners,
+ clip_tree_builder,
+ )
+ }
+ }
+ }
+
+ /// Returns true if this builder wraps a picture
+ #[allow(dead_code)]
+ fn has_picture(&self) -> bool {
+ match self.current {
+ PictureSource::WrappedPicture { .. } => true,
+ PictureSource::PrimitiveList { .. } => false,
+ }
+ }
+}
+
+bitflags! {
+ /// Slice flags
+ pub struct SliceFlags : u8 {
+ /// Slice created by a prim that has PrimitiveFlags::IS_SCROLLBAR_CONTAINER
+ const IS_SCROLLBAR = 1;
+ /// Represents an atomic container (can't split out compositor surfaces in this slice)
+ const IS_ATOMIC = 2;
+ }
+}
+
+/// A structure that converts a serialized display list into a form that WebRender
+/// can use to later build a frame. This structure produces a BuiltScene. Public
+/// members are typically those that are destructured into the BuiltScene.
+pub struct SceneBuilder<'a> {
+ /// The scene that we are currently building.
+ scene: &'a Scene,
+
+ /// The map of all font instances.
+ fonts: SharedFontResources,
+
+ /// The data structure that converts between ClipId/SpatialId and the various
+ /// index types that the SpatialTree uses.
+ id_to_index_mapper_stack: Vec<NodeIdToIndexMapper>,
+
+ /// A stack of stacking context properties.
+ sc_stack: Vec<FlattenedStackingContext>,
+
+ /// Stack of spatial node indices forming containing block for 3d contexts
+ containing_block_stack: Vec<SpatialNodeIndex>,
+
+ /// Stack of requested raster spaces for stacking contexts
+ raster_space_stack: Vec<RasterSpace>,
+
+ /// Maintains state for any currently active shadows
+ pending_shadow_items: VecDeque<ShadowItem>,
+
+ /// The SpatialTree that we are currently building during building.
+ pub spatial_tree: &'a mut SceneSpatialTree,
+
+ /// The store of primitives.
+ pub prim_store: PrimitiveStore,
+
+ /// Information about all primitives involved in hit testing.
+ pub hit_testing_scene: HitTestingScene,
+
+ /// The store which holds all complex clipping information.
+ pub clip_store: ClipStore,
+
+ /// The configuration to use for the FrameBuilder. We consult this in
+ /// order to determine the default font.
+ pub config: FrameBuilderConfig,
+
+ /// Reference to the set of data that is interned across display lists.
+ interners: &'a mut Interners,
+
+ /// Helper struct to map stacking context coords <-> reference frame coords.
+ rf_mapper: ReferenceFrameMapper,
+
+ /// Helper struct to map spatial nodes to external scroll offsets.
+ external_scroll_mapper: ScrollOffsetMapper,
+
+ /// The current recursion depth of iframes encountered. Used to restrict picture
+ /// caching slices to only the top-level content frame.
+ iframe_size: Vec<LayoutSize>,
+
+ /// Clip-chain for root iframes applied to any tile caches created within this iframe
+ root_iframe_clip: Option<ClipId>,
+
+ /// The current quality / performance settings for this scene.
+ quality_settings: QualitySettings,
+
+ /// Maintains state about the list of tile caches being built for this scene.
+ tile_cache_builder: TileCacheBuilder,
+
+ /// A helper struct to snap local rects in device space. During frame
+ /// building we may establish new raster roots, however typically that is in
+ /// cases where we won't be applying snapping (e.g. has perspective), or in
+ /// edge cases (e.g. SVG filter) where we can accept slightly incorrect
+ /// behaviour in favour of getting the common case right.
+ snap_to_device: SpaceSnapper,
+
+ /// A DAG that represents dependencies between picture primitives. This builds
+ /// a set of passes to run various picture processing passes in during frame
+ /// building, in a way that pictures are processed before (or after) their
+ /// dependencies, without relying on recursion for those passes.
+ picture_graph: PictureGraph,
+
+ /// Keep track of allocated plane splitters for this scene. A plane
+ /// splitter is allocated whenever we encounter a new 3d rendering context.
+ /// They are stored outside the picture since it makes it easier for them
+ /// to be referenced by both the owning 3d rendering context and the child
+ /// pictures that contribute to the splitter.
+ /// During scene building "allocating" a splitter is just incrementing an index.
+ /// Splitter objects themselves are allocated and recycled in the frame builder.
+ next_plane_splitter_index: usize,
+
+ /// A list of all primitive instances in the scene. We store them as a single
+ /// array so that multiple different systems (e.g. tile-cache, visibility, property
+ /// animation bindings) can store index buffers to prim instances.
+ prim_instances: Vec<PrimitiveInstance>,
+
+ /// A map of pipeline ids encountered during scene build - used to create unique
+ /// pipeline instance ids as they are encountered.
+ pipeline_instance_ids: FastHashMap<PipelineId, u32>,
+
+ /// A list of surfaces (backing textures) that are relevant for this scene.
+ /// Every picture is assigned to a surface (either a new surface if the picture
+ /// has a composite mode, or the parent surface if it's a pass-through).
+ surfaces: Vec<SurfaceInfo>,
+
+ /// Used to build a ClipTree from the clip-chains, clips and state during scene building.
+ clip_tree_builder: ClipTreeBuilder,
+}
+
+impl<'a> SceneBuilder<'a> {
+ pub fn build(
+ scene: &Scene,
+ fonts: SharedFontResources,
+ view: &SceneView,
+ frame_builder_config: &FrameBuilderConfig,
+ interners: &mut Interners,
+ spatial_tree: &mut SceneSpatialTree,
+ stats: &SceneStats,
+ ) -> BuiltScene {
+ profile_scope!("build_scene");
+
+ // We checked that the root pipeline is available on the render backend.
+ let root_pipeline_id = scene.root_pipeline_id.unwrap();
+ let root_pipeline = scene.pipelines.get(&root_pipeline_id).unwrap();
+ let root_reference_frame_index = spatial_tree.root_reference_frame_index();
+
+ // During scene building, we assume a 1:1 picture -> raster pixel scale
+ let snap_to_device = SpaceSnapper::new(
+ root_reference_frame_index,
+ RasterPixelScale::new(1.0),
+ );
+
+ let mut builder = SceneBuilder {
+ scene,
+ spatial_tree,
+ fonts,
+ config: *frame_builder_config,
+ id_to_index_mapper_stack: Vec::new(),
+ hit_testing_scene: HitTestingScene::new(&stats.hit_test_stats),
+ pending_shadow_items: VecDeque::new(),
+ sc_stack: Vec::new(),
+ containing_block_stack: Vec::new(),
+ raster_space_stack: vec![RasterSpace::Screen],
+ prim_store: PrimitiveStore::new(&stats.prim_store_stats),
+ clip_store: ClipStore::new(),
+ interners,
+ rf_mapper: ReferenceFrameMapper::new(),
+ external_scroll_mapper: ScrollOffsetMapper::new(),
+ iframe_size: Vec::new(),
+ root_iframe_clip: None,
+ quality_settings: view.quality_settings,
+ tile_cache_builder: TileCacheBuilder::new(
+ root_reference_frame_index,
+ frame_builder_config.background_color,
+ ),
+ snap_to_device,
+ picture_graph: PictureGraph::new(),
+ next_plane_splitter_index: 0,
+ prim_instances: Vec::new(),
+ pipeline_instance_ids: FastHashMap::default(),
+ surfaces: Vec::new(),
+ clip_tree_builder: ClipTreeBuilder::new(),
+ };
+
+ builder.build_all(
+ root_pipeline_id,
+ &root_pipeline,
+ );
+
+ // Construct the picture cache primitive instance(s) from the tile cache builder
+ let (tile_cache_config, tile_cache_pictures) = builder.tile_cache_builder.build(
+ &builder.config,
+ &mut builder.prim_store,
+ &builder.spatial_tree,
+ &builder.prim_instances,
+ &mut builder.clip_tree_builder,
+ );
+
+ // Add all the tile cache pictures as roots of the picture graph
+ for pic_index in &tile_cache_pictures {
+ builder.picture_graph.add_root(*pic_index);
+ SceneBuilder::finalize_picture(
+ *pic_index,
+ &mut builder.prim_store.pictures,
+ None,
+ );
+ }
+
+ let clip_tree = builder.clip_tree_builder.finalize();
+
+ BuiltScene {
+ has_root_pipeline: scene.has_root_pipeline(),
+ pipeline_epochs: scene.pipeline_epochs.clone(),
+ output_rect: view.device_rect.size().into(),
+ hit_testing_scene: Arc::new(builder.hit_testing_scene),
+ prim_store: builder.prim_store,
+ clip_store: builder.clip_store,
+ config: builder.config,
+ tile_cache_config,
+ tile_cache_pictures,
+ picture_graph: builder.picture_graph,
+ num_plane_splitters: builder.next_plane_splitter_index,
+ prim_instances: builder.prim_instances,
+ surfaces: builder.surfaces,
+ clip_tree,
+ }
+ }
+
+ /// Traverse the picture prim list and update any late-set spatial nodes
+ // TODO(gw): This is somewhat hacky - it's unfortunate we need to do this, but it's
+ // because we can't determine the scroll root until we have checked all the
+ // primitives in the slice. Perhaps we could simplify this by doing some
+ // work earlier in the DL builder, so we know what scroll root will be picked?
+ fn finalize_picture(
+ pic_index: PictureIndex,
+ pictures: &mut [PicturePrimitive],
+ parent_spatial_node_index: Option<SpatialNodeIndex>,
+ ) {
+ // Extract the prim_list (borrow check) and select the spatial node to
+ // assign to unknown clusters
+ let (mut prim_list, spatial_node_index) = {
+ let pic = &mut pictures[pic_index.0];
+ assert_ne!(pic.spatial_node_index, SpatialNodeIndex::UNKNOWN);
+
+ if pic.flags.contains(PictureFlags::IS_RESOLVE_TARGET) {
+ pic.flags |= PictureFlags::DISABLE_SNAPPING;
+ }
+
+ // If we're a surface, use that spatial node, otherwise the parent
+ let spatial_node_index = match pic.composite_mode {
+ Some(_) => pic.spatial_node_index,
+ None => parent_spatial_node_index.expect("bug: no parent"),
+ };
+
+ (
+ mem::replace(&mut pic.prim_list, PrimitiveList::empty()),
+ spatial_node_index,
+ )
+ };
+
+ // Update the spatial node of any unknown clusters
+ for cluster in &mut prim_list.clusters {
+ if cluster.spatial_node_index == SpatialNodeIndex::UNKNOWN {
+ cluster.spatial_node_index = spatial_node_index;
+ }
+ }
+
+ // Update the spatial node of any child pictures
+ for child_pic_index in &prim_list.child_pictures {
+ let child_pic = &mut pictures[child_pic_index.0];
+
+ if child_pic.spatial_node_index == SpatialNodeIndex::UNKNOWN {
+ child_pic.spatial_node_index = spatial_node_index;
+ }
+
+ // Recurse into child pictures which may also have unknown spatial nodes
+ SceneBuilder::finalize_picture(
+ *child_pic_index,
+ pictures,
+ Some(spatial_node_index),
+ );
+
+ if pictures[child_pic_index.0].flags.contains(PictureFlags::DISABLE_SNAPPING) {
+ pictures[pic_index.0].flags |= PictureFlags::DISABLE_SNAPPING;
+ }
+ }
+
+ // Restore the prim_list
+ pictures[pic_index.0].prim_list = prim_list;
+ }
+
+ /// Retrieve the current offset to allow converting a stacking context
+ /// relative coordinate to be relative to the owing reference frame,
+ /// also considering any external scroll offset on the provided
+ /// spatial node.
+ fn current_offset(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ ) -> LayoutVector2D {
+ // Get the current offset from stacking context <-> reference frame space.
+ let rf_offset = self.rf_mapper.current_offset();
+
+ // Get the external scroll offset, if applicable.
+ let scroll_offset = self
+ .external_scroll_mapper
+ .external_scroll_offset(
+ spatial_node_index,
+ self.spatial_tree,
+ );
+
+ rf_offset + scroll_offset
+ }
+
+ fn build_spatial_tree_for_display_list(
+ &mut self,
+ dl: &BuiltDisplayList,
+ pipeline_id: PipelineId,
+ instance_id: PipelineInstanceId,
+ ) {
+ dl.iter_spatial_tree(|item| {
+ match item {
+ SpatialTreeItem::ScrollFrame(descriptor) => {
+ let parent_space = self.get_space(descriptor.parent_space);
+ self.build_scroll_frame(
+ descriptor,
+ parent_space,
+ pipeline_id,
+ instance_id,
+ );
+ }
+ SpatialTreeItem::ReferenceFrame(descriptor) => {
+ let parent_space = self.get_space(descriptor.parent_spatial_id);
+ self.build_reference_frame(
+ descriptor,
+ parent_space,
+ pipeline_id,
+ instance_id,
+ );
+ }
+ SpatialTreeItem::StickyFrame(descriptor) => {
+ let parent_space = self.get_space(descriptor.parent_spatial_id);
+ self.build_sticky_frame(
+ descriptor,
+ parent_space,
+ instance_id,
+ );
+ }
+ SpatialTreeItem::Invalid => {
+ unreachable!();
+ }
+ }
+ });
+ }
+
+ fn build_all(
+ &mut self,
+ root_pipeline_id: PipelineId,
+ root_pipeline: &ScenePipeline,
+ ) {
+ enum ContextKind<'a> {
+ Root,
+ StackingContext {
+ sc_info: StackingContextInfo,
+ },
+ ReferenceFrame,
+ Iframe {
+ parent_traversal: BuiltDisplayListIter<'a>,
+ }
+ }
+ struct BuildContext<'a> {
+ pipeline_id: PipelineId,
+ kind: ContextKind<'a>,
+ }
+
+ self.id_to_index_mapper_stack.push(NodeIdToIndexMapper::default());
+
+ let instance_id = self.get_next_instance_id_for_pipeline(root_pipeline_id);
+
+ self.push_root(
+ root_pipeline_id,
+ instance_id,
+ );
+ self.build_spatial_tree_for_display_list(
+ &root_pipeline.display_list.display_list,
+ root_pipeline_id,
+ instance_id,
+ );
+
+ let mut stack = vec![BuildContext {
+ pipeline_id: root_pipeline_id,
+ kind: ContextKind::Root,
+ }];
+ let mut traversal = root_pipeline.display_list.iter();
+
+ 'outer: while let Some(bc) = stack.pop() {
+ loop {
+ let item = match traversal.next() {
+ Some(item) => item,
+ None => break,
+ };
+
+ match item.item() {
+ DisplayItem::PushStackingContext(ref info) => {
+ profile_scope!("build_stacking_context");
+ let spatial_node_index = self.get_space(info.spatial_id);
+ let mut subtraversal = item.sub_iter();
+ // Avoid doing unnecessary work for empty stacking contexts.
