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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()
}
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