style: Fix cascade order of shadow parts.

This moves the shadow cascade order into the cascade level, and refactors the
code a bit for that.

Differential Revision: https://phabricator.services.mozilla.com/D49988
This commit is contained in:
Emilio Cobos Álvarez 2019-11-14 02:49:54 +00:00
parent 28110c060f
commit 349492b5e2
No known key found for this signature in database
GPG key ID: E1152D0994E4BF8A
9 changed files with 237 additions and 282 deletions

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@ -169,15 +169,60 @@ const FREE_LIST_SENTINEL: *mut RuleNode = 0x01 as *mut RuleNode;
/// another thread is currently adding an entry). We spin if we find this value.
const FREE_LIST_LOCKED: *mut RuleNode = 0x02 as *mut RuleNode;
/// A counter to track how many inner shadow roots rules deep we are.
///
/// This is used to handle:
/// A counter to track how many shadow root rules deep we are. This is used to
/// handle:
///
/// https://drafts.csswg.org/css-scoping/#shadow-cascading
///
/// In particular, it'd be `0` for the innermost shadow host, `1` for the next,
/// and so on.
pub type ShadowCascadeOrder = u8;
/// See the static functions for the meaning of different values.
#[derive(Clone, Copy, Debug, Eq, Hash, MallocSizeOf, Ord, PartialEq, PartialOrd)]
pub struct ShadowCascadeOrder(i8);
impl ShadowCascadeOrder {
/// A level for the outermost shadow tree (the shadow tree we own, and the
/// ones from the slots we're slotted in).
#[inline]
pub fn for_outermost_shadow_tree() -> Self {
Self(-1)
}
/// A level for the element's tree.
#[inline]
fn for_same_tree() -> Self {
Self(0)
}
/// A level for the innermost containing tree (the one closest to the
/// element).
#[inline]
pub fn for_innermost_containing_tree() -> Self {
Self(1)
}
/// Decrement the level, moving inwards. We should only move inwards if
/// we're traversing slots.
#[inline]
pub fn dec(&mut self) {
debug_assert!(self.0 < 0);
self.0 = self.0.saturating_sub(1);
}
/// The level, moving inwards. We should only move inwards if we're
/// traversing slots.
#[inline]
pub fn inc(&mut self) {
debug_assert_ne!(self.0, -1);
self.0 = self.0.saturating_add(1);
}
}
impl std::ops::Neg for ShadowCascadeOrder {
type Output = Self;
#[inline]
fn neg(self) -> Self {
Self(self.0.neg())
}
}
impl RuleTree {
/// Construct a new rule tree.
@ -215,26 +260,20 @@ impl RuleTree {
guards: &StylesheetGuards,
) -> StrongRuleNode
where
I: Iterator<Item = (StyleSource, CascadeLevel, ShadowCascadeOrder)>,
I: Iterator<Item = (StyleSource, CascadeLevel)>,
{
use self::CascadeLevel::*;
let mut current = self.root.clone();
let mut last_level = current.get().level;
let mut found_important = false;
let mut important_style_attr = None;
let mut important_same_tree = SmallVec::<[StyleSource; 4]>::new();
let mut important_inner_shadow = SmallVec::<[SmallVec<[StyleSource; 4]>; 4]>::new();
important_inner_shadow.push(SmallVec::new());
let mut important_author = SmallVec::<[(StyleSource, ShadowCascadeOrder); 4]>::new();
let mut important_user = SmallVec::<[StyleSource; 4]>::new();
let mut important_ua = SmallVec::<[StyleSource; 4]>::new();
let mut transition = None;
let mut last_cascade_order = 0;
for (source, level, shadow_cascade_order) in iter {
debug_assert!(level >= last_level, "Not really ordered");
for (source, level) in iter {
debug_assert!(!level.is_important(), "Important levels handled internally");
let any_important = {
let pdb = source.read(level.guard(guards));
@ -244,29 +283,11 @@ impl RuleTree {
if any_important {
found_important = true;
match level {
InnerShadowNormal => {
debug_assert!(
shadow_cascade_order >= last_cascade_order,
"Not really ordered"
);
if shadow_cascade_order > last_cascade_order &&
!important_inner_shadow.last().unwrap().is_empty()
{
last_cascade_order = shadow_cascade_order;
important_inner_shadow.push(SmallVec::new());
}
important_inner_shadow
.last_mut()
.unwrap()
.push(source.clone())
AuthorNormal { shadow_cascade_order } => {
important_author.push((source.clone(), shadow_cascade_order));
},
SameTreeAuthorNormal => important_same_tree.push(source.clone()),
UANormal => important_ua.push(source.clone()),
UserNormal => important_user.push(source.clone()),
StyleAttributeNormal => {
debug_assert!(important_style_attr.is_none());
important_style_attr = Some(source.clone());
},
_ => {},
};
}
@ -290,7 +311,6 @@ impl RuleTree {
} else {
current = current.ensure_child(self.root.downgrade(), source, level);
}
last_level = level;
}
// Early-return in the common case of no !important declarations.