+ if subtraversal.current_stacking_context_empty() {
+ subtraversal.skip_current_stacking_context();
+ traversal = subtraversal;
+ continue;
+ }
+
+ let composition_operations = CompositeOps::new(
+ filter_ops_for_compositing(item.filters()),
+ filter_datas_for_compositing(item.filter_datas()),
+ filter_primitives_for_compositing(item.filter_primitives()),
+ info.stacking_context.mix_blend_mode_for_compositing(),
+ );
+
+ let sc_info = self.push_stacking_context(
+ composition_operations,
+ info.stacking_context.transform_style,
+ info.prim_flags,
+ spatial_node_index,
+ info.stacking_context.clip_chain_id,
+ info.stacking_context.raster_space,
+ info.stacking_context.flags,
+ );
+
+ self.rf_mapper.push_offset(info.origin.to_vector());
+ let new_context = BuildContext {
+ pipeline_id: bc.pipeline_id,
+ kind: ContextKind::StackingContext {
+ sc_info,
+ },
+ };
+ stack.push(bc);
+ stack.push(new_context);
+
+ subtraversal.merge_debug_stats_from(&mut traversal);
+ traversal = subtraversal;
+ continue 'outer;
+ }
+ DisplayItem::PushReferenceFrame(..) => {
+ profile_scope!("build_reference_frame");
+ let mut subtraversal = item.sub_iter();
+
+ self.rf_mapper.push_scope();
+ let new_context = BuildContext {
+ pipeline_id: bc.pipeline_id,
+ kind: ContextKind::ReferenceFrame,
+ };
+ stack.push(bc);
+ stack.push(new_context);
+
+ subtraversal.merge_debug_stats_from(&mut traversal);
+ traversal = subtraversal;
+ continue 'outer;
+ }
+ DisplayItem::PopReferenceFrame |
+ DisplayItem::PopStackingContext => break,
+ DisplayItem::Iframe(ref info) => {
+ profile_scope!("iframe");
+
+ let space = self.get_space(info.space_and_clip.spatial_id);
+ let subtraversal = match self.push_iframe(info, space) {
+ Some(pair) => pair,
+ None => continue,
+ };
+
+ let new_context = BuildContext {
+ pipeline_id: info.pipeline_id,
+ kind: ContextKind::Iframe {
+ parent_traversal: mem::replace(&mut traversal, subtraversal),
+ },
+ };
+ stack.push(bc);
+ stack.push(new_context);
+ continue 'outer;
+ }
+ _ => {
+ self.build_item(item);
+ }
+ };
+ }
+
+ match bc.kind {
+ ContextKind::Root => {}
+ ContextKind::StackingContext { sc_info } => {
+ self.rf_mapper.pop_offset();
+ self.pop_stacking_context(sc_info);
+ }
+ ContextKind::ReferenceFrame => {
+ self.rf_mapper.pop_scope();
+ }
+ ContextKind::Iframe { parent_traversal } => {
+ self.iframe_size.pop();
+ self.rf_mapper.pop_scope();
+ self.clip_tree_builder.pop_clip();
+ self.clip_tree_builder.pop_clip();
+
+ if self.iframe_size.is_empty() {
+ assert!(self.root_iframe_clip.is_some());
+ self.root_iframe_clip = None;
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+ }
+
+ self.id_to_index_mapper_stack.pop().unwrap();
+
+ traversal = parent_traversal;
+ }
+ }
+
+ // TODO: factor this out to be part of capture
+ if cfg!(feature = "display_list_stats") {
+ let stats = traversal.debug_stats();
+ let total_bytes: usize = stats.iter().map(|(_, stats)| stats.num_bytes).sum();
+ debug!("item, total count, total bytes, % of DL bytes, bytes per item");
+ for (label, stats) in stats {
+ debug!("{}, {}, {}kb, {}%, {}",
+ label,
+ stats.total_count,
+ stats.num_bytes / 1000,
+ ((stats.num_bytes as f32 / total_bytes.max(1) as f32) * 100.0) as usize,
+ stats.num_bytes / stats.total_count.max(1));
+ }
+ debug!("");
+ }
+ }
+
+ debug_assert!(self.sc_stack.is_empty());
+
+ self.id_to_index_mapper_stack.pop().unwrap();
+ assert!(self.id_to_index_mapper_stack.is_empty());
+ }
+
+ fn build_sticky_frame(
+ &mut self,
+ info: &StickyFrameDescriptor,
+ parent_node_index: SpatialNodeIndex,
+ instance_id: PipelineInstanceId,
+ ) {
+ let sticky_frame_info = StickyFrameInfo::new(
+ info.bounds,
+ info.margins,
+ info.vertical_offset_bounds,
+ info.horizontal_offset_bounds,
+ info.previously_applied_offset,
+ );
+
+ let index = self.spatial_tree.add_sticky_frame(
+ parent_node_index,
+ sticky_frame_info,
+ info.id.pipeline_id(),
+ info.key,
+ instance_id,
+ );
+ self.id_to_index_mapper_stack.last_mut().unwrap().add_spatial_node(info.id, index);
+ }
+
+ fn build_reference_frame(
+ &mut self,
+ info: &ReferenceFrameDescriptor,
+ parent_space: SpatialNodeIndex,
+ pipeline_id: PipelineId,
+ instance_id: PipelineInstanceId,
+ ) {
+ let transform = match info.reference_frame.transform {
+ ReferenceTransformBinding::Static { binding } => binding,
+ ReferenceTransformBinding::Computed { scale_from, vertical_flip, rotation } => {
+ let content_size = &self.iframe_size.last().unwrap();
+
+ let mut transform = if let Some(scale_from) = scale_from {
+ // If we have a 90/270 degree rotation, then scale_from
+ // and content_size are in different coordinate spaces and
+ // we need to swap width/height for them to be correct.
+ match rotation {
+ Rotation::Degree0 |
+ Rotation::Degree180 => {
+ LayoutTransform::scale(
+ content_size.width / scale_from.width,
+ content_size.height / scale_from.height,
+ 1.0
+ )
+ },
+ Rotation::Degree90 |
+ Rotation::Degree270 => {
+ LayoutTransform::scale(
+ content_size.height / scale_from.width,
+ content_size.width / scale_from.height,
+ 1.0
+ )
+
+ }
+ }
+ } else {
+ LayoutTransform::identity()
+ };
+
+ if vertical_flip {
+ let content_size = &self.iframe_size.last().unwrap();
+ let content_height = match rotation {
+ Rotation::Degree0 | Rotation::Degree180 => content_size.height,
+ Rotation::Degree90 | Rotation::Degree270 => content_size.width,
+ };
+ transform = transform
+ .then_translate(LayoutVector3D::new(0.0, content_height, 0.0))
+ .pre_scale(1.0, -1.0, 1.0);
+ }
+
+ let rotate = rotation.to_matrix(**content_size);
+ let transform = transform.then(&rotate);
+
+ PropertyBinding::Value(transform)
+ },
+ };
+
+ self.push_reference_frame(
+ info.reference_frame.id,
+ parent_space,
+ pipeline_id,
+ info.reference_frame.transform_style,
+ transform,
+ info.reference_frame.kind,
+ info.origin.to_vector(),
+ SpatialNodeUid::external(info.reference_frame.key, pipeline_id, instance_id),
+ );
+ }
+
+ fn build_scroll_frame(
+ &mut self,
+ info: &ScrollFrameDescriptor,
+ parent_node_index: SpatialNodeIndex,
+ pipeline_id: PipelineId,
+ instance_id: PipelineInstanceId,
+ ) {
+ // This is useful when calculating scroll extents for the
+ // SpatialNode::scroll(..) API as well as for properly setting sticky
+ // positioning offsets.
+ let content_size = info.content_rect.size();
+
+ self.add_scroll_frame(
+ info.scroll_frame_id,
+ parent_node_index,
+ info.external_id,
+ pipeline_id,
+ &info.frame_rect,
+ &content_size,
+ ScrollFrameKind::Explicit,
+ info.external_scroll_offset,
+ info.scroll_offset_generation,
+ info.has_scroll_linked_effect,
+ SpatialNodeUid::external(info.key, pipeline_id, instance_id),
+ );
+ }
+
+ /// Advance and return the next instance id for a given pipeline id
+ fn get_next_instance_id_for_pipeline(
+ &mut self,
+ pipeline_id: PipelineId,
+ ) -> PipelineInstanceId {
+ let next_instance = self.pipeline_instance_ids
+ .entry(pipeline_id)
+ .or_insert(0);
+
+ let instance_id = PipelineInstanceId::new(*next_instance);
+ *next_instance += 1;
+
+ instance_id
+ }
+
+ fn push_iframe(
+ &mut self,
+ info: &IframeDisplayItem,
+ spatial_node_index: SpatialNodeIndex,
+ ) -> Option<BuiltDisplayListIter<'a>> {
+ let iframe_pipeline_id = info.pipeline_id;
+ let pipeline = match self.scene.pipelines.get(&iframe_pipeline_id) {
+ Some(pipeline) => pipeline,
+ None => {
+ debug_assert!(info.ignore_missing_pipeline);
+ return None
+ },
+ };
+
+ self.clip_tree_builder.push_clip_chain(Some(info.space_and_clip.clip_chain_id), false);
+
+ // TODO(gw): This is the only remaining call site that relies on ClipId parenting, remove me!
+ self.add_rect_clip_node(
+ ClipId::root(iframe_pipeline_id),
+ info.space_and_clip.spatial_id,
+ &info.clip_rect,
+ );
+
+ self.clip_tree_builder.push_clip_id(ClipId::root(iframe_pipeline_id));
+
+ let instance_id = self.get_next_instance_id_for_pipeline(iframe_pipeline_id);
+
+ self.id_to_index_mapper_stack.push(NodeIdToIndexMapper::default());
+
+ let bounds = self.snap_rect(
+ &info.bounds,
+ spatial_node_index,
+ );
+
+ let spatial_node_index = self.push_reference_frame(
+ SpatialId::root_reference_frame(iframe_pipeline_id),
+ spatial_node_index,
+ iframe_pipeline_id,
+ TransformStyle::Flat,
+ PropertyBinding::Value(LayoutTransform::identity()),
+ ReferenceFrameKind::Transform {
+ is_2d_scale_translation: true,
+ should_snap: true,
+ paired_with_perspective: false,
+ },
+ bounds.min.to_vector(),
+ SpatialNodeUid::root_reference_frame(iframe_pipeline_id, instance_id),
+ );
+
+ let iframe_rect = LayoutRect::from_size(bounds.size());
+ let is_root_pipeline = self.iframe_size.is_empty();
+
+ self.add_scroll_frame(
+ SpatialId::root_scroll_node(iframe_pipeline_id),
+ spatial_node_index,
+ ExternalScrollId(0, iframe_pipeline_id),
+ iframe_pipeline_id,
+ &iframe_rect,
+ &bounds.size(),
+ ScrollFrameKind::PipelineRoot {
+ is_root_pipeline,
+ },
+ LayoutVector2D::zero(),
+ APZScrollGeneration::default(),
+ HasScrollLinkedEffect::No,
+ SpatialNodeUid::root_scroll_frame(iframe_pipeline_id, instance_id),
+ );
+
+ // If this is a root iframe, force a new tile cache both before and after
+ // adding primitives for this iframe.
+ if self.iframe_size.is_empty() {
+ assert!(self.root_iframe_clip.is_none());
+ self.root_iframe_clip = Some(ClipId::root(iframe_pipeline_id));
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+ }
+ self.iframe_size.push(info.bounds.size());
+ self.rf_mapper.push_scope();
+
+ self.build_spatial_tree_for_display_list(
+ &pipeline.display_list.display_list,
+ iframe_pipeline_id,
+ instance_id,
+ );
+
+ Some(pipeline.display_list.iter())
+ }
+
+ fn get_space(
+ &self,
+ spatial_id: SpatialId,
+ ) -> SpatialNodeIndex {
+ self.id_to_index_mapper_stack.last().unwrap().get_spatial_node_index(spatial_id)
+ }
+
+ fn get_clip_node(
+ &mut self,
+ clip_chain_id: api::ClipChainId,
+ ) -> ClipNodeId {
+ self.clip_tree_builder.build_clip_set(
+ clip_chain_id,
+ )
+ }
+
+ fn process_common_properties(
+ &mut self,
+ common: &CommonItemProperties,
+ bounds: Option<&LayoutRect>,
+ ) -> (LayoutPrimitiveInfo, LayoutRect, SpatialNodeIndex, ClipNodeId) {
+ let spatial_node_index = self.get_space(common.spatial_id);
+ let current_offset = self.current_offset(spatial_node_index);
+
+ let unsnapped_clip_rect = common.clip_rect.translate(current_offset);
+ let unsnapped_rect = bounds.map(|bounds| {
+ bounds.translate(current_offset)
+ });
+
+ // If no bounds rect is given, default to clip rect.
