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style: Avoid generating InterpolateMatrix operations if there are no size dependencies
The issue here is that we end up with a transition between mismatched transform lists that ends up generating an InterpolateMatrix {} operation. So far so good, but we end up interpolating that a lot of times and generating an unboundedly-deep operation list. This implementas an optimization that flattens them to a single matrix when possible (when there's no dependencies on the containing box). This is similar to: https://chromium.googlesource.com/chromium/src.git/+/2b89cc4df436e672ef9cf940d1c0dc73fef82a4a We fix the to_pixel_length() behavior for LenghtPercentage to be correct (and update callers to preserve behavior). Differential Revision: https://phabricator.services.mozilla.com/D134784
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2 changed files with 83 additions and 65 deletions
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@ -404,15 +404,7 @@ impl ToAbsoluteLength for ComputedLength {
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impl ToAbsoluteLength for ComputedLengthPercentage {
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#[inline]
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fn to_pixel_length(&self, containing_len: Option<ComputedLength>) -> Result<CSSFloat, ()> {
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match containing_len {
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Some(relative_len) => Ok(self.resolve(relative_len).px()),
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// If we don't have reference box, we cannot resolve the used value,
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// so only retrieve the length part. This will be used for computing
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// distance without any layout info.
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//
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// FIXME(emilio): This looks wrong.
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None => Ok(self.resolve(Zero::zero()).px()),
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}
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Ok(self.maybe_percentage_relative_to(containing_len).ok_or(())?.px())
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}
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}
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@ -572,12 +564,21 @@ impl<T> Transform<T> {
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impl<T: ToMatrix> Transform<T> {
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/// Return the equivalent 3d matrix of this transform list.
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///
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/// We return a pair: the first one is the transform matrix, and the second one
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/// indicates if there is any 3d transform function in this transform list.
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#[cfg_attr(rustfmt, rustfmt_skip)]
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pub fn to_transform_3d_matrix(
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&self,
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reference_box: Option<&Rect<ComputedLength>>
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) -> Result<(Transform3D<CSSFloat>, bool), ()> {
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Self::components_to_transform_3d_matrix(&self.0, reference_box)
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}
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/// Converts a series of components to a 3d matrix.
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pub fn components_to_transform_3d_matrix(
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ops: &[T],
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reference_box: Option<&Rect<ComputedLength>>
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) -> Result<(Transform3D<CSSFloat>, bool), ()> {
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let cast_3d_transform = |m: Transform3D<f64>| -> Transform3D<CSSFloat> {
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use std::{f32, f64};
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@ -590,26 +591,27 @@ impl<T: ToMatrix> Transform<T> {
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)
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};
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let (m, is_3d) = self.to_transform_3d_matrix_f64(reference_box)?;
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let (m, is_3d) = Self::components_to_transform_3d_matrix_f64(ops, reference_box)?;
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Ok((cast_3d_transform(m), is_3d))
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}
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/// Same as Transform::to_transform_3d_matrix but a f64 version.
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pub fn to_transform_3d_matrix_f64(
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&self,
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fn components_to_transform_3d_matrix_f64(
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ops: &[T],
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reference_box: Option<&Rect<ComputedLength>>,
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) -> Result<(Transform3D<f64>, bool), ()> {
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// We intentionally use Transform3D<f64> during computation to avoid error propagation
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// because using f32 to compute triangle functions (e.g. in rotation()) is not
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// accurate enough. In Gecko, we also use "double" to compute the triangle functions.
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// Therefore, let's use Transform3D<f64> during matrix computation and cast it into f32
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// in the end.
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// We intentionally use Transform3D<f64> during computation to avoid
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// error propagation because using f32 to compute triangle functions
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// (e.g. in rotation()) is not accurate enough. In Gecko, we also use
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// "double" to compute the triangle functions. Therefore, let's use
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// Transform3D<f64> during matrix computation and cast it into f32 in
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// the end.
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let mut transform = Transform3D::<f64>::identity();
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let mut contain_3d = false;
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for operation in &*self.0 {
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for operation in ops {
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let matrix = operation.to_3d_matrix(reference_box)?;
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contain_3d |= operation.is_3d();
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contain_3d = contain_3d || operation.is_3d();
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transform = matrix.then(&transform);
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}
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