mirror of
https://github.com/servo/servo.git
synced 2025-08-06 14:10:11 +01:00
Fixed #4127: Added a fast path to border-radius.
This will avoid drawing Arcs if there's no border-radius property set.
This commit is contained in:
parent
600da2af7e
commit
7d1e85f774
2 changed files with 124 additions and 72 deletions
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@ -2,7 +2,7 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#![feature(globs, macro_rules, phase, unsafe_destructor)]
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#![feature(globs, macro_rules, phase, unsafe_destructor, if_let)]
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#![deny(unused_imports)]
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#![deny(unused_variables)]
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@ -153,7 +153,7 @@ impl<'a> RenderContext<'a> {
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self.draw_target.fill_rect(&rect, ColorPatternRef(&pattern), Some(&draw_options));
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}
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fn draw_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: SideOffsets2D<Color>, style: SideOffsets2D<border_style::T>) {
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fn draw_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<Option<AzFloat>>, color: SideOffsets2D<Color>, style: SideOffsets2D<border_style::T>) {
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let (style_select, color_select) = match direction {
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Top => (style.top, color.top),
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Left => (style.left, color.left),
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@ -188,7 +188,7 @@ impl<'a> RenderContext<'a> {
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}
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}
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fn draw_line_segment(&self, bounds: &Rect<Au>, radius: &BorderRadii<AzFloat>, color: Color, style: border_style::T) {
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fn draw_line_segment(&self, bounds: &Rect<Au>, radius: &BorderRadii<Option<AzFloat>>, color: Color, style: border_style::T) {
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let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
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match style {
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@ -300,7 +300,7 @@ impl<'a> RenderContext<'a> {
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bounds: &Rect<f32>,
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direction: Direction,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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radius: &BorderRadii<Option<AzFloat>>,
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color: Color) {
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// T = top, B = bottom, L = left, R = right
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@ -321,104 +321,148 @@ impl<'a> RenderContext<'a> {
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let rad_T = rad_TL + Float::frac_pi_4();
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let rad_TR = rad_T + Float::frac_pi_4();
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fn dx(x: AzFloat) -> Point2D<AzFloat> {
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Point2D(x, 0.)
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}
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fn dy(y: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., y)
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}
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fn dx_if(cond: bool, dx: AzFloat) -> Point2D<AzFloat> {
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Point2D(if cond { dx } else { 0. }, 0.)
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}
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fn dy_if(cond: bool, dy: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., if cond { dy } else { 0. })
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}
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match direction {
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Top => {
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let edge_TL = box_TL + Point2D(radius.top_left.max(border.left), 0.);
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let edge_TR = box_TR + Point2D(-radius.top_right.max(border.right), 0.);
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let edge_BR = edge_TR + Point2D(0., border.top);
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let edge_BL = edge_TL + Point2D(0., border.top);
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let edge_TL = box_TL + dx(radius.top_left.unwrap_or(0.).max(border.left));
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let edge_TR = box_TR + dx(-radius.top_right.unwrap_or(0.).max(border.right));
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let edge_BR = edge_TR + dy(border.top);
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let edge_BL = edge_TL + dy(border.top);
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path_builder.move_to(edge_TL);
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path_builder.line_to(edge_TR);
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let corner_TL = edge_TL + dx_if(radius.top_left.is_none(), -border.left);
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let corner_TR = edge_TR + dx_if(radius.top_right.is_none(), border.right);
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// the origin is the center of the arcs we're about to draw.
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let origin = edge_TR + Point2D((border.right - radius.top_right).max(0.), radius.top_right);
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// the elbow is the inside of the border's curve.
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let distance_to_elbow = (radius.top_right - border.top).max(0.);
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path_builder.move_to(corner_TL);
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path_builder.line_to(corner_TR);
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path_builder.arc(origin, radius.top_right, rad_T, rad_TR, false);
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path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
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if let Some(top_right_radius) = radius.top_right {
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// the origin is the center of the arcs we're about to draw.
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let origin = edge_TR + Point2D((border.right - top_right_radius).max(0.), top_right_radius);
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// the elbow is the inside of the border's curve.