+ let (rect, clip_rect) = if common.flags.contains(PrimitiveFlags::ANTIALISED) {
+ (unsnapped_rect.unwrap_or(unsnapped_clip_rect), unsnapped_clip_rect)
+ } else {
+ let clip_rect = self.snap_rect(
+ &unsnapped_clip_rect,
+ spatial_node_index,
+ );
+
+ let rect = unsnapped_rect.map_or(clip_rect, |bounds| {
+ self.snap_rect(
+ &bounds,
+ spatial_node_index,
+ )
+ });
+
+ (rect, clip_rect)
+ };
+
+ let clip_node_id = self.get_clip_node(
+ common.clip_chain_id,
+ );
+
+ let layout = LayoutPrimitiveInfo {
+ rect,
+ clip_rect,
+ flags: common.flags,
+ };
+
+ (layout, unsnapped_rect.unwrap_or(unsnapped_clip_rect), spatial_node_index, clip_node_id)
+ }
+
+ fn process_common_properties_with_bounds(
+ &mut self,
+ common: &CommonItemProperties,
+ bounds: &LayoutRect,
+ ) -> (LayoutPrimitiveInfo, LayoutRect, SpatialNodeIndex, ClipNodeId) {
+ self.process_common_properties(
+ common,
+ Some(bounds),
+ )
+ }
+
+ pub fn snap_rect(
+ &mut self,
+ rect: &LayoutRect,
+ target_spatial_node: SpatialNodeIndex,
+ ) -> LayoutRect {
+ self.snap_to_device.set_target_spatial_node(
+ target_spatial_node,
+ self.spatial_tree,
+ );
+ self.snap_to_device.snap_rect(&rect)
+ }
+
+ fn build_item<'b>(
+ &'b mut self,
+ item: DisplayItemRef,
+ ) {
+ match *item.item() {
+ DisplayItem::Image(ref info) => {
+ profile_scope!("image");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_image(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ layout.rect.size(),
+ LayoutSize::zero(),
+ info.image_key,
+ info.image_rendering,
+ info.alpha_type,
+ info.color,
+ );
+ }
+ DisplayItem::RepeatingImage(ref info) => {
+ profile_scope!("repeating_image");
+
+ let (layout, unsnapped_rect, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ let stretch_size = process_repeat_size(
+ &layout.rect,
+ &unsnapped_rect,
+ info.stretch_size,
+ );
+
+ self.add_image(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ stretch_size,
+ info.tile_spacing,
+ info.image_key,
+ info.image_rendering,
+ info.alpha_type,
+ info.color,
+ );
+ }
+ DisplayItem::YuvImage(ref info) => {
+ profile_scope!("yuv_image");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_yuv_image(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ info.yuv_data,
+ info.color_depth,
+ info.color_space,
+ info.color_range,
+ info.image_rendering,
+ );
+ }
+ DisplayItem::Text(ref info) => {
+ profile_scope!("text");
+
+ // TODO(aosmond): Snapping text primitives does not make much sense, given the
+ // primitive bounds and clip are supposed to be conservative, not definitive.
+ // E.g. they should be able to grow and not impact the output. However there
+ // are subtle interactions between the primitive origin and the glyph offset
+ // which appear to be significant (presumably due to some sort of accumulated
+ // error throughout the layers). We should fix this at some point.
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_text(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ &info.font_key,
+ &info.color,
+ item.glyphs(),
+ info.glyph_options,
+ );
+ }
+ DisplayItem::Rectangle(ref info) => {
+ profile_scope!("rect");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ Vec::new(),
+ PrimitiveKeyKind::Rectangle {
+ color: info.color.into(),
+ },
+ );
+
+ if info.common.flags.contains(PrimitiveFlags::CHECKERBOARD_BACKGROUND) {
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+ }
+ }
+ DisplayItem::HitTest(ref info) => {
+ profile_scope!("hit_test");
+
+ let spatial_node_index = self.get_space(info.spatial_id);
+ let current_offset = self.current_offset(spatial_node_index);
+ let unsnapped_rect = info.rect.translate(current_offset);
+
+ let rect = self.snap_rect(
+ &unsnapped_rect,
+ spatial_node_index,
+ );
+
+ let layout = LayoutPrimitiveInfo {
+ rect,
+ clip_rect: rect,
+ flags: info.flags,
+ };
+
+ let spatial_node = self.spatial_tree.get_node_info(spatial_node_index);
+ let anim_id: u64 = match spatial_node.node_type {
+ SpatialNodeType::ReferenceFrame(ReferenceFrameInfo {
+ source_transform: PropertyBinding::Binding(key, _),
+ ..
+ }) => key.clone().into(),
+ _ => 0,
+ };
+
+ let clip_node_id = self.get_clip_node(info.clip_chain_id);
+
+ self.add_primitive_to_hit_testing_list(
+ &layout,
+ spatial_node_index,
+ clip_node_id,
+ info.tag,
+ anim_id,
+ );
+ }
+ DisplayItem::ClearRectangle(ref info) => {
+ profile_scope!("clear");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_clear_rectangle(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ );
+ }
+ DisplayItem::Line(ref info) => {
+ profile_scope!("line");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.area,
+ );
+
+ self.add_line(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ info.wavy_line_thickness,
+ info.orientation,
+ info.color,
+ info.style,
+ );
+ }
+ DisplayItem::Gradient(ref info) => {
+ profile_scope!("gradient");
+
+ if !info.gradient.is_valid() {
+ return;
+ }
+
+ let (mut layout, unsnapped_rect, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ let mut tile_size = process_repeat_size(
+ &layout.rect,
+ &unsnapped_rect,
+ info.tile_size,
+ );
+
+ let mut stops = read_gradient_stops(item.gradient_stops());
+ let mut start = info.gradient.start_point;
+ let mut end = info.gradient.end_point;
+ let flags = layout.flags;
+
+ let optimized = optimize_linear_gradient(
+ &mut layout.rect,
+ &mut tile_size,
+ info.tile_spacing,
+ &layout.clip_rect,
+ &mut start,
+ &mut end,
+ info.gradient.extend_mode,
+ &mut stops,
+ &mut |rect, start, end, stops, edge_aa_mask| {
+ let layout = LayoutPrimitiveInfo { rect: *rect, clip_rect: *rect, flags };
+ if let Some(prim_key_kind) = self.create_linear_gradient_prim(
+ &layout,
+ start,
+ end,
+ stops.to_vec(),
+ ExtendMode::Clamp,
+ rect.size(),
+ LayoutSize::zero(),
+ None,
+ edge_aa_mask,
+ ) {
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ Vec::new(),
+ prim_key_kind,
+ );
+ }
+ }
+ );
+
+ if !optimized && !tile_size.ceil().is_empty() {
+ if let Some(prim_key_kind) = self.create_linear_gradient_prim(
+ &layout,
+ start,
+ end,
+ stops,
+ info.gradient.extend_mode,
+ tile_size,
+ info.tile_spacing,
+ None,
+ EdgeAaSegmentMask::all(),
+ ) {
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ Vec::new(),
+ prim_key_kind,
+ );
+ }
+ }
+ }
+ DisplayItem::RadialGradient(ref info) => {
+ profile_scope!("radial");
+
+ if !info.gradient.is_valid() {
+ return;
+ }
+
+ let (mut layout, unsnapped_rect, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ let mut center = info.gradient.center;
+
+ let stops = read_gradient_stops(item.gradient_stops());
+
+ let mut tile_size = process_repeat_size(
+ &layout.rect,
+ &unsnapped_rect,
+ info.tile_size,
+ );
+
+ let mut prim_rect = layout.rect;
+ let mut tile_spacing = info.tile_spacing;
+ optimize_radial_gradient(
+ &mut prim_rect,
+ &mut tile_size,
+ &mut center,
+ &mut tile_spacing,
+ &layout.clip_rect,
+ info.gradient.radius,
+ info.gradient.end_offset,
+ info.gradient.extend_mode,
+ &stops,
+ &mut |solid_rect, color| {
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &LayoutPrimitiveInfo {
+ rect: *solid_rect,
+ .. layout
+ },
+ Vec::new(),
+ PrimitiveKeyKind::Rectangle { color: PropertyBinding::Value(color) },
+ );
+ }
+ );
+
+ // TODO: create_radial_gradient_prim already calls
+ // this, but it leaves the info variable that is
+ // passed to add_nonshadowable_primitive unmodified
+ // which can cause issues.
+ simplify_repeated_primitive(&tile_size, &mut tile_spacing, &mut prim_rect);
+
+ if !tile_size.ceil().is_empty() {
+ layout.rect = prim_rect;
+ let prim_key_kind = self.create_radial_gradient_prim(
+ &layout,
+ center,
+ info.gradient.start_offset * info.gradient.radius.width,
+ info.gradient.end_offset * info.gradient.radius.width,
+ info.gradient.radius.width / info.gradient.radius.height,
+ stops,
+ info.gradient.extend_mode,
+ tile_size,
+ tile_spacing,
+ None,
+ );
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ Vec::new(),
+ prim_key_kind,
+ );
+ }
+ }
+ DisplayItem::ConicGradient(ref info) => {
+ profile_scope!("conic");
+
+ if !info.gradient.is_valid() {
+ return;
+ }
+
+ let (mut layout, unsnapped_rect, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ let tile_size = process_repeat_size(
+ &layout.rect,
+ &unsnapped_rect,
+ info.tile_size,
+ );
+
+ let offset = apply_gradient_local_clip(
+ &mut layout.rect,
+ &tile_size,
+ &info.tile_spacing,
+ &layout.clip_rect,
+ );
+ let center = info.gradient.center + offset;
+
+ if !tile_size.ceil().is_empty() {
+ let prim_key_kind = self.create_conic_gradient_prim(
+ &layout,
+ center,
+ info.gradient.angle,
+ info.gradient.start_offset,
+ info.gradient.end_offset,
+ item.gradient_stops(),
+ info.gradient.extend_mode,
+ tile_size,
+ info.tile_spacing,
+ None,
+ );
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ Vec::new(),
+ prim_key_kind,
+ );
+ }
+ }
+ DisplayItem::BoxShadow(ref info) => {
+ profile_scope!("box_shadow");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.box_bounds,
+ );
+
+ self.add_box_shadow(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ &info.offset,
+ info.color,
+ info.blur_radius,
+ info.spread_radius,
+ info.border_radius,
+ info.clip_mode,
+ );
+ }
+ DisplayItem::Border(ref info) => {
+ profile_scope!("border");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties_with_bounds(
+ &info.common,
+ &info.bounds,
+ );
+
+ self.add_border(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ info,
+ item.gradient_stops(),
+ );
+ }
+ DisplayItem::ImageMaskClip(ref info) => {
+ profile_scope!("image_clip");
+
+ self.add_image_mask_clip_node(
+ info.id,
+ info.spatial_id,
+ &info.image_mask,
+ info.fill_rule,
+ item.points(),
+ );
+ }
+ DisplayItem::RoundedRectClip(ref info) => {
+ profile_scope!("rounded_clip");
+
+ self.add_rounded_rect_clip_node(
+ info.id,
+ info.spatial_id,
+ &info.clip,
+ );
+ }
+ DisplayItem::RectClip(ref info) => {
+ profile_scope!("rect_clip");
+
+ self.add_rect_clip_node(
+ info.id,
+ info.spatial_id,
+ &info.clip_rect,
+ );
+ }
+ DisplayItem::ClipChain(ref info) => {
+ profile_scope!("clip_chain");
+
+ self.clip_tree_builder.define_clip_chain(
+ info.id,
+ info.parent,
+ item.clip_chain_items().into_iter(),
+ );
+ },
+ DisplayItem::BackdropFilter(ref info) => {
+ profile_scope!("backdrop");
+
+ let (layout, _, spatial_node_index, clip_node_id) = self.process_common_properties(
+ &info.common,
+ None,
+ );
+
+ let filters = filter_ops_for_compositing(item.filters());
+ let filter_datas = filter_datas_for_compositing(item.filter_datas());
+ let filter_primitives = filter_primitives_for_compositing(item.filter_primitives());
+
+ self.add_backdrop_filter(
+ spatial_node_index,
+ clip_node_id,
+ &layout,
+ filters,
+ filter_datas,
+ filter_primitives,
+ );
+ }
+
+ // Do nothing; these are dummy items for the display list parser
+ DisplayItem::SetGradientStops |
+ DisplayItem::SetFilterOps |
+ DisplayItem::SetFilterData |
+ DisplayItem::SetFilterPrimitives |
+ DisplayItem::SetPoints => {}
+
+ // Special items that are handled in the parent method
+ DisplayItem::PushStackingContext(..) |
+ DisplayItem::PushReferenceFrame(..) |
+ DisplayItem::PopReferenceFrame |
+ DisplayItem::PopStackingContext |
+ DisplayItem::Iframe(_) => {
+ unreachable!("Handled in `build_all`")
+ }
+
+ DisplayItem::ReuseItems(key) |
+ DisplayItem::RetainedItems(key) => {
+ unreachable!("Iterator logic error: {:?}", key);
+ }
+
+ DisplayItem::PushShadow(info) => {
+ profile_scope!("push_shadow");
+
+ let spatial_node_index = self.get_space(info.space_and_clip.spatial_id);
+
+ self.push_shadow(
+ info.shadow,
+ spatial_node_index,
+ info.space_and_clip.clip_chain_id,
+ info.should_inflate,
+ );
+ }
+ DisplayItem::PopAllShadows => {
+ profile_scope!("pop_all_shadows");
+
+ self.pop_all_shadows();
+ }
+ }
+ }
+
+ /// 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.
+ ///
+ /// TODO(djg): Can this inline into `add_interned_prim_to_draw_list`
+ fn create_primitive<P>(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ spatial_node_index: SpatialNodeIndex,
+ clip_leaf_id: ClipLeafId,
+ prim: P,
+ ) -> PrimitiveInstance
+ where
+ P: InternablePrimitive,
+ Interners: AsMut<Interner<P>>,
+ {
+ // Build a primitive key.
