Implement enough of 3d transforms spec to run the CSS FPS demo.

This commit is contained in:
Glenn Watson 2015-06-18 13:06:31 +10:00
parent d86c587925
commit 39ddbbb0e1
19 changed files with 894 additions and 145 deletions

View file

@ -32,7 +32,7 @@ use euclid::approxeq::ApproxEq;
use euclid::num::Zero;
use libc::uintptr_t;
use paint_task::PaintLayer;
use msg::compositor_msg::LayerId;
use msg::compositor_msg::{LayerId, LayerKind};
use net_traits::image::base::Image;
use util::opts;
use util::cursor::Cursor;
@ -246,6 +246,12 @@ pub struct StackingContext {
/// A transform to be applied to this stacking context.
pub transform: Matrix4,
/// The perspective matrix to be applied to children.
pub perspective: Matrix4,
/// Whether this stacking context creates a new 3d rendering context.
pub establishes_3d_context: bool,
}
impl StackingContext {
@ -255,30 +261,40 @@ impl StackingContext {
bounds: &Rect<Au>,
overflow: &Rect<Au>,
z_index: i32,
transform: &Matrix4,
filters: filter::T,
blend_mode: mix_blend_mode::T,
layer: Option<Arc<PaintLayer>>)
layer: Option<Arc<PaintLayer>>,
transform: Matrix4,
perspective: Matrix4,
establishes_3d_context: bool)
-> StackingContext {
StackingContext {
display_list: display_list,
layer: layer,
bounds: *bounds,
overflow: *overflow,
z_index: z_index,
transform: *transform,
filters: filters,
blend_mode: blend_mode,
layer: layer,
transform: transform,
perspective: perspective,
establishes_3d_context: establishes_3d_context,
}
}
/// Draws the stacking context in the proper order according to the steps in CSS 2.1 § E.2.
pub fn optimize_and_draw_into_context(&self,
paint_context: &mut PaintContext,
tile_bounds: &Rect<AzFloat>,
transform: &Matrix4,
clip_rect: Option<&Rect<Au>>) {
let transform = transform.mul(&self.transform);
pub fn draw_into_context(&self,
display_list: &DisplayList,
paint_context: &mut PaintContext,
tile_bounds: &Rect<AzFloat>,
transform: &Matrix4,
clip_rect: Option<&Rect<Au>>) {
// If a layer is being used, the transform for this layer
// will be handled by the compositor.
let transform = match self.layer {
Some(..) => *transform,
None => transform.mul(&self.transform),
};
let temporary_draw_target =
paint_context.get_or_create_temporary_draw_target(&self.filters, self.blend_mode);
{
@ -289,12 +305,9 @@ impl StackingContext {
screen_rect: paint_context.screen_rect,
clip_rect: clip_rect.map(|clip_rect| *clip_rect),
transient_clip: None,
layer_kind: paint_context.layer_kind,
};
// Optimize the display list to throw out out-of-bounds display items and so forth.
let display_list =
DisplayListOptimizer::new(tile_bounds).optimize(&*self.display_list);
if opts::get().dump_display_list_optimized {
println!("**** optimized display list. Tile bounds: {:?}", tile_bounds);
display_list.print_items("*".to_owned());
@ -409,6 +422,35 @@ impl StackingContext {
paint_context.draw_temporary_draw_target_if_necessary(&temporary_draw_target,
&self.filters,
self.blend_mode)
}
/// Optionally optimize and then draws the stacking context.
pub fn optimize_and_draw_into_context(&self,
paint_context: &mut PaintContext,
tile_bounds: &Rect<AzFloat>,
transform: &Matrix4,
clip_rect: Option<&Rect<Au>>) {
// TODO(gw): This is a hack to avoid running the DL optimizer
// on 3d transformed tiles. We should have a better solution
// than just disabling the opts here.
if paint_context.layer_kind == LayerKind::Layer3D {
self.draw_into_context(&self.display_list,
paint_context,
tile_bounds,
transform,
clip_rect);
} else {
// Optimize the display list to throw out out-of-bounds display items and so forth.
let display_list = DisplayListOptimizer::new(tile_bounds).optimize(&*self.display_list);
self.draw_into_context(&display_list,
paint_context,
tile_bounds,
transform,
clip_rect);
}
}
/// Translate the given tile rect into the coordinate system of a child stacking context.
@ -1005,7 +1047,7 @@ impl<'a> Iterator for DisplayItemIterator<'a> {
impl DisplayItem {
/// Paints this display item into the given painting context.
fn draw_into_context(&self, paint_context: &mut PaintContext) {
{
if paint_context.layer_kind == LayerKind::Layer2D {
let this_clip = &self.base().clip;
match paint_context.transient_clip {
Some(ref transient_clip) if transient_clip == this_clip => {}