@ -298,23 +318,35 @@ impl RuleTree {
return current;
}
//
// Insert important declarations, in order of increasing importance,
// followed by any transition rule.
//
for source in important_same_tree.drain() {
current = current.ensure_child(self.root.downgrade(), source, SameTreeAuthorImportant);
// Inner shadow wins over same-tree, which wins over outer-shadow.
//
// We negate the shadow cascade order to preserve the right PartialOrd
// behavior.
if !important_author.is_empty() &&
important_author.first().unwrap().1 != important_author.last().unwrap().1
{
// We only need to sort if the important rules come from
// different trees, but we need this sort to be stable.
//
// FIXME(emilio): This could maybe be smarter, probably by chunking
// the important rules while inserting, and iterating the outer
// chunks in reverse order.
//
// That is, if we have rules with levels like: -1 -1 -1 0 0 0 1 1 1,
// we're really only sorting the chunks, while keeping elements
// inside the same chunk already sorted. Seems like we could try to
// keep a SmallVec-of-SmallVecs with the chunks and just iterate the
// outer in reverse.
important_author.sort_by_key(|&(_, order)| -order);
}
if let Some(source) = important_style_attr {
current = current.ensure_child(self.root.downgrade(), source, StyleAttributeImportant);
}
for mut list in important_inner_shadow.drain().rev() {
for source in list.drain() {
current = current.ensure_child(self.root.downgrade(), source, InnerShadowImportant);
}
for (source, shadow_cascade_order) in important_author.drain() {
current = current.ensure_child(self.root.downgrade(), source, AuthorImportant {
shadow_cascade_order: -shadow_cascade_order,
});
}
for source in important_user.drain() {
@ -359,11 +391,8 @@ impl RuleTree {
I: Iterator<Item = (StyleSource, CascadeLevel)>,
{
let mut current = from;
let mut last_level = current.get().level;
for (source, level) in iter {
debug_assert!(last_level <= level, "Not really ordered");
current = current.ensure_child(self.root.downgrade(), source, level);
last_level = level;
}
current
}
@ -439,7 +468,6 @@ impl RuleTree {
guards: &StylesheetGuards,
important_rules_changed: &mut bool,
) -> Option<StrongRuleNode> {
debug_assert!(level.is_unique_per_element());
// TODO(emilio): Being smarter with lifetimes we could avoid a bit of
// the refcount churn.
let mut current = path.clone();
@ -468,7 +496,16 @@ impl RuleTree {
if current.get().level == level {
*important_rules_changed |= level.is_important();
if let Some(pdb) = pdb {
let current_decls = current
.get()
.source
.as_ref()
.unwrap()
.as_declarations();
// If the only rule at the level we're replacing is exactly the
// same as `pdb`, we're done, and `path` is still valid.
if let (Some(ref pdb), Some(ref current_decls)) = (pdb, current_decls) {
// If the only rule at the level we're replacing is exactly the
// same as `pdb`, we're done, and `path` is still valid.
//
@ -478,25 +515,17 @@ impl RuleTree {
// also equally valid. This is less likely, and would require an
// in-place mutation of the source, which is, at best, fiddly,
// so let's skip it for now.
let current_decls = current
.get()
.source
.as_ref()
.unwrap()
.as_declarations()
.expect("Replacing non-declarations style?");
let is_here_already = ArcBorrow::ptr_eq(&pdb, &current_decls);
let is_here_already = ArcBorrow::ptr_eq(pdb, current_decls);
if is_here_already {
debug!("Picking the fast path in rule replacement");
return None;
}
}
current = current.parent().unwrap().clone();
if current_decls.is_some() {
current = current.parent().unwrap().clone();
}
}
debug_assert!(
current.get().level != level,
"Multiple rules should've been replaced?"