+ let prim_key = prim.into_key(info);
+
+ let current_offset = self.current_offset(spatial_node_index);
+ let interner = self.interners.as_mut();
+ let prim_data_handle = interner
+ .intern(&prim_key, || ());
+
+ let instance_kind = P::make_instance_kind(
+ prim_key,
+ prim_data_handle,
+ &mut self.prim_store,
+ current_offset,
+ );
+
+ PrimitiveInstance::new(
+ instance_kind,
+ clip_leaf_id,
+ )
+ }
+
+ fn add_primitive_to_hit_testing_list(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ tag: ItemTag,
+ anim_id: u64,
+ ) {
+ self.hit_testing_scene.add_item(
+ tag,
+ anim_id,
+ info,
+ spatial_node_index,
+ clip_node_id,
+ &self.clip_tree_builder,
+ self.interners,
+ );
+ }
+
+ /// Add an already created primitive to the draw lists.
+ pub fn add_primitive_to_draw_list(
+ &mut self,
+ prim_instance: PrimitiveInstance,
+ prim_rect: LayoutRect,
+ spatial_node_index: SpatialNodeIndex,
+ flags: PrimitiveFlags,
+ ) {
+ // Add primitive to the top-most stacking context on the stack.
+
+ // If we have a valid stacking context, the primitive gets added to that.
+ // Otherwise, it gets added to a top-level picture cache slice.
+
+ match self.sc_stack.last_mut() {
+ Some(stacking_context) => {
+ stacking_context.prim_list.add_prim(
+ prim_instance,
+ prim_rect,
+ spatial_node_index,
+ flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+ None => {
+ self.tile_cache_builder.add_prim(
+ prim_instance,
+ prim_rect,
+ spatial_node_index,
+ flags,
+ self.spatial_tree,
+ self.interners,
+ &self.quality_settings,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+ }
+ }
+
+ /// Convenience interface that creates a primitive entry and adds it
+ /// to the draw list.
+ fn add_nonshadowable_primitive<P>(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ clip_items: Vec<ClipItemKey>,
+ prim: P,
+ )
+ where
+ P: InternablePrimitive + IsVisible,
+ Interners: AsMut<Interner<P>>,
+ {
+ if prim.is_visible() {
+ let clip_leaf_id = self.clip_tree_builder.build_for_prim(
+ clip_node_id,
+ info,
+ &clip_items,
+ &mut self.interners,
+ );
+
+ self.add_prim_to_draw_list(
+ info,
+ spatial_node_index,
+ clip_leaf_id,
+ prim,
+ );
+ }
+ }
+
+ pub fn add_primitive<P>(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ clip_items: Vec<ClipItemKey>,
+ prim: P,
+ )
+ where
+ P: InternablePrimitive + IsVisible,
+ Interners: AsMut<Interner<P>>,
+ ShadowItem: From<PendingPrimitive<P>>
+ {
+ // If a shadow context is not active, then add the primitive
+ // directly to the parent picture.
+ if self.pending_shadow_items.is_empty() {
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ clip_items,
+ prim,
+ );
+ } else {
+ debug_assert!(clip_items.is_empty(), "No per-prim clips expected for shadowed primitives");
+
+ // There is an active shadow context. Store as a pending primitive
+ // for processing during pop_all_shadows.
+ self.pending_shadow_items.push_back(PendingPrimitive {
+ spatial_node_index,
+ clip_node_id,
+ info: *info,
+ prim,
+ }.into());
+ }
+ }
+
+ fn add_prim_to_draw_list<P>(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ spatial_node_index: SpatialNodeIndex,
+ clip_leaf_id: ClipLeafId,
+ prim: P,
+ )
+ where
+ P: InternablePrimitive,
+ Interners: AsMut<Interner<P>>,
+ {
+ let prim_instance = self.create_primitive(
+ info,
+ spatial_node_index,
+ clip_leaf_id,
+ prim,
+ );
+ self.add_primitive_to_draw_list(
+ prim_instance,
+ info.rect,
+ spatial_node_index,
+ info.flags,
+ );
+ }
+
+ fn make_current_slice_atomic_if_required(&mut self) {
+ let has_non_wrapping_sc = self.sc_stack
+ .iter()
+ .position(|sc| {
+ !sc.flags.contains(StackingContextFlags::WRAPS_BACKDROP_FILTER)
+ })
+ .is_some();
+
+ if has_non_wrapping_sc {
+ return;
+ }
+
+ // Shadows can only exist within a stacking context
+ assert!(self.pending_shadow_items.is_empty());
+ self.tile_cache_builder.make_current_slice_atomic();
+ }
+
+ /// If no stacking contexts are present (i.e. we are adding prims to a tile
+ /// cache), set a barrier to force creation of a slice before the next prim
+ fn add_tile_cache_barrier_if_needed(
+ &mut self,
+ slice_flags: SliceFlags,
+ ) {
+ if self.sc_stack.is_empty() {
+ // Shadows can only exist within a stacking context
+ assert!(self.pending_shadow_items.is_empty());
+
+ self.tile_cache_builder.add_tile_cache_barrier(
+ slice_flags,
+ self.root_iframe_clip,
+ );
+ }
+ }
+
+ /// Push a new stacking context. Returns context that must be passed to pop_stacking_context().
+ fn push_stacking_context(
+ &mut self,
+ composite_ops: CompositeOps,
+ transform_style: TransformStyle,
+ prim_flags: PrimitiveFlags,
+ spatial_node_index: SpatialNodeIndex,
+ clip_chain_id: Option<api::ClipChainId>,
+ requested_raster_space: RasterSpace,
+ flags: StackingContextFlags,
+ ) -> StackingContextInfo {
+ profile_scope!("push_stacking_context");
+
+ let clip_node_id = match clip_chain_id {
+ Some(id) => {
+ self.clip_tree_builder.build_clip_set(id)
+ }
+ None => {
+ self.clip_tree_builder.build_clip_set(api::ClipChainId::INVALID)
+ }
+ };
+
+ self.clip_tree_builder.push_clip_chain(
+ clip_chain_id,
+ !composite_ops.is_empty(),
+ );
+
+ let new_space = match (self.raster_space_stack.last(), requested_raster_space) {
+ // If no parent space, just use the requested space
+ (None, _) => requested_raster_space,
+ // If screen, use the parent
+ (Some(parent_space), RasterSpace::Screen) => *parent_space,
+ // If currently screen, select the requested
+ (Some(RasterSpace::Screen), space) => space,
+ // If both local, take the maximum scale
+ (Some(RasterSpace::Local(parent_scale)), RasterSpace::Local(scale)) => RasterSpace::Local(parent_scale.max(scale)),
+ };
+ self.raster_space_stack.push(new_space);
+
+ // Get the transform-style of the parent stacking context,
+ // which determines if we *might* need to draw this on
+ // an intermediate surface for plane splitting purposes.
+ let (parent_is_3d, extra_3d_instance, plane_splitter_index) = match self.sc_stack.last_mut() {
+ Some(ref mut sc) if sc.is_3d() => {
+ let (flat_items_context_3d, plane_splitter_index) = match sc.context_3d {
+ Picture3DContext::In { ancestor_index, plane_splitter_index, .. } => {
+ (
+ Picture3DContext::In {
+ root_data: None,
+ ancestor_index,
+ plane_splitter_index,
+ },
+ plane_splitter_index,
+ )
+ }
+ Picture3DContext::Out => panic!("Unexpected out of 3D context"),
+ };
+ // Cut the sequence of flat children before starting a child stacking context,
+ // so that the relative order between them and our current SC is preserved.
+ let extra_instance = sc.cut_item_sequence(
+ &mut self.prim_store,
+ &mut self.interners,
+ Some(PictureCompositeMode::Blit(BlitReason::PRESERVE3D)),
+ flat_items_context_3d,
+ &mut self.clip_tree_builder,
+ );
+ let extra_instance = extra_instance.map(|(_, instance)| {
+ ExtendedPrimitiveInstance {
+ instance,
+ spatial_node_index: sc.spatial_node_index,
+ flags: sc.prim_flags,
+ }
+ });
+ (true, extra_instance, Some(plane_splitter_index))
+ },
+ _ => (false, None, None),
+ };
+
+ if let Some(instance) = extra_3d_instance {
+ self.add_primitive_instance_to_3d_root(instance);
+ }
+
+ // If this is preserve-3d *or* the parent is, then this stacking
+ // context is participating in the 3d rendering context. In that
+ // case, hoist the picture up to the 3d rendering context
+ // container, so that it's rendered as a sibling with other
+ // elements in this context.
+ let participating_in_3d_context =
+ composite_ops.is_empty() &&
+ (parent_is_3d || transform_style == TransformStyle::Preserve3D);
+
+ let context_3d = if participating_in_3d_context {
+ // Get the spatial node index of the containing block, which
+ // defines the context of backface-visibility.
+ let ancestor_index = self.containing_block_stack
+ .last()
+ .cloned()
+ .unwrap_or(self.spatial_tree.root_reference_frame_index());
+
+ let plane_splitter_index = plane_splitter_index.unwrap_or_else(|| {
+ let index = self.next_plane_splitter_index;
+ self.next_plane_splitter_index += 1;
+ PlaneSplitterIndex(index)
+ });
+
+ Picture3DContext::In {
+ root_data: if parent_is_3d {
+ None
+ } else {
+ Some(Vec::new())
+ },
+ plane_splitter_index,
+ ancestor_index,
+ }
+ } else {
+ Picture3DContext::Out
+ };
+
+ // Force an intermediate surface if the stacking context has a
+ // complex clip node. In the future, we may decide during
+ // prepare step to skip the intermediate surface if the
+ // clip node doesn't affect the stacking context rect.
+ let mut blit_reason = BlitReason::empty();
+
+ // If this stacking context has any complex clips, we need to draw it
+ // to an off-screen surface.
+ if let Some(clip_chain_id) = clip_chain_id {
+ if self.clip_tree_builder.clip_chain_has_complex_clips(clip_chain_id, &self.interners) {
+ blit_reason |= BlitReason::CLIP;
+ }
+ }
+
+ // Check if we know this stacking context is redundant (doesn't need a surface)
+ // The check for blend-container redundancy is more involved so it's handled below.
+ let mut is_redundant = FlattenedStackingContext::is_redundant(
+ &context_3d,
+ &composite_ops,
+ blit_reason,
+ self.sc_stack.last(),
+ prim_flags,
+ );
+
+ // If the stacking context is a blend container, and if we're at the top level
+ // of the stacking context tree, we may be able to make this blend container into a tile
+ // cache. This means that we get caching and correct scrolling invalidation for
+ // root level blend containers. For these cases, the readbacks of the backdrop
+ // are handled by doing partial reads of the picture cache tiles during rendering.
+ if flags.contains(StackingContextFlags::IS_BLEND_CONTAINER) {
+ // Check if we're inside a stacking context hierarchy with an existing surface
+ match self.sc_stack.last() {
+ Some(_) => {
+ // If we are already inside a stacking context hierarchy with a surface, then we
+ // need to do the normal isolate of this blend container as a regular surface
+ blit_reason |= BlitReason::ISOLATE;
+ is_redundant = false;
+ }
+ None => {
+ // If the current slice is empty, then we can just mark the slice as
+ // atomic (so that compositor surfaces don't get promoted within it)
+ // and use that slice as the backing surface for the blend container
+ if self.tile_cache_builder.is_current_slice_empty() &&
+ self.spatial_tree.is_root_coord_system(spatial_node_index) &&
+ !self.clip_tree_builder.clip_node_has_complex_clips(clip_node_id, &self.interners)
+ {
+ self.add_tile_cache_barrier_if_needed(SliceFlags::IS_ATOMIC);
+ self.tile_cache_builder.make_current_slice_atomic();
+ } else {
+ // If the slice wasn't empty, we need to isolate a separate surface
+ // to ensure that the content already in the slice is not used as
+ // an input to the mix-blend composite
+ blit_reason |= BlitReason::ISOLATE;
+ is_redundant = false;
+ }
+ }
+ }
+ }
+
+ // If stacking context is a scrollbar, force a new slice for the primitives
+ // within. The stacking context will be redundant and removed by above check.
+ let set_tile_cache_barrier = prim_flags.contains(PrimitiveFlags::IS_SCROLLBAR_CONTAINER);
+
+ if set_tile_cache_barrier {
+ self.add_tile_cache_barrier_if_needed(SliceFlags::IS_SCROLLBAR);
+ }
+
+ let mut sc_info = StackingContextInfo {
+ pop_stacking_context: false,
+ pop_containing_block: false,
+ set_tile_cache_barrier,
+ };
+
+ // If this is not 3d, then it establishes an ancestor root for child 3d contexts.
+ if !participating_in_3d_context {
+ sc_info.pop_containing_block = true;
+ self.containing_block_stack.push(spatial_node_index);
+ }
+
+ // If not redundant, create a stacking context to hold primitive clusters
+ if !is_redundant {
+ sc_info.pop_stacking_context = true;
+
+ // Push the SC onto the stack, so we know how to handle things in
+ // pop_stacking_context.
+ self.sc_stack.push(FlattenedStackingContext {
+ prim_list: PrimitiveList::empty(),
+ prim_flags,
+ spatial_node_index,
+ clip_node_id,
+ composite_ops,
+ blit_reason,
+ transform_style,
+ context_3d,
+ flags,
+ raster_space: new_space,
+ });
+ }
+
+ sc_info
+ }
+
+ fn pop_stacking_context(
+ &mut self,
+ info: StackingContextInfo,
+ ) {
+ profile_scope!("pop_stacking_context");
+
+ self.clip_tree_builder.pop_clip();
+
+ // Pop off current raster space (pushed unconditionally in push_stacking_context)
+ self.raster_space_stack.pop().unwrap();
+
+ // If the stacking context formed a containing block, pop off the stack
+ if info.pop_containing_block {
+ self.containing_block_stack.pop().unwrap();
+ }
+
+ if info.set_tile_cache_barrier {
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+ }
+
+ // If the stacking context was otherwise redundant, early exit
+ if !info.pop_stacking_context {
+ return;
+ }
+
+ let stacking_context = self.sc_stack.pop().unwrap();
+
+ let mut source = match stacking_context.context_3d {
+ // TODO(gw): For now, as soon as this picture is in
+ // a 3D context, we draw it to an intermediate
+ // surface and apply plane splitting. However,
+ // there is a large optimization opportunity here.
