From 43a97878ce14b72f0981164f87f2e35e14151312 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 11:22:09 +0200 Subject: Adding upstream version 110.0.1. Signed-off-by: Daniel Baumann --- gfx/wr/webrender/src/scene_building.rs | 4128 ++++++++++++++++++++++++++++++++ 1 file changed, 4128 insertions(+) create mode 100644 gfx/wr/webrender/src/scene_building.rs (limited to 'gfx/wr/webrender/src/scene_building.rs') diff --git a/gfx/wr/webrender/src/scene_building.rs b/gfx/wr/webrender/src/scene_building.rs new file mode 100644 index 0000000000..8ef2cee560 --- /dev/null +++ b/gfx/wr/webrender/src/scene_building.rs @@ -0,0 +1,4128 @@ +/* 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}; +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, +} + +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, + pub filter_datas: Vec, + pub filter_primitives: Vec, + + // Requires two source textures (e.g. mix-blend-mode) + pub mix_blend_mode: Option, +} + +impl CompositeOps { + pub fn new( + filters: Vec, + filter_datas: Vec, + filter_primitives: Vec, + mix_blend_mode: Option + ) -> 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, + interners: &mut Interners, + prim_store: &mut PrimitiveStore, + prim_instances: &mut Vec, + 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, + + /// A stack of stacking context properties. + sc_stack: Vec, + + /// Stack of spatial node indices forming containing block for 3d contexts + containing_block_stack: Vec, + + /// Stack of requested raster spaces for stacking contexts + raster_space_stack: Vec, + + /// Maintains state for any currently active shadows + pending_shadow_items: VecDeque, + + /// 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, + + /// Clip-chain for root iframes applied to any tile caches created within this iframe + root_iframe_clip: Option, + + /// 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, + + /// A map of pipeline ids encountered during scene build - used to create unique + /// pipeline instance ids as they are encountered. + pipeline_instance_ids: FastHashMap, + + /// 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, + + /// 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 background_color = root_pipeline + .background_color + .and_then(|color| if color.a > 0.0 { Some(color) } else { None }); + + 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); + + // 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(), + background_color, + 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, + ) { + // 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: &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.pipeline_id); + + self.push_root( + root_pipeline.pipeline_id, + &root_pipeline.viewport_size, + instance_id, + ); + self.build_spatial_tree_for_display_list( + &root_pipeline.display_list.display_list, + root_pipeline.pipeline_id, + instance_id, + ); + + let mut stack = vec![BuildContext { + pipeline_id: root_pipeline.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> { + 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

( + &mut self, + info: &LayoutPrimitiveInfo, + spatial_node_index: SpatialNodeIndex, + clip_leaf_id: ClipLeafId, + prim: P, + ) -> PrimitiveInstance + where + P: InternablePrimitive, + Interners: AsMut>, + { + // 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

( + &mut self, + spatial_node_index: SpatialNodeIndex, + clip_node_id: ClipNodeId, + info: &LayoutPrimitiveInfo, + clip_items: Vec, + prim: P, + ) + where + P: InternablePrimitive + IsVisible, + Interners: AsMut>, + { + 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

( + &mut self, + spatial_node_index: SpatialNodeIndex, + clip_node_id: ClipNodeId, + info: &LayoutPrimitiveInfo, + clip_items: Vec, + prim: P, + ) + where + P: InternablePrimitive + IsVisible, + Interners: AsMut>, + ShadowItem: From> + { + // 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

( + &mut self, + info: &LayoutPrimitiveInfo, + spatial_node_index: SpatialNodeIndex, + clip_leaf_id: ClipLeafId, + prim: P, + ) + where + P: InternablePrimitive, + Interners: AsMut>, + { + 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, + 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, + 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, + viewport_size: &LayoutSize, + 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 = self.snap_rect( + &LayoutRect::from_size(*viewport_size), + spatial_node_index, + ); + + 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, + ) { + 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 = points_range.iter().collect(); + + // If any points are provided, then intern a polygon with the points and fill rule. + let mut polygon_handle: Option = 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

( + &mut self, + pending_shadow: &PendingShadow, + pending_primitive: &PendingPrimitive

, + blur_is_noop: bool, + ) -> (PrimitiveInstance, LayoutPrimitiveInfo, SpatialNodeIndex) + where + P: InternablePrimitive + CreateShadow, + Interners: AsMut>, + { + // 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

( + &mut self, + pending_primitive: PendingPrimitive

, + ) where + P: InternablePrimitive + IsVisible, + Interners: AsMut>, + { + // 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, + ) { + 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, + outset: border.outset.into(), + 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, + extend_mode: ExtendMode, + stretch_size: LayoutSize, + mut tile_spacing: LayoutSize, + nine_patch: Option>, + edge_aa_mask: EdgeAaSegmentMask, + ) -> Option { + 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, + extend_mode: ExtendMode, + stretch_size: LayoutSize, + mut tile_spacing: LayoutSize, + nine_patch: Option>, + ) -> 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, + extend_mode: ExtendMode, + stretch_size: LayoutSize, + mut tile_spacing: LayoutSize, + nine_patch: Option>, + ) -> 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, + glyph_options: Option, + ) { + 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_datas: Vec, + filter_primitives: Vec, + ) { + // 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, + mut filter_primitives: Vec, + filter_datas: Vec, + should_inflate_override: Option, + ) -> 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, + + /// 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, + 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, + flat_items_context_3d: Picture3DContext, + 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 { + 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), + LineDecoration(PendingPrimitive), + NormalBorder(PendingPrimitive), + Primitive(PendingPrimitive), + TextRun(PendingPrimitive), +} + +impl From> for ShadowItem { + fn from(image: PendingPrimitive) -> Self { + ShadowItem::Image(image) + } +} + +impl From> for ShadowItem { + fn from(line_dec: PendingPrimitive) -> Self { + ShadowItem::LineDecoration(line_dec) + } +} + +impl From> for ShadowItem { + fn from(border: PendingPrimitive) -> Self { + ShadowItem::NormalBorder(border) + } +} + +impl From> for ShadowItem { + fn from(container: PendingPrimitive) -> Self { + ShadowItem::Primitive(container) + } +} + +impl From> for ShadowItem { + fn from(text_run: PendingPrimitive) -> 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, +) -> Vec { + // 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 { + // 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 = 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, +) -> Vec { + // 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) -> Vec { + stops.iter().map(|stop| { + GradientStopKey { + offset: stop.offset, + color: stop.color.into(), + } + }).collect() +} -- cgit v1.2.3