);
// Insert the rule if it's relevant at this level in the cascade.
//
@ -611,46 +640,42 @@ const RULE_TREE_GC_INTERVAL: usize = 300;
/// tree may affect an element connected to the document or an "outer" shadow
/// tree.
///
/// We need to differentiate between rules from the same tree and "inner" shadow
/// trees in order to be able to find the right position for the style attribute
/// easily. Otherwise we wouldn't be able to avoid selector-matching when a
/// style attribute is added or removed.
///
/// [1]: https://drafts.csswg.org/css-cascade/#cascade-origin
/// [2]: https://drafts.csswg.org/css-cascade/#preshint
/// [3]: https://html.spec.whatwg.org/multipage/#presentational-hints
/// [4]: https://drafts.csswg.org/css-scoping/#shadow-cascading
#[repr(u8)]
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[derive(Clone, Copy, Debug, Eq, Hash, MallocSizeOf, PartialEq, PartialOrd)]
pub enum CascadeLevel {
/// Normal User-Agent rules.
UANormal = 0,
UANormal,
/// User normal rules.
UserNormal,
/// Presentational hints.
PresHints,
/// Shadow DOM styles from "inner" shadow trees.
///
/// See above for why this is needed instead of merging InnerShadowNormal,
/// SameTreeAuthorNormal and StyleAttributeNormal inside something like
/// AuthorNormal.
InnerShadowNormal,
/// Author normal rules from the same tree the element is in.
SameTreeAuthorNormal,
/// Style attribute normal rules.
StyleAttributeNormal,
/// Shadow DOM styles from author styles.
AuthorNormal {
/// The order in the shadow tree hierarchy. This number is relative to
/// the tree of the element, and thus the only invariants that need to
/// be preserved is:
///
/// * Zero is the same tree as the element that matched the rule. This
/// is important so that we can optimize style attribute insertions.
///
/// * The levels are ordered in accordance with
/// https://drafts.csswg.org/css-scoping/#shadow-cascading
shadow_cascade_order: ShadowCascadeOrder,
},
/// SVG SMIL animations.
SMILOverride,
/// CSS animations and script-generated animations.
Animations,
/// Author-supplied important rules from the same tree the element came
/// from.
SameTreeAuthorImportant,
/// Style attribute important rules.
StyleAttributeImportant,
/// Shadow DOM important rules.
InnerShadowImportant,
/// Author-supplied important rules.
AuthorImportant {
/// The order in the shadow tree hierarchy, inverted, so that PartialOrd
/// does the right thing.
shadow_cascade_order: ShadowCascadeOrder,
},
/// User important rules.
UserImportant,
/// User-agent important rules.
@ -662,12 +687,6 @@ pub enum CascadeLevel {
}
impl CascadeLevel {
/// Converts a raw byte to a CascadeLevel.
pub unsafe fn from_byte(byte: u8) -> Self {
debug_assert!(byte <= CascadeLevel::Transitions as u8);
mem::transmute(byte)
}
/// Select a lock guard for this level
pub fn guard<'a>(&self, guards: &'a StylesheetGuards<'a>) -> &'a SharedRwLockReadGuard<'a> {
match *self {
@ -679,16 +698,21 @@ impl CascadeLevel {
}
}
/// Returns whether this cascade level is unique per element, in which case
/// we can replace the path in the cascade without fear.
pub fn is_unique_per_element(&self) -> bool {
match *self {
CascadeLevel::Transitions |
CascadeLevel::Animations |
CascadeLevel::SMILOverride |
CascadeLevel::StyleAttributeNormal |
CascadeLevel::StyleAttributeImportant => true,
_ => false,
/// Returns the cascade level for author important declarations from the
/// same tree as the element.
#[inline]
pub fn same_tree_author_important() -> Self {
CascadeLevel::AuthorImportant {
shadow_cascade_order: ShadowCascadeOrder::for_same_tree(),
}
}
/// Returns the cascade level for author normal declarations from the same
/// tree as the element.