+ // During culling, we can check if there is actually
+ // perspective present, and skip the plane splitting
+ // completely when that is not the case.
+ Picture3DContext::In { ancestor_index, plane_splitter_index, .. } => {
+ let composite_mode = Some(
+ PictureCompositeMode::Blit(BlitReason::PRESERVE3D | stacking_context.blit_reason)
+ );
+
+ // Add picture for this actual stacking context contents to render into.
+ let pic_index = PictureIndex(self.prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ composite_mode.clone(),
+ Picture3DContext::In { root_data: None, ancestor_index, plane_splitter_index },
+ stacking_context.prim_flags,
+ stacking_context.prim_list,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ PictureFlags::empty(),
+ ))
+ );
+
+ let instance = create_prim_instance(
+ pic_index,
+ composite_mode.into(),
+ stacking_context.raster_space,
+ stacking_context.clip_node_id,
+ &mut self.interners,
+ &mut self.clip_tree_builder,
+ );
+
+ PictureChainBuilder::from_instance(
+ instance,
+ stacking_context.prim_flags,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ )
+ }
+ Picture3DContext::Out => {
+ if stacking_context.blit_reason.is_empty() {
+ PictureChainBuilder::from_prim_list(
+ stacking_context.prim_list,
+ stacking_context.prim_flags,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ false,
+ )
+ } else {
+ let composite_mode = Some(
+ PictureCompositeMode::Blit(stacking_context.blit_reason)
+ );
+
+ // Add picture for this actual stacking context contents to render into.
+ let pic_index = PictureIndex(self.prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ composite_mode.clone(),
+ Picture3DContext::Out,
+ stacking_context.prim_flags,
+ stacking_context.prim_list,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ PictureFlags::empty(),
+ ))
+ );
+
+ let instance = create_prim_instance(
+ pic_index,
+ composite_mode.into(),
+ stacking_context.raster_space,
+ stacking_context.clip_node_id,
+ &mut self.interners,
+ &mut self.clip_tree_builder,
+ );
+
+ PictureChainBuilder::from_instance(
+ instance,
+ stacking_context.prim_flags,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ )
+ }
+ }
+ };
+
+ // If establishing a 3d context, the `cur_instance` represents
+ // a picture with all the *trailing* immediate children elements.
+ // We append this to the preserve-3D picture set and make a container picture of them.
+ if let Picture3DContext::In { root_data: Some(mut prims), ancestor_index, plane_splitter_index } = stacking_context.context_3d {
+ let instance = source.finalize(
+ ClipNodeId::NONE,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.clip_tree_builder,
+ );
+
+ prims.push(ExtendedPrimitiveInstance {
+ instance,
+ spatial_node_index: stacking_context.spatial_node_index,
+ flags: stacking_context.prim_flags,
+ });
+
+ let mut prim_list = PrimitiveList::empty();
+
+ // Web content often specifies `preserve-3d` on pages that don't actually need
+ // a 3d rendering context (as a hint / hack to convince other browsers to
+ // layerize these elements to an off-screen surface). Detect cases where the
+ // preserve-3d has no effect on correctness and convert them to pass-through
+ // pictures instead. This has two benefits for WR:
+ //
+ // (1) We get correct subpixel-snapping behavior between preserve-3d elements
+ // that don't have complex transforms without additional complexity of
+ // handling subpixel-snapping across different surfaces.
+ // (2) We can draw this content directly in to the parent surface / tile cache,
+ // which is a performance win by avoiding allocating, drawing,
+ // plane-splitting and blitting an off-screen surface.
+ let mut needs_3d_context = false;
+
+ for ext_prim in prims.drain(..) {
+ // If all the preserve-3d elements are in the root coordinate system, we
+ // know that there is no need for a true 3d rendering context / plane-split.
+ // TODO(gw): We can expand this in future to handle this in more cases
+ // (e.g. a non-root coord system that is 2d within the 3d context).
+ if !self.spatial_tree.is_root_coord_system(ext_prim.spatial_node_index) {
+ needs_3d_context = true;
+ }
+
+ prim_list.add_prim(
+ ext_prim.instance,
+ LayoutRect::zero(),
+ ext_prim.spatial_node_index,
+ ext_prim.flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+
+ let context_3d = if needs_3d_context {
+ Picture3DContext::In {
+ root_data: Some(Vec::new()),
+ ancestor_index,
+ plane_splitter_index,
+ }
+ } else {
+ // If we didn't need a 3d rendering context, walk the child pictures
+ // that make up this context and disable the off-screen surface and
+ // 3d render context.
+ for child_pic_index in &prim_list.child_pictures {
+ let child_pic = &mut self.prim_store.pictures[child_pic_index.0];
+ child_pic.composite_mode = None;
+ child_pic.context_3d = Picture3DContext::Out;
+ }
+
+ Picture3DContext::Out
+ };
+
+ // This is the acttual picture representing our 3D hierarchy root.
+ let pic_index = PictureIndex(self.prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ None,
+ context_3d,
+ stacking_context.prim_flags,
+ prim_list,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ PictureFlags::empty(),
+ ))
+ );
+
+ let instance = create_prim_instance(
+ pic_index,
+ PictureCompositeKey::Identity,
+ stacking_context.raster_space,
+ stacking_context.clip_node_id,
+ &mut self.interners,
+ &mut self.clip_tree_builder,
+ );
+
+ source = PictureChainBuilder::from_instance(
+ instance,
+ stacking_context.prim_flags,
+ stacking_context.spatial_node_index,
+ stacking_context.raster_space,
+ );
+ }
+
+ let has_filters = stacking_context.composite_ops.has_valid_filters();
+
+ source = self.wrap_prim_with_filters(
+ source,
+ stacking_context.clip_node_id,
+ stacking_context.composite_ops.filters,
+ stacking_context.composite_ops.filter_primitives,
+ stacking_context.composite_ops.filter_datas,
+ None,
+ );
+
+ // Same for mix-blend-mode, except we can skip if this primitive is the first in the parent
+ // stacking context.
+ // From https://drafts.fxtf.org/compositing-1/#generalformula, the formula for blending is:
+ // Cs = (1 - ab) x Cs + ab x Blend(Cb, Cs)
+ // where
+ // Cs = Source color
+ // ab = Backdrop alpha
+ // Cb = Backdrop color
+ //
+ // If we're the first primitive within a stacking context, then we can guarantee that the
+ // backdrop alpha will be 0, and then the blend equation collapses to just
+ // Cs = Cs, and the blend mode isn't taken into account at all.
+ if let Some(mix_blend_mode) = stacking_context.composite_ops.mix_blend_mode {
+ let composite_mode = PictureCompositeMode::MixBlend(mix_blend_mode);
+
+ source = source.add_picture(
+ composite_mode,
+ stacking_context.clip_node_id,
+ Picture3DContext::Out,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.prim_instances,
+ &mut self.clip_tree_builder,
+ );
+ }
+
+ // Set the stacking context clip on the outermost picture in the chain,
+ // unless we already set it on the leaf picture.
+ let cur_instance = source.finalize(
+ stacking_context.clip_node_id,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.clip_tree_builder,
+ );
+
+ // The primitive instance for the remainder of flat children of this SC
+ // if it's a part of 3D hierarchy but not the root of it.
+ let trailing_children_instance = match self.sc_stack.last_mut() {
+ // Preserve3D path (only relevant if there are no filters/mix-blend modes)
+ Some(ref parent_sc) if !has_filters && parent_sc.is_3d() => {
+ Some(cur_instance)
+ }
+ // Regular parenting path
+ Some(ref mut parent_sc) => {
+ parent_sc.prim_list.add_prim(
+ cur_instance,
+ LayoutRect::zero(),
+ stacking_context.spatial_node_index,
+ stacking_context.prim_flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ None
+ }
+ // This must be the root stacking context
+ None => {
+ self.add_primitive_to_draw_list(
+ cur_instance,
+ LayoutRect::zero(),
+ stacking_context.spatial_node_index,
+ stacking_context.prim_flags,
+ );
+
+ None
+ }
+ };
+
+ // finally, if there any outstanding 3D primitive instances,
+ // find the 3D hierarchy root and add them there.
+ if let Some(instance) = trailing_children_instance {
+ self.add_primitive_instance_to_3d_root(ExtendedPrimitiveInstance {
+ instance,
+ spatial_node_index: stacking_context.spatial_node_index,
+ flags: stacking_context.prim_flags,
+ });
+ }
+
+ assert!(
+ self.pending_shadow_items.is_empty(),
+ "Found unpopped shadows when popping stacking context!"
+ );
+ }
+
+ pub fn push_reference_frame(
+ &mut self,
+ reference_frame_id: SpatialId,
+ parent_index: SpatialNodeIndex,
+ pipeline_id: PipelineId,
+ transform_style: TransformStyle,
+ source_transform: PropertyBinding<LayoutTransform>,
+ kind: ReferenceFrameKind,
+ origin_in_parent_reference_frame: LayoutVector2D,
+ uid: SpatialNodeUid,
+ ) -> SpatialNodeIndex {
+ let index = self.spatial_tree.add_reference_frame(
+ parent_index,
+ transform_style,
+ source_transform,
+ kind,
+ origin_in_parent_reference_frame,
+ pipeline_id,
+ uid,
+ );
+ self.id_to_index_mapper_stack.last_mut().unwrap().add_spatial_node(reference_frame_id, index);
+
+ index
+ }
+
+ fn push_root(
+ &mut self,
+ pipeline_id: PipelineId,
+ instance: PipelineInstanceId,
+ ) {
+ let spatial_node_index = self.push_reference_frame(
+ SpatialId::root_reference_frame(pipeline_id),
+ self.spatial_tree.root_reference_frame_index(),
+ pipeline_id,
+ TransformStyle::Flat,
+ PropertyBinding::Value(LayoutTransform::identity()),
+ ReferenceFrameKind::Transform {
+ is_2d_scale_translation: true,
+ should_snap: true,
+ paired_with_perspective: false,
+ },
+ LayoutVector2D::zero(),
+ SpatialNodeUid::root_reference_frame(pipeline_id, instance),
+ );
+
+ let viewport_rect = LayoutRect::max_rect();
+
+ self.add_scroll_frame(
+ SpatialId::root_scroll_node(pipeline_id),
+ spatial_node_index,
+ ExternalScrollId(0, pipeline_id),
+ pipeline_id,
+ &viewport_rect,
+ &viewport_rect.size(),
+ ScrollFrameKind::PipelineRoot {
+ is_root_pipeline: true,
+ },
+ LayoutVector2D::zero(),
+ APZScrollGeneration::default(),
+ HasScrollLinkedEffect::No,
+ SpatialNodeUid::root_scroll_frame(pipeline_id, instance),
+ );
+ }
+
+ fn add_image_mask_clip_node(
+ &mut self,
+ new_node_id: ClipId,
+ spatial_id: SpatialId,
+ image_mask: &ImageMask,
+ fill_rule: FillRule,
+ points_range: ItemRange<LayoutPoint>,
+ ) {
+ let spatial_node_index = self.get_space(spatial_id);
+
+ let snapped_mask_rect = self.snap_rect(
+ &image_mask.rect,
+ spatial_node_index,
+ );
+ let points: Vec<LayoutPoint> = points_range.iter().collect();
+
+ // If any points are provided, then intern a polygon with the points and fill rule.
+ let mut polygon_handle: Option<PolygonDataHandle> = None;
+ if points.len() > 0 {
+ let item = PolygonKey::new(&points, fill_rule);
+
+ let handle = self
+ .interners
+ .polygon
+ .intern(&item, || item);
+ polygon_handle = Some(handle);
+ }
+
+ let item = ClipItemKey {
+ kind: ClipItemKeyKind::image_mask(image_mask, snapped_mask_rect, polygon_handle),
+ spatial_node_index,
+ };
+
+ let handle = self
+ .interners
+ .clip
+ .intern(&item, || {
+ ClipInternData {
+ key: item,
+ }
+ });
+
+ self.clip_tree_builder.define_image_mask_clip(
+ new_node_id,
+ handle,
+ );
+ }
+
+ /// Add a new rectangle clip, positioned by the spatial node in the `space_and_clip`.
