1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
|
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use api::{BorderRadius, BoxShadowClipMode, ClipMode, ColorF, PrimitiveKeyKind};
use api::PropertyBinding;
use api::units::*;
use crate::clip::{ClipItemKey, ClipItemKeyKind, ClipNodeId};
use crate::scene_building::SceneBuilder;
use crate::spatial_tree::SpatialNodeIndex;
use crate::gpu_types::BoxShadowStretchMode;
use crate::render_task_graph::RenderTaskId;
use crate::internal_types::LayoutPrimitiveInfo;
#[derive(Debug, Clone, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BoxShadowClipSource {
// Parameters that define the shadow and are constant.
pub shadow_radius: BorderRadius,
pub blur_radius: f32,
pub clip_mode: BoxShadowClipMode,
pub stretch_mode_x: BoxShadowStretchMode,
pub stretch_mode_y: BoxShadowStretchMode,
// The current cache key (in device-pixels), and handles
// to the cached clip region and blurred texture.
pub cache_key: Option<(DeviceIntSize, BoxShadowCacheKey)>,
pub render_task: Option<RenderTaskId>,
// Local-space size of the required render task size.
pub shadow_rect_alloc_size: LayoutSize,
// Local-space size of the required render task size without any downscaling
// applied. This is needed to stretch the shadow properly.
pub original_alloc_size: LayoutSize,
// The minimal shadow rect for the parameters above,
// used when drawing the shadow rect to be blurred.
pub minimal_shadow_rect: LayoutRect,
// Local space rect for the shadow to be drawn or
// stretched in the shadow primitive.
pub prim_shadow_rect: LayoutRect,
}
// The blur shader samples BLUR_SAMPLE_SCALE * blur_radius surrounding texels.
pub const BLUR_SAMPLE_SCALE: f32 = 3.0;
// Maximum blur radius for box-shadows (different than blur filters).
// Taken from nsCSSRendering.cpp in Gecko.
pub const MAX_BLUR_RADIUS: f32 = 300.;
// A cache key that uniquely identifies a minimally sized
// and blurred box-shadow rect that can be stored in the
// texture cache and applied to clip-masks.
#[derive(Debug, Clone, Eq, Hash, MallocSizeOf, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BoxShadowCacheKey {
pub blur_radius_dp: i32,
pub clip_mode: BoxShadowClipMode,
// NOTE(emilio): Only the original allocation size needs to be in the cache
// key, since the actual size is derived from that.
pub original_alloc_size: DeviceIntSize,
pub br_top_left: DeviceIntSize,
pub br_top_right: DeviceIntSize,
pub br_bottom_right: DeviceIntSize,
pub br_bottom_left: DeviceIntSize,
pub device_pixel_scale: Au,
}
impl<'a> SceneBuilder<'a> {
pub fn add_box_shadow(
&mut self,
spatial_node_index: SpatialNodeIndex,
clip_node_id: ClipNodeId,
prim_info: &LayoutPrimitiveInfo,
box_offset: &LayoutVector2D,
color: ColorF,
mut blur_radius: f32,
spread_radius: f32,
border_radius: BorderRadius,
clip_mode: BoxShadowClipMode,
) {
if color.a == 0.0 {
return;
}
// Inset shadows get smaller as spread radius increases.
let (spread_amount, prim_clip_mode) = match clip_mode {
BoxShadowClipMode::Outset => (spread_radius, ClipMode::ClipOut),
BoxShadowClipMode::Inset => (-spread_radius, ClipMode::Clip),
};
// Ensure the blur radius is somewhat sensible.
blur_radius = f32::min(blur_radius, MAX_BLUR_RADIUS);
// Adjust the border radius of the box shadow per CSS-spec.
let shadow_radius = adjust_border_radius_for_box_shadow(border_radius, spread_amount);
// Apply parameters that affect where the shadow rect
// exists in the local space of the primitive.
let shadow_rect = self.snap_rect(
&prim_info
.rect
.translate(*box_offset)
.inflate(spread_amount, spread_amount),
spatial_node_index,
);
// If blur radius is zero, we can use a fast path with
// no blur applied.
if blur_radius == 0.0 {
// Trivial reject of box-shadows that are not visible.
if box_offset.x == 0.0 && box_offset.y == 0.0 && spread_amount == 0.0 {
return;
}
let mut clips = Vec::with_capacity(2);
let (final_prim_rect, clip_radius) = match clip_mode {
BoxShadowClipMode::Outset => {
if shadow_rect.is_empty() {
return;
}
// TODO(gw): Add a fast path for ClipOut + zero border radius!