#[inline]
pub fn same_tree_author_normal() -> Self {
CascadeLevel::AuthorNormal {
shadow_cascade_order: ShadowCascadeOrder::for_same_tree(),
}
}
@ -697,9 +721,7 @@ impl CascadeLevel {
#[inline]
pub fn is_important(&self) -> bool {
match *self {
CascadeLevel::SameTreeAuthorImportant |
CascadeLevel::InnerShadowImportant |
CascadeLevel::StyleAttributeImportant |
CascadeLevel::AuthorImportant { .. } |
CascadeLevel::UserImportant |
CascadeLevel::UAImportant => true,
_ => false,
@ -724,14 +746,10 @@ impl CascadeLevel {
CascadeLevel::UAImportant | CascadeLevel::UANormal => Origin::UserAgent,
CascadeLevel::UserImportant | CascadeLevel::UserNormal => Origin::User,
CascadeLevel::PresHints |
CascadeLevel::InnerShadowNormal |
CascadeLevel::SameTreeAuthorNormal |
CascadeLevel::StyleAttributeNormal |
CascadeLevel::AuthorNormal { .. } |
CascadeLevel::AuthorImportant { .. } |
CascadeLevel::SMILOverride |
CascadeLevel::Animations |
CascadeLevel::SameTreeAuthorImportant |
CascadeLevel::StyleAttributeImportant |
CascadeLevel::InnerShadowImportant |
CascadeLevel::Transitions => Origin::Author,
}
}
@ -1146,6 +1164,15 @@ impl StrongRuleNode {
) -> StrongRuleNode {
use parking_lot::RwLockUpgradableReadGuard;
debug_assert!(
self.get().level <= level,
"Should be ordered (instead {:?} > {:?}), from {:?} and {:?}",
self.get().level,
level,
self.get().source,
source,
);
let key = ChildKey(level, source.key());
let read_guard = self.get().children.upgradable_read();
@ -1448,55 +1475,40 @@ impl StrongRuleNode {
}
});
match node.cascade_level() {
// Non-author rules:
CascadeLevel::UANormal |
CascadeLevel::UAImportant |
CascadeLevel::UserNormal |
CascadeLevel::UserImportant => {
for (id, declaration) in longhands {
if properties.contains(id) {
// This property was set by a non-author rule.
// Stop looking for it in this element's rule
// nodes.
properties.remove(id);
let is_author = node.cascade_level().origin() == Origin::Author;
for (id, declaration) in longhands {
if !properties.contains(id) {
continue;
}
// However, if it is inherited, then it might be
// inherited from an author rule from an
// ancestor element's rule nodes.
if declaration.get_css_wide_keyword() ==
Some(CSSWideKeyword::Inherit)
{
have_explicit_ua_inherit = true;
inherited_properties.insert(id);
}
if is_author {
if !author_colors_allowed {
// FIXME(emilio): this looks wrong, this should
// do: if color is not transparent, then return
// true, or something.
if let PropertyDeclaration::BackgroundColor(ref color) =
*declaration
{
return *color == Color::transparent();
}
}
},
// Author rules:
CascadeLevel::PresHints |
CascadeLevel::SameTreeAuthorNormal |
CascadeLevel::InnerShadowNormal |
CascadeLevel::StyleAttributeNormal |
CascadeLevel::SMILOverride |
CascadeLevel::Animations |
CascadeLevel::SameTreeAuthorImportant |
CascadeLevel::InnerShadowImportant |
CascadeLevel::StyleAttributeImportant |
CascadeLevel::Transitions => {
for (id, declaration) in longhands {
if properties.contains(id) {
if !author_colors_allowed {
if let PropertyDeclaration::BackgroundColor(ref color) =
*declaration
{
return *color == Color::transparent();
}
}
return true;
}
}
},
return true;
}
// This property was set by a non-author rule.
// Stop looking for it in this element's rule
// nodes.
properties.remove(id);
// However, if it is inherited, then it might be
// inherited from an author rule from an
// ancestor element's rule nodes.
if declaration.get_css_wide_keyword() ==
Some(CSSWideKeyword::Inherit)
{
have_explicit_ua_inherit = true;
inherited_properties.insert(id);
}
}
}