+ fn add_rect_clip_node(
+ &mut self,
+ new_node_id: ClipId,
+ spatial_id: SpatialId,
+ clip_rect: &LayoutRect,
+ ) {
+ let spatial_node_index = self.get_space(spatial_id);
+
+ let snapped_clip_rect = self.snap_rect(
+ clip_rect,
+ spatial_node_index,
+ );
+
+ let item = ClipItemKey {
+ kind: ClipItemKeyKind::rectangle(snapped_clip_rect, ClipMode::Clip),
+ spatial_node_index,
+ };
+ let handle = self
+ .interners
+ .clip
+ .intern(&item, || {
+ ClipInternData {
+ key: item,
+ }
+ });
+
+ self.clip_tree_builder.define_rect_clip(
+ new_node_id,
+ handle,
+ );
+ }
+
+ fn add_rounded_rect_clip_node(
+ &mut self,
+ new_node_id: ClipId,
+ spatial_id: SpatialId,
+ clip: &ComplexClipRegion,
+ ) {
+ let spatial_node_index = self.get_space(spatial_id);
+
+ let snapped_region_rect = self.snap_rect(
+ &clip.rect,
+ spatial_node_index,
+ );
+ let item = ClipItemKey {
+ kind: ClipItemKeyKind::rounded_rect(
+ snapped_region_rect,
+ clip.radii,
+ clip.mode,
+ ),
+ spatial_node_index,
+ };
+
+ let handle = self
+ .interners
+ .clip
+ .intern(&item, || {
+ ClipInternData {
+ key: item,
+ }
+ });
+
+ self.clip_tree_builder.define_rounded_rect_clip(
+ new_node_id,
+ handle,
+ );
+ }
+
+ pub fn add_scroll_frame(
+ &mut self,
+ new_node_id: SpatialId,
+ parent_node_index: SpatialNodeIndex,
+ external_id: ExternalScrollId,
+ pipeline_id: PipelineId,
+ frame_rect: &LayoutRect,
+ content_size: &LayoutSize,
+ frame_kind: ScrollFrameKind,
+ external_scroll_offset: LayoutVector2D,
+ scroll_offset_generation: APZScrollGeneration,
+ has_scroll_linked_effect: HasScrollLinkedEffect,
+ uid: SpatialNodeUid,
+ ) -> SpatialNodeIndex {
+ let node_index = self.spatial_tree.add_scroll_frame(
+ parent_node_index,
+ external_id,
+ pipeline_id,
+ frame_rect,
+ content_size,
+ frame_kind,
+ external_scroll_offset,
+ scroll_offset_generation,
+ has_scroll_linked_effect,
+ uid,
+ );
+ self.id_to_index_mapper_stack.last_mut().unwrap().add_spatial_node(new_node_id, node_index);
+ node_index
+ }
+
+ pub fn push_shadow(
+ &mut self,
+ shadow: Shadow,
+ spatial_node_index: SpatialNodeIndex,
+ clip_chain_id: api::ClipChainId,
+ should_inflate: bool,
+ ) {
+ self.clip_tree_builder.push_clip_chain(Some(clip_chain_id), false);
+
+ // Store this shadow in the pending list, for processing
+ // during pop_all_shadows.
+ self.pending_shadow_items.push_back(ShadowItem::Shadow(PendingShadow {
+ shadow,
+ spatial_node_index,
+ should_inflate,
+ }));
+ }
+
+ pub fn pop_all_shadows(
+ &mut self,
+ ) {
+ assert!(!self.pending_shadow_items.is_empty(), "popped shadows, but none were present");
+
+ let mut items = mem::replace(&mut self.pending_shadow_items, VecDeque::new());
+
+ //
+ // The pending_shadow_items queue contains a list of shadows and primitives
+ // that were pushed during the active shadow context. To process these, we:
+ //
+ // Iterate the list, popping an item from the front each iteration.
+ //
+ // If the item is a shadow:
+ // - Create a shadow picture primitive.
+ // - Add *any* primitives that remain in the item list to this shadow.
+ // If the item is a primitive:
+ // - Add that primitive as a normal item (if alpha > 0)
+ //
+
+ while let Some(item) = items.pop_front() {
+ match item {
+ ShadowItem::Shadow(pending_shadow) => {
+ // Quote from https://drafts.csswg.org/css-backgrounds-3/#shadow-blur
+ // "the image that would be generated by applying to the shadow a
+ // Gaussian blur with a standard deviation equal to half the blur radius."
+ let std_deviation = pending_shadow.shadow.blur_radius * 0.5;
+
+ // Add any primitives that come after this shadow in the item
+ // list to this shadow.
+ let mut prim_list = PrimitiveList::empty();
+ let blur_filter = Filter::Blur {
+ width: std_deviation,
+ height: std_deviation,
+ should_inflate: pending_shadow.should_inflate,
+ };
+ let blur_is_noop = blur_filter.is_noop();
+
+ for item in &items {
+ let (instance, info, spatial_node_index) = match item {
+ ShadowItem::Image(ref pending_image) => {
+ self.create_shadow_prim(
+ &pending_shadow,
+ pending_image,
+ blur_is_noop,
+ )
+ }
+ ShadowItem::LineDecoration(ref pending_line_dec) => {
+ self.create_shadow_prim(
+ &pending_shadow,
+ pending_line_dec,
+ blur_is_noop,
+ )
+ }
+ ShadowItem::NormalBorder(ref pending_border) => {
+ self.create_shadow_prim(
+ &pending_shadow,
+ pending_border,
+ blur_is_noop,
+ )
+ }
+ ShadowItem::Primitive(ref pending_primitive) => {
+ self.create_shadow_prim(
+ &pending_shadow,
+ pending_primitive,
+ blur_is_noop,
+ )
+ }
+ ShadowItem::TextRun(ref pending_text_run) => {
+ self.create_shadow_prim(
+ &pending_shadow,
+ pending_text_run,
+ blur_is_noop,
+ )
+ }
+ _ => {
+ continue;
+ }
+ };
+
+ if blur_is_noop {
+ self.add_primitive_to_draw_list(
+ instance,
+ info.rect,
+ spatial_node_index,
+ info.flags,
+ );
+ } else {
+ prim_list.add_prim(
+ instance,
+ info.rect,
+ spatial_node_index,
+ info.flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+ }
+
+ // No point in adding a shadow here if there were no primitives
+ // added to the shadow.
+ if !prim_list.is_empty() {
+ // Create a picture that the shadow primitives will be added to. If the
+ // blur radius is 0, the code in Picture::prepare_for_render will
+ // detect this and mark the picture to be drawn directly into the
+ // parent picture, which avoids an intermediate surface and blur.
+ assert!(!blur_filter.is_noop());
+ let composite_mode = Some(PictureCompositeMode::Filter(blur_filter));
+ let composite_mode_key = composite_mode.clone().into();
+ let raster_space = RasterSpace::Screen;
+
+ // Create the primitive to draw the shadow picture into the scene.
+ let shadow_pic_index = PictureIndex(self.prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ composite_mode,
+ Picture3DContext::Out,
+ PrimitiveFlags::IS_BACKFACE_VISIBLE,
+ prim_list,
+ pending_shadow.spatial_node_index,
+ raster_space,
+ PictureFlags::empty(),
+ ))
+ );
+
+ let shadow_pic_key = PictureKey::new(
+ Picture { composite_mode_key, raster_space },
+ );
+
+ let shadow_prim_data_handle = self.interners
+ .picture
+ .intern(&shadow_pic_key, || ());
+
+ let clip_node_id = self.clip_tree_builder.build_clip_set(api::ClipChainId::INVALID);
+
+ let shadow_prim_instance = PrimitiveInstance::new(
+ PrimitiveInstanceKind::Picture {
+ data_handle: shadow_prim_data_handle,
+ pic_index: shadow_pic_index,
+ segment_instance_index: SegmentInstanceIndex::INVALID,
+ },
+ self.clip_tree_builder.build_for_picture(clip_node_id),
+ );
+
+ // Add the shadow primitive. This must be done before pushing this
+ // picture on to the shadow stack, to avoid infinite recursion!
+ self.add_primitive_to_draw_list(
+ shadow_prim_instance,
+ LayoutRect::zero(),
+ pending_shadow.spatial_node_index,
+ PrimitiveFlags::IS_BACKFACE_VISIBLE,
+ );
+ }
+
+ self.clip_tree_builder.pop_clip();
+ }
+ ShadowItem::Image(pending_image) => {
+ self.add_shadow_prim_to_draw_list(
+ pending_image,
+ )
+ },
+ ShadowItem::LineDecoration(pending_line_dec) => {
+ self.add_shadow_prim_to_draw_list(
+ pending_line_dec,
+ )
+ },
+ ShadowItem::NormalBorder(pending_border) => {
+ self.add_shadow_prim_to_draw_list(
+ pending_border,
+ )
+ },
+ ShadowItem::Primitive(pending_primitive) => {
+ self.add_shadow_prim_to_draw_list(
+ pending_primitive,
+ )
+ },
+ ShadowItem::TextRun(pending_text_run) => {
+ self.add_shadow_prim_to_draw_list(
+ pending_text_run,
+ )
+ },
+ }
+ }
+
+ debug_assert!(items.is_empty());
+ self.pending_shadow_items = items;
+ }
+
+ fn create_shadow_prim<P>(
+ &mut self,
+ pending_shadow: &PendingShadow,
+ pending_primitive: &PendingPrimitive<P>,
+ blur_is_noop: bool,
+ ) -> (PrimitiveInstance, LayoutPrimitiveInfo, SpatialNodeIndex)
+ where
+ P: InternablePrimitive + CreateShadow,
+ Interners: AsMut<Interner<P>>,
+ {
+ // Offset the local rect and clip rect by the shadow offset. The pending
+ // primitive has already been snapped, but we will need to snap the
+ // shadow after translation. We don't need to worry about the size
+ // changing because the shadow has the same raster space as the
+ // primitive, and thus we know the size is already rounded.
+ let mut info = pending_primitive.info.clone();
+ info.rect = info.rect.translate(pending_shadow.shadow.offset);
+ info.clip_rect = info.clip_rect.translate(pending_shadow.shadow.offset);
+
+ let clip_set = self.clip_tree_builder.build_for_prim(
+ pending_primitive.clip_node_id,
+ &info,
+ &[],
+ &mut self.interners,
+ );
+
+ // Construct and add a primitive for the given shadow.
+ let shadow_prim_instance = self.create_primitive(
+ &info,
+ pending_primitive.spatial_node_index,
+ clip_set,
+ pending_primitive.prim.create_shadow(
+ &pending_shadow.shadow,
+ blur_is_noop,
+ self.raster_space_stack.last().cloned().unwrap(),
+ ),
+ );
+
+ (shadow_prim_instance, info, pending_primitive.spatial_node_index)
+ }
+
+ fn add_shadow_prim_to_draw_list<P>(
+ &mut self,
+ pending_primitive: PendingPrimitive<P>,
+ ) where
+ P: InternablePrimitive + IsVisible,
+ Interners: AsMut<Interner<P>>,
+ {
+ // For a normal primitive, if it has alpha > 0, then we add this
+ // as a normal primitive to the parent picture.
+ if pending_primitive.prim.is_visible() {
+ let clip_set = self.clip_tree_builder.build_for_prim(
+ pending_primitive.clip_node_id,
+ &pending_primitive.info,
+ &[],
+ &mut self.interners,
+ );
+
+ self.add_prim_to_draw_list(
+ &pending_primitive.info,
+ pending_primitive.spatial_node_index,
+ clip_set,
+ pending_primitive.prim,
+ );
+ }
+ }
+
+ pub fn add_clear_rectangle(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ ) {
+ // Clear prims must be in their own picture cache slice to
+ // be composited correctly.
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ PrimitiveKeyKind::Clear,
+ );
+
+ self.add_tile_cache_barrier_if_needed(SliceFlags::empty());
+ }
+
+ pub fn add_line(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ wavy_line_thickness: f32,
+ orientation: LineOrientation,
+ color: ColorF,
+ style: LineStyle,
+ ) {
+ // For line decorations, we can construct the render task cache key
+ // here during scene building, since it doesn't depend on device
+ // pixel ratio or transform.
+ let size = get_line_decoration_size(
+ &info.rect.size(),
+ orientation,
+ style,
+ wavy_line_thickness,
+ );
+
+ let cache_key = size.map(|size| {
+ LineDecorationCacheKey {
+ style,
+ orientation,
+ wavy_line_thickness: Au::from_f32_px(wavy_line_thickness),
+ size: size.to_au(),
+ }
+ });
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &info,
+ Vec::new(),
+ LineDecoration {
+ cache_key,
+ color: color.into(),
+ },
+ );
+ }
+
+ pub fn add_border(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ border_item: &BorderDisplayItem,
+ gradient_stops: ItemRange<GradientStop>,
+ ) {
+ match border_item.details {
+ BorderDetails::NinePatch(ref border) => {
+ let nine_patch = NinePatchDescriptor {
+ width: border.width,
+ height: border.height,
+ slice: border.slice,
+ fill: border.fill,
+ repeat_horizontal: border.repeat_horizontal,
+ repeat_vertical: border.repeat_vertical,
+ widths: border_item.widths.into(),
+ };
+
+ match border.source {
+ NinePatchBorderSource::Image(key, rendering) => {
+ let prim = ImageBorder {
+ request: ImageRequest {
+ key,
+ rendering,
+ tile: None,
+ },
+ nine_patch,
+ };
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ prim,
+ );
+ }
+ NinePatchBorderSource::Gradient(gradient) => {
+ let prim = match self.create_linear_gradient_prim(
+ &info,
+ gradient.start_point,
+ gradient.end_point,
+ read_gradient_stops(gradient_stops),
+ gradient.extend_mode,
+ LayoutSize::new(border.height as f32, border.width as f32),
+ LayoutSize::zero(),
+ Some(Box::new(nine_patch)),
+ EdgeAaSegmentMask::all(),
+ ) {
+ Some(prim) => prim,
+ None => return,
+ };
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ prim,
+ );
+ }
+ NinePatchBorderSource::RadialGradient(gradient) => {
+ let prim = self.create_radial_gradient_prim(
+ &info,
+ gradient.center,
+ gradient.start_offset * gradient.radius.width,
+ gradient.end_offset * gradient.radius.width,
+ gradient.radius.width / gradient.radius.height,
+ read_gradient_stops(gradient_stops),
+ gradient.extend_mode,
+ LayoutSize::new(border.height as f32, border.width as f32),
+ LayoutSize::zero(),
+ Some(Box::new(nine_patch)),
+ );
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ prim,
+ );
+ }
+ NinePatchBorderSource::ConicGradient(gradient) => {
+ let prim = self.create_conic_gradient_prim(
+ &info,
+ gradient.center,
+ gradient.angle,
+ gradient.start_offset,
+ gradient.end_offset,
+ gradient_stops,
+ gradient.extend_mode,
+ LayoutSize::new(border.height as f32, border.width as f32),
+ LayoutSize::zero(),
+ Some(Box::new(nine_patch)),
+ );
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ prim,
+ );
+ }
+ };
+ }
+ BorderDetails::Normal(ref border) => {
+ self.add_normal_border(
+ info,
+ border,
+ border_item.widths,
+ spatial_node_index,
+ clip_node_id,
+ );
+ }
+ }
+ }
+
+ pub fn create_linear_gradient_prim(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ start_point: LayoutPoint,
+ end_point: LayoutPoint,
+ stops: Vec<GradientStopKey>,
+ extend_mode: ExtendMode,
+ stretch_size: LayoutSize,
+ mut tile_spacing: LayoutSize,
+ nine_patch: Option<Box<NinePatchDescriptor>>,
+ edge_aa_mask: EdgeAaSegmentMask,
+ ) -> Option<LinearGradient> {
+ let mut prim_rect = info.rect;
+ simplify_repeated_primitive(&stretch_size, &mut tile_spacing, &mut prim_rect);
+
+ let mut has_hard_stops = false;
+ let mut is_entirely_transparent = true;
+ let mut prev_stop = None;
+ for stop in &stops {
+ if Some(stop.offset) == prev_stop {
+ has_hard_stops = true;
+ }
+ prev_stop = Some(stop.offset);
+ if stop.color.a > 0 {
+ is_entirely_transparent = false;
+ }
+ }
+
+ // If all the stops have no alpha, then this
+ // gradient can't contribute to the scene.