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
prim_info.rect,
border_radius,
ClipMode::ClipOut,
),
spatial_node_index,
});
(shadow_rect, shadow_radius)
}
BoxShadowClipMode::Inset => {
if !shadow_rect.is_empty() {
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
shadow_rect,
shadow_radius,
ClipMode::ClipOut,
),
spatial_node_index,
});
}
(prim_info.rect, border_radius)
}
};
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
final_prim_rect,
clip_radius,
ClipMode::Clip,
),
spatial_node_index,
});
self.add_primitive(
spatial_node_index,
clip_node_id,
&LayoutPrimitiveInfo::with_clip_rect(final_prim_rect, prim_info.clip_rect),
clips,
PrimitiveKeyKind::Rectangle {
color: PropertyBinding::Value(color.into()),
},
);
} else {
// Normal path for box-shadows with a valid blur radius.
let blur_offset = (BLUR_SAMPLE_SCALE * blur_radius).ceil();
let mut extra_clips = vec![];
// Add a normal clip mask to clip out the contents
// of the surrounding primitive.
extra_clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
prim_info.rect,
border_radius,
prim_clip_mode,
),
spatial_node_index,
});
// Get the local rect of where the shadow will be drawn,
// expanded to include room for the blurred region.
let dest_rect = shadow_rect.inflate(blur_offset, blur_offset);
// Draw the box-shadow as a solid rect, using a box-shadow
// clip mask item.
let prim = PrimitiveKeyKind::Rectangle {
color: PropertyBinding::Value(color.into()),
};
// Create the box-shadow clip item.
let shadow_clip_source = ClipItemKey {
kind: ClipItemKeyKind::box_shadow(
shadow_rect,
shadow_radius,
dest_rect,
blur_radius,
clip_mode,
),
spatial_node_index,
};
let prim_info = match clip_mode {
BoxShadowClipMode::Outset => {
// Certain spread-radii make the shadow invalid.
if shadow_rect.is_empty() {
return;
}
// Add the box-shadow clip source.
extra_clips.push(shadow_clip_source);
// Outset shadows are expanded by the shadow
// region from the original primitive.
LayoutPrimitiveInfo::with_clip_rect(dest_rect, prim_info.clip_rect)
}
BoxShadowClipMode::Inset => {
// If the inner shadow rect contains the prim
// rect, no pixels will be shadowed.
if border_radius.is_zero() && shadow_rect
.inflate(-blur_radius, -blur_radius)
.contains_box(&prim_info.rect)
{
return;
}
// Inset shadows are still visible, even if the
// inset shadow rect becomes invalid (they will
// just look like a solid rectangle).
if !shadow_rect.is_empty() {
extra_clips.push(shadow_clip_source);
}
// Inset shadows draw inside the original primitive.
prim_info.clone()
}
};
self.add_primitive(
spatial_node_index,
clip_node_id,
&prim_info,
extra_clips,
prim,
);
}
}
}
fn adjust_border_radius_for_box_shadow(radius: BorderRadius, spread_amount: f32) -> BorderRadius {
BorderRadius {
top_left: adjust_corner_for_box_shadow(radius.top_left, spread_amount),
top_right: adjust_corner_for_box_shadow(radius.top_right, spread_amount),
bottom_right: adjust_corner_for_box_shadow(radius.bottom_right, spread_amount),
bottom_left: adjust_corner_for_box_shadow(radius.bottom_left, spread_amount),
}
}
fn adjust_corner_for_box_shadow(corner: LayoutSize, spread_amount: f32) -> LayoutSize {
LayoutSize::new(
adjust_radius_for_box_shadow(corner.width, spread_amount),
adjust_radius_for_box_shadow(corner.height, spread_amount),
)
}
fn adjust_radius_for_box_shadow(border_radius: f32, spread_amount: f32) -> f32 {
if border_radius > 0.0 {
(border_radius + spread_amount).max(0.0)
} else {
0.0
}
}
|