+ if is_entirely_transparent {
+ return None;
+ }
+
+ // 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 = 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)
+ };
+
+ // We set a limit to the resolution at which cached gradients are rendered.
+ // For most gradients this is fine but when there are hard stops this causes
+ // noticeable artifacts. If so, fall back to non-cached gradients.
+ let max = gradient::LINEAR_MAX_CACHED_SIZE;
+ let caching_causes_artifacts = has_hard_stops && (stretch_size.width > max || stretch_size.height > max);
+
+ let is_tiled = prim_rect.width() > stretch_size.width
+ || prim_rect.height() > stretch_size.height;
+ // SWGL has a fast-path that can render gradients faster than it can sample from the
+ // texture cache so we disable caching in this configuration. Cached gradients are
+ // faster on hardware.
+ let cached = (!self.config.is_software || is_tiled) && !caching_causes_artifacts;
+
+ Some(LinearGradient {
+ extend_mode,
+ start_point: sp.into(),
+ end_point: ep.into(),
+ stretch_size: stretch_size.into(),
+ tile_spacing: tile_spacing.into(),
+ stops,
+ reverse_stops,
+ nine_patch,
+ cached,
+ edge_aa_mask,
+ })
+ }
+
+ pub fn create_radial_gradient_prim(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ center: LayoutPoint,
+ start_radius: f32,
+ end_radius: f32,
+ ratio_xy: f32,
+ stops: Vec<GradientStopKey>,
+ extend_mode: ExtendMode,
+ stretch_size: LayoutSize,
+ mut tile_spacing: LayoutSize,
+ nine_patch: Option<Box<NinePatchDescriptor>>,
+ ) -> RadialGradient {
+ let mut prim_rect = info.rect;
+ simplify_repeated_primitive(&stretch_size, &mut tile_spacing, &mut prim_rect);
+
+ let params = RadialGradientParams {
+ start_radius,
+ end_radius,
+ ratio_xy,
+ };
+
+ RadialGradient {
+ extend_mode,
+ center: center.into(),
+ params,
+ stretch_size: stretch_size.into(),
+ tile_spacing: tile_spacing.into(),
+ nine_patch,
+ stops,
+ }
+ }
+
+ pub fn create_conic_gradient_prim(
+ &mut self,
+ info: &LayoutPrimitiveInfo,
+ center: LayoutPoint,
+ angle: f32,
+ start_offset: f32,
+ end_offset: f32,
+ stops: ItemRange<GradientStop>,
+ extend_mode: ExtendMode,
+ stretch_size: LayoutSize,
+ mut tile_spacing: LayoutSize,
+ nine_patch: Option<Box<NinePatchDescriptor>>,
+ ) -> ConicGradient {
+ let mut prim_rect = info.rect;
+ simplify_repeated_primitive(&stretch_size, &mut tile_spacing, &mut prim_rect);
+
+ let stops = stops.iter().map(|stop| {
+ GradientStopKey {
+ offset: stop.offset,
+ color: stop.color.into(),
+ }
+ }).collect();
+
+ ConicGradient {
+ extend_mode,
+ center: center.into(),
+ params: ConicGradientParams { angle, start_offset, end_offset },
+ stretch_size: stretch_size.into(),
+ tile_spacing: tile_spacing.into(),
+ nine_patch,
+ stops,
+ }
+ }
+
+ pub fn add_text(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ prim_info: &LayoutPrimitiveInfo,
+ font_instance_key: &FontInstanceKey,
+ text_color: &ColorF,
+ glyph_range: ItemRange<GlyphInstance>,
+ glyph_options: Option<GlyphOptions>,
+ ) {
+ let offset = self.current_offset(spatial_node_index);
+
+ let text_run = {
+ let shared_key = self.fonts.instance_keys.map_key(font_instance_key);
+ let font_instance = match self.fonts.instances.get_font_instance(shared_key) {
+ Some(instance) => instance,
+ None => {
+ warn!("Unknown font instance key");
+ debug!("key={:?} shared={:?}", font_instance_key, shared_key);
+ return;
+ }
+ };
+
+ // Trivial early out checks
+ if font_instance.size <= FontSize::zero() {
+ return;
+ }
+
+ // TODO(gw): Use a proper algorithm to select
+ // whether this item should be rendered with
+ // subpixel AA!
+ let mut render_mode = self.config
+ .default_font_render_mode
+ .limit_by(font_instance.render_mode);
+ let mut flags = font_instance.flags;
+ if let Some(options) = glyph_options {
+ render_mode = render_mode.limit_by(options.render_mode);
+ flags |= options.flags;
+ }
+
+ let font = FontInstance::new(
+ font_instance,
+ (*text_color).into(),
+ render_mode,
+ flags,
+ );
+
+ // TODO(gw): It'd be nice not to have to allocate here for creating
+ // the primitive key, when the common case is that the
+ // hash will match and we won't end up creating a new
+ // primitive template.
+ let prim_offset = prim_info.rect.min.to_vector() - offset;
+ let glyphs = glyph_range
+ .iter()
+ .map(|glyph| {
+ GlyphInstance {
+ index: glyph.index,
+ point: glyph.point - prim_offset,
+ }
+ })
+ .collect();
+
+ // Query the current requested raster space (stack handled by push/pop
+ // stacking context).
+ let requested_raster_space = self.raster_space_stack
+ .last()
+ .cloned()
+ .unwrap();
+
+ TextRun {
+ glyphs: Arc::new(glyphs),
+ font,
+ shadow: false,
+ requested_raster_space,
+ }
+ };
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_node_id,
+ prim_info,
+ Vec::new(),
+ text_run,
+ );
+ }
+
+ pub fn add_image(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ stretch_size: LayoutSize,
+ mut tile_spacing: LayoutSize,
+ image_key: ImageKey,
+ image_rendering: ImageRendering,
+ alpha_type: AlphaType,
+ color: ColorF,
+ ) {
+ let mut prim_rect = info.rect;
+ simplify_repeated_primitive(&stretch_size, &mut tile_spacing, &mut prim_rect);
+ let info = LayoutPrimitiveInfo {
+ rect: prim_rect,
+ .. *info
+ };
+
+ self.add_primitive(
+ spatial_node_index,
+ clip_node_id,
+ &info,
+ Vec::new(),
+ Image {
+ key: image_key,
+ tile_spacing: tile_spacing.into(),
+ stretch_size: stretch_size.into(),
+ color: color.into(),
+ image_rendering,
+ alpha_type,
+ },
+ );
+ }
+
+ pub fn add_yuv_image(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ yuv_data: YuvData,
+ color_depth: ColorDepth,
+ color_space: YuvColorSpace,
+ color_range: ColorRange,
+ 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::P010(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],
+ };
+
+ self.add_nonshadowable_primitive(
+ spatial_node_index,
+ clip_node_id,
+ info,
+ Vec::new(),
+ YuvImage {
+ color_depth,
+ yuv_key,
+ format,
+ color_space,
+ color_range,
+ image_rendering,
+ },
+ );
+ }
+
+ fn add_primitive_instance_to_3d_root(
+ &mut self,
+ prim: ExtendedPrimitiveInstance,
+ ) {
+ // find the 3D root and append to the children list
+ for sc in self.sc_stack.iter_mut().rev() {
+ match sc.context_3d {
+ Picture3DContext::In { root_data: Some(ref mut prims), .. } => {
+ prims.push(prim);
+ break;
+ }
+ Picture3DContext::In { .. } => {}
+ Picture3DContext::Out => panic!("Unable to find 3D root"),
+ }
+ }
+ }
+
+ #[allow(dead_code)]
+ pub fn add_backdrop_filter(
+ &mut self,
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: &LayoutPrimitiveInfo,
+ filters: Vec<Filter>,
+ filter_datas: Vec<FilterData>,
+ filter_primitives: Vec<FilterPrimitive>,
+ ) {
+ // We don't know the spatial node for a backdrop filter, as it's whatever is the
+ // backdrop root, but we can't know this if the root is a picture cache slice
+ // (which is the common case). It will get resolved later during `finalize_picture`.
+ let filter_spatial_node_index = SpatialNodeIndex::UNKNOWN;
+
+ self.make_current_slice_atomic_if_required();
+
+ // Ensure we create a clip-chain for the capture primitive that matches
+ // the render primitive, otherwise one might get culled while the other
+ // is considered visible.
+ let clip_leaf_id = self.clip_tree_builder.build_for_prim(
+ clip_node_id,
+ info,
+ &[],
+ &mut self.interners,
+ );
+
+ // Create the backdrop prim - this is a placeholder which sets the size of resolve
+ // picture that reads from the backdrop root
+ let backdrop_capture_instance = self.create_primitive(
+ info,
+ spatial_node_index,
+ clip_leaf_id,
+ BackdropCapture {
+ },
+ );
+
+ // Create a prim_list for this backdrop prim and add to a picture chain builder, which
+ // is needed for the call to `wrap_prim_with_filters` below
+ let mut prim_list = PrimitiveList::empty();
+ prim_list.add_prim(
+ backdrop_capture_instance,
+ info.rect,
+ spatial_node_index,
+ info.flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+
+ let mut source = PictureChainBuilder::from_prim_list(
+ prim_list,
+ info.flags,
+ filter_spatial_node_index,
+ RasterSpace::Screen,
+ true,
+ );
+
+ // Wrap the backdrop primitive picture with the filters that were specified. This
+ // produces a picture chain with 1+ pictures with the filter composite modes set.
+ source = self.wrap_prim_with_filters(
+ source,
+ clip_node_id,
+ filters,
+ filter_primitives,
+ filter_datas,
+ Some(false),
+ );
+
+ // If all the filters were no-ops (e.g. opacity(0)) then we don't get a picture here
+ // and we can skip adding the backdrop-filter.
+ if source.has_picture() {
+ source = source.add_picture(
+ PictureCompositeMode::IntermediateSurface,
+ clip_node_id,
+ Picture3DContext::Out,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.prim_instances,
+ &mut self.clip_tree_builder,
+ );
+
+ let filtered_instance = source.finalize(
+ clip_node_id,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.clip_tree_builder,
+ );
+
+ // Extract the pic index for the intermediate surface. We need to
+ // supply this to the capture prim below.
+ let output_pic_index = match filtered_instance.kind {
+ PrimitiveInstanceKind::Picture { pic_index, .. } => pic_index,
+ _ => panic!("bug: not a picture"),
+ };
+
+ // Find which stacking context (or root tile cache) to add the
+ // backdrop-filter chain to
+ let sc_index = self.sc_stack.iter().rposition(|sc| {
+ !sc.flags.contains(StackingContextFlags::WRAPS_BACKDROP_FILTER)
+ });
+
+ match sc_index {
+ Some(sc_index) => {
+ self.sc_stack[sc_index].prim_list.add_prim(
+ filtered_instance,
+ info.rect,
+ filter_spatial_node_index,
+ info.flags,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+ None => {
+ self.tile_cache_builder.add_prim(
+ filtered_instance,
+ info.rect,
+ filter_spatial_node_index,
+ info.flags,
+ self.spatial_tree,
+ self.interners,
+ &self.quality_settings,
+ &mut self.prim_instances,
+ &self.clip_tree_builder,
+ );
+ }
+ }
+
+ // Add the prim that renders the result of the backdrop filter chain
+ let mut backdrop_render_instance = self.create_primitive(
+ info,
+ spatial_node_index,
+ clip_leaf_id,
+ BackdropRender {
+ },
+ );
+
+ // Set up the picture index for the backdrop-filter output in the prim
+ // that will draw it
+ match backdrop_render_instance.kind {
+ PrimitiveInstanceKind::BackdropRender { ref mut pic_index, .. } => {
+ assert_eq!(*pic_index, PictureIndex::INVALID);
+ *pic_index = output_pic_index;
+ }
+ _ => panic!("bug: unexpected prim kind"),
+ }
+
+ self.add_primitive_to_draw_list(
+ backdrop_render_instance,
+ info.rect,
+ spatial_node_index,
+ info.flags,
+ );
+ }
+ }
+
+ #[must_use]
+ fn wrap_prim_with_filters(
+ &mut self,
+ mut source: PictureChainBuilder,
+ clip_node_id: ClipNodeId,
+ mut filter_ops: Vec<Filter>,
+ mut filter_primitives: Vec<FilterPrimitive>,
+ filter_datas: Vec<FilterData>,
+ should_inflate_override: Option<bool>,
+ ) -> PictureChainBuilder {
+ // TODO(cbrewster): Currently CSS and SVG filters live side by side in WebRender, but unexpected results will
+ // happen if they are used simulataneously. Gecko only provides either filter ops or filter primitives.
+ // At some point, these two should be combined and CSS filters should be expressed in terms of SVG filters.
+ assert!(filter_ops.is_empty() || filter_primitives.is_empty(),
+ "Filter ops and filter primitives are not allowed on the same stacking context.");
+
+ // For each filter, create a new image with that composite mode.
+ let mut current_filter_data_index = 0;
+ for filter in &mut filter_ops {
+ let composite_mode = match filter {
+ Filter::ComponentTransfer => {
+ let filter_data =
+ &filter_datas[current_filter_data_index];
+ let filter_data = filter_data.sanitize();
+ current_filter_data_index = current_filter_data_index + 1;
+ if filter_data.is_identity() {
+ continue
+ } else {
+ let filter_data_key = SFilterDataKey {
+ data:
+ SFilterData {
+ r_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_r_type, &filter_data.r_values),
+ g_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_g_type, &filter_data.g_values),
+ b_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_b_type, &filter_data.b_values),
+ a_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_a_type, &filter_data.a_values),
+ },
+ };
+
+ let handle = self.interners
+ .filter_data
+ .intern(&filter_data_key, || ());
+ PictureCompositeMode::ComponentTransferFilter(handle)
+ }
+ }
+ _ => {
+ if filter.is_noop() {
+ continue;
+ } else {
+ let mut filter = filter.clone();
+
+ // backdrop-filter spec says that blurs should assume edgeMode=Duplicate
+ // We can do this by not inflating the bounds, which means the blur
+ // shader will duplicate pixels outside the sample rect
+ if let Some(should_inflate_override) = should_inflate_override {
+ if let Filter::Blur { ref mut should_inflate, .. } = filter {
+ *should_inflate = should_inflate_override;
+ }
+ }
+
+ PictureCompositeMode::Filter(filter)
+ }
+ }
+ };
+
+ source = source.add_picture(
+ composite_mode,
+ clip_node_id,
+ Picture3DContext::Out,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.prim_instances,
+ &mut self.clip_tree_builder,
+ );
+ }
+
+ if !filter_primitives.is_empty() {
+ let filter_datas = filter_datas.iter()
+ .map(|filter_data| filter_data.sanitize())
+ .map(|filter_data| {
+ SFilterData {
+ r_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_r_type, &filter_data.r_values),
+ g_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_g_type, &filter_data.g_values),
+ b_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_b_type, &filter_data.b_values),
+ a_func: SFilterDataComponent::from_functype_values(
+ filter_data.func_a_type, &filter_data.a_values),
+ }
+ })
+ .collect();
+
+ // Sanitize filter inputs
+ for primitive in &mut filter_primitives {
+ primitive.sanitize();
+ }
+
+ let composite_mode = PictureCompositeMode::SvgFilter(
+ filter_primitives,
+ filter_datas,
+ );
+
+ source = source.add_picture(
+ composite_mode,
+ clip_node_id,
+ Picture3DContext::Out,
+ &mut self.interners,
+ &mut self.prim_store,
+ &mut self.prim_instances,
+ &mut self.clip_tree_builder,
+ );
+ }
+
+ source
+ }
+}
+
+
+pub trait CreateShadow {
+ fn create_shadow(
+ &self,
+ shadow: &Shadow,
+ blur_is_noop: bool,
+ current_raster_space: RasterSpace,
+ ) -> Self;
+}
+
+pub trait IsVisible {
+ fn is_visible(&self) -> bool;
+}
+
+/// A primitive instance + some extra information about the primitive. This is
+/// stored when constructing 3d rendering contexts, which involve cutting
+/// primitive lists.
+struct ExtendedPrimitiveInstance {
+ instance: PrimitiveInstance,
+ spatial_node_index: SpatialNodeIndex,
+ flags: PrimitiveFlags,
+}
+
+/// Internal tracking information about the currently pushed stacking context.
+/// Used to track what operations need to happen when a stacking context is popped.
+struct StackingContextInfo {
+ /// If true, pop and entry from the containing block stack.
+ pop_containing_block: bool,
+ /// If true, pop an entry from the flattened stacking context stack.
+ pop_stacking_context: bool,
+ /// If true, set a tile cache barrier when popping the stacking context.
+ set_tile_cache_barrier: bool,
+}
+
+/// Properties of a stacking context that are maintained
+/// during creation of the scene. These structures are
+/// not persisted after the initial scene build.
+struct FlattenedStackingContext {
+ /// The list of primitive instances added to this stacking context.
+ prim_list: PrimitiveList,
+
+ /// Primitive instance flags for compositing this stacking context
+ prim_flags: PrimitiveFlags,
+
+ /// The positioning node for this stacking context
+ spatial_node_index: SpatialNodeIndex,
+
+ /// The clip chain for this stacking context
+ clip_node_id: ClipNodeId,
+
+ /// The list of filters / mix-blend-mode for this
+ /// stacking context.
+ composite_ops: CompositeOps,
+
+ /// Bitfield of reasons this stacking context needs to
+ /// be an offscreen surface.
+ blit_reason: BlitReason,
+
+ /// CSS transform-style property.
+ transform_style: TransformStyle,
+
+ /// Defines the relationship to a preserve-3D hiearachy.
+ context_3d: Picture3DContext<ExtendedPrimitiveInstance>,
+
+ /// Flags identifying the type of container (among other things) this stacking context is
+ flags: StackingContextFlags,
+
+ /// Requested raster space for this stacking context
+ raster_space: RasterSpace,
+}
+
+impl FlattenedStackingContext {
+ /// Return true if the stacking context has a valid preserve-3d property
+ pub fn is_3d(&self) -> bool {
+ self.transform_style == TransformStyle::Preserve3D && self.composite_ops.is_empty()
+ }
+
+ /// Return true if the stacking context isn't needed.
+ pub fn is_redundant(
+ context_3d: &Picture3DContext<ExtendedPrimitiveInstance>,
+ composite_ops: &CompositeOps,
+ blit_reason: BlitReason,
+ parent: Option<&FlattenedStackingContext>,
+ prim_flags: PrimitiveFlags,
+ ) -> bool {
+ // Any 3d context is required
+ if let Picture3DContext::In { .. } = context_3d {
+ return false;
+ }
+
+ // If any filters are present that affect the output
+ if composite_ops.has_valid_filters() {
+ return false;
+ }
+
+ // If a mix-blend is active, we'll need to apply it in most cases
+ if composite_ops.mix_blend_mode.is_some() {
+ match parent {
+ Some(ref parent) => {
+ // However, if the parent stacking context is empty, then the mix-blend
+ // is a no-op, and we can skip it
+ if !parent.prim_list.is_empty() {
+ return false;
+ }
+ }
+ None => {
+ // TODO(gw): For now, we apply mix-blend ops that may be no-ops on a root
+ // level picture cache slice. We could apply a similar optimization
+ // to above with a few extra checks here, but it's probably quite rare.
+ return false;
+ }
+ }
+ }
+
+ // If need to isolate in surface due to clipping / mix-blend-mode
+ if !blit_reason.is_empty() {
+ return false;
+ }
+
+ // If backface visibility is explicitly set.
+ if !prim_flags.contains(PrimitiveFlags::IS_BACKFACE_VISIBLE) {
+ return false;
+ }
+
+ // It is redundant!
+ true
+ }
+
+ /// Cut the sequence of the immediate children recorded so far and generate a picture from them.
+ pub fn cut_item_sequence(
+ &mut self,
+ prim_store: &mut PrimitiveStore,
+ interners: &mut Interners,
+ composite_mode: Option<PictureCompositeMode>,
+ flat_items_context_3d: Picture3DContext<OrderedPictureChild>,
+ clip_tree_builder: &mut ClipTreeBuilder,
+ ) -> Option<(PictureIndex, PrimitiveInstance)> {
+ if self.prim_list.is_empty() {
+ return None
+ }
+
+ let pic_index = PictureIndex(prim_store.pictures
+ .alloc()
+ .init(PicturePrimitive::new_image(
+ composite_mode.clone(),
+ flat_items_context_3d,
+ self.prim_flags,
+ mem::replace(&mut self.prim_list, PrimitiveList::empty()),
+ self.spatial_node_index,
+ self.raster_space,
+ PictureFlags::empty(),
+ ))
+ );
+
+ let prim_instance = create_prim_instance(
+ pic_index,
+ composite_mode.into(),
+ self.raster_space,
+ self.clip_node_id,
+ interners,
+ clip_tree_builder,
+ );
+
+ Some((pic_index, prim_instance))
+ }
+}
+
+/// A primitive that is added while a shadow context is
+/// active is stored as a pending primitive and only
+/// added to pictures during pop_all_shadows.
+pub struct PendingPrimitive<T> {
+ spatial_node_index: SpatialNodeIndex,
+ clip_node_id: ClipNodeId,
+ info: LayoutPrimitiveInfo,
+ prim: T,
+}
+
+/// As shadows are pushed, they are stored as pending
+/// shadows, and handled at once during pop_all_shadows.
+pub struct PendingShadow {
+ shadow: Shadow,
+ should_inflate: bool,
+ spatial_node_index: SpatialNodeIndex,
+}
+
+pub enum ShadowItem {
+ Shadow(PendingShadow),
+ Image(PendingPrimitive<Image>),
+ LineDecoration(PendingPrimitive<LineDecoration>),
+ NormalBorder(PendingPrimitive<NormalBorderPrim>),
+ Primitive(PendingPrimitive<PrimitiveKeyKind>),
+ TextRun(PendingPrimitive<TextRun>),
+}
+
+impl From<PendingPrimitive<Image>> for ShadowItem {
+ fn from(image: PendingPrimitive<Image>) -> Self {
+ ShadowItem::Image(image)
+ }
+}
+
+impl From<PendingPrimitive<LineDecoration>> for ShadowItem {
+ fn from(line_dec: PendingPrimitive<LineDecoration>) -> Self {
+ ShadowItem::LineDecoration(line_dec)
+ }
+}
+
+impl From<PendingPrimitive<NormalBorderPrim>> for ShadowItem {
+ fn from(border: PendingPrimitive<NormalBorderPrim>) -> Self {
+ ShadowItem::NormalBorder(border)
+ }
+}
+
+impl From<PendingPrimitive<PrimitiveKeyKind>> for ShadowItem {
+ fn from(container: PendingPrimitive<PrimitiveKeyKind>) -> Self {
+ ShadowItem::Primitive(container)
+ }
+}
+
+impl From<PendingPrimitive<TextRun>> for ShadowItem {
+ fn from(text_run: PendingPrimitive<TextRun>) -> Self {
+ ShadowItem::TextRun(text_run)
+ }
+}
+
+fn create_prim_instance(
+ pic_index: PictureIndex,
+ composite_mode_key: PictureCompositeKey,
+ raster_space: RasterSpace,
+ clip_node_id: ClipNodeId,
+ interners: &mut Interners,
+ clip_tree_builder: &mut ClipTreeBuilder,
+) -> PrimitiveInstance {
+ let pic_key = PictureKey::new(
+ Picture {
+ composite_mode_key,
+ raster_space,
+ },
+ );
+
+ let data_handle = interners
+ .picture
+ .intern(&pic_key, || ());
+
+ PrimitiveInstance::new(
+ PrimitiveInstanceKind::Picture {
+ data_handle,
+ pic_index,
+ segment_instance_index: SegmentInstanceIndex::INVALID,
+ },
+ clip_tree_builder.build_for_picture(
+ clip_node_id,
+ ),
+ )
+}
+
+fn filter_ops_for_compositing(
+ input_filters: ItemRange<FilterOp>,
+) -> Vec<Filter> {
+ // TODO(gw): Now that we resolve these later on,
+ // we could probably make it a bit
+ // more efficient than cloning these here.
+ input_filters.iter().map(|filter| filter.into()).collect()
+}
+
+fn filter_datas_for_compositing(
+ input_filter_datas: &[TempFilterData],
+) -> Vec<FilterData> {
+ // TODO(gw): Now that we resolve these later on,
+ // we could probably make it a bit
+ // more efficient than cloning these here.
+ let mut filter_datas = vec![];
+ for temp_filter_data in input_filter_datas {
+ let func_types : Vec<ComponentTransferFuncType> = temp_filter_data.func_types.iter().collect();
+ debug_assert!(func_types.len() == 4);
+ filter_datas.push( FilterData {
+ func_r_type: func_types[0],
+ r_values: temp_filter_data.r_values.iter().collect(),
+ func_g_type: func_types[1],
+ g_values: temp_filter_data.g_values.iter().collect(),
+ func_b_type: func_types[2],
+ b_values: temp_filter_data.b_values.iter().collect(),
+ func_a_type: func_types[3],
+ a_values: temp_filter_data.a_values.iter().collect(),
+ });
+ }
+ filter_datas
+}
+
+fn filter_primitives_for_compositing(
+ input_filter_primitives: ItemRange<FilterPrimitive>,
+) -> Vec<FilterPrimitive> {
+ // Resolve these in the flattener?
+ // TODO(gw): Now that we resolve these later on,
+ // we could probably make it a bit
+ // more efficient than cloning these here.
+ input_filter_primitives.iter().map(|primitive| primitive).collect()
+}
+
+fn process_repeat_size(
+ snapped_rect: &LayoutRect,
+ unsnapped_rect: &LayoutRect,
+ repeat_size: LayoutSize,
+) -> LayoutSize {
+ // FIXME(aosmond): The tile size is calculated based on several parameters
+ // during display list building. It may produce a slightly different result
+ // than the bounds due to floating point error accumulation, even though in
+ // theory they should be the same. We do a fuzzy check here to paper over
+ // that. It may make more sense to push the original parameters into scene
+ // building and let it do a saner calculation with more information (e.g.
+ // the snapped values).
+ const EPSILON: f32 = 0.001;
+ LayoutSize::new(
+ if repeat_size.width.approx_eq_eps(&unsnapped_rect.width(), &EPSILON) {
+ snapped_rect.width()
+ } else {
+ repeat_size.width
+ },
+ if repeat_size.height.approx_eq_eps(&unsnapped_rect.height(), &EPSILON) {
+ snapped_rect.height()
+ } else {
+ repeat_size.height
+ },
+ )
+}
+
+fn read_gradient_stops(stops: ItemRange<GradientStop>) -> Vec<GradientStopKey> {
+ stops.iter().map(|stop| {
+ GradientStopKey {
+ offset: stop.offset,
+ color: stop.color.into(),
+ }
+ }).collect()
+}