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let distance_to_elbow = (top_right_radius - border.top).max(0.);
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path_builder.arc(origin, top_right_radius, rad_T, rad_TR, false);
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path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
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}
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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let origin = edge_TL + Point2D(-(border.left - radius.top_left).max(0.), radius.top_left);
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let distance_to_elbow = (radius.top_left - border.top).max(0.);
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if let Some(top_left_radius) = radius.top_left {
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let origin = edge_TL + Point2D(-(border.left - top_left_radius).max(0.), top_left_radius);
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let distance_to_elbow = (top_left_radius - border.top).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_T, rad_TL, true);
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path_builder.arc(origin, radius.top_left, rad_TL, rad_T, false);
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path_builder.arc(origin, distance_to_elbow, rad_T, rad_TL, true);
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path_builder.arc(origin, top_left_radius, rad_TL, rad_T, false);
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}
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}
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Left => {
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let edge_TL = box_TL + Point2D(0., radius.top_left.max(border.top));
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let edge_BL = box_BL + Point2D(0., -radius.bottom_left.max(border.bottom));
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let edge_TR = edge_TL + Point2D(border.left, 0.);
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let edge_BR = edge_BL + Point2D(border.left, 0.);
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let edge_TL = box_TL + dy(radius.top_left.unwrap_or(0.).max(border.top));
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let edge_BL = box_BL + dy(-radius.bottom_left.unwrap_or(0.).max(border.bottom));
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let edge_TR = edge_TL + dx(border.left);
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let edge_BR = edge_BL + dx(border.left);
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path_builder.move_to(edge_BL);
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path_builder.line_to(edge_TL);
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let corner_TL = edge_TL + dy_if(radius.top_left.is_none(), -border.top);
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let corner_BL = edge_BL + dy_if(radius.bottom_left.is_none(), border.bottom);
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let origin = edge_TL + Point2D(radius.top_left, -(border.top - radius.top_left).max(0.));
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let distance_to_elbow = (radius.top_left - border.left).max(0.);
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path_builder.move_to(corner_BL);
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path_builder.line_to(corner_TL);
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path_builder.arc(origin, radius.top_left, rad_L, rad_TL, false);
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path_builder.arc(origin, distance_to_elbow, rad_TL, rad_L, true);
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if let Some(top_left_radius) = radius.top_left {
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let origin = edge_TL + Point2D(top_left_radius, -(border.top - top_left_radius).max(0.));
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let distance_to_elbow = (top_left_radius - border.left).max(0.);
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path_builder.arc(origin, top_left_radius, rad_L, rad_TL, false);
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path_builder.arc(origin, distance_to_elbow, rad_TL, rad_L, true);
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}
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path_builder.line_to(edge_TR);
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path_builder.line_to(edge_BR);
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let origin = edge_BL + Point2D(radius.bottom_left, (border.bottom - radius.bottom_left).max(0.));
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let distance_to_elbow = (radius.bottom_left - border.left).max(0.);
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if let Some(bottom_left_radius) = radius.bottom_left {
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let origin = edge_BL + Point2D(bottom_left_radius, (border.bottom - bottom_left_radius).max(0.));
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let distance_to_elbow = (bottom_left_radius - border.left).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_L, rad_BL, true);
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path_builder.arc(origin, radius.bottom_left, rad_BL, rad_L, false);
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path_builder.arc(origin, distance_to_elbow, rad_L, rad_BL, true);
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path_builder.arc(origin, bottom_left_radius, rad_BL, rad_L, false);
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}
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}
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Right => {
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let edge_TR = box_TR + Point2D(0., radius.top_right.max(border.top));
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let edge_BR = box_BR + Point2D(0., -radius.bottom_right.max(border.bottom));
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let edge_TL = edge_TR + Point2D(-border.right, 0.);
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let edge_BL = edge_BR + Point2D(-border.right, 0.);
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let edge_TR = box_TR + dy(radius.top_right.unwrap_or(0.).max(border.top));
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let edge_BR = box_BR + dy(-radius.bottom_right.unwrap_or(0.).max(border.bottom));
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let edge_TL = edge_TR + dx(-border.right);
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let edge_BL = edge_BR + dx(-border.right);
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let corner_TR = edge_TR + dy_if(radius.top_right.is_none(), -border.top);
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let corner_BR = edge_BR + dy_if(radius.bottom_right.is_none(), border.bottom);
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path_builder.move_to(edge_BL);
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path_builder.line_to(edge_TL);
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let origin = edge_TR + Point2D(-radius.top_right, -(border.top - radius.top_right).max(0.));
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let distance_to_elbow = (radius.top_right - border.right).max(0.);
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if let Some(top_right_radius) = radius.top_right {
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let origin = edge_TR + Point2D(-top_right_radius, -(border.top - top_right_radius).max(0.));
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let distance_to_elbow = (top_right_radius - border.right).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_R, rad_TR, true);
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path_builder.arc(origin, radius.top_right, rad_TR, rad_R, false);
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path_builder.arc(origin, distance_to_elbow, rad_R, rad_TR, true);
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path_builder.arc(origin, top_right_radius, rad_TR, rad_R, false);
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}
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path_builder.line_to(edge_TR);
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path_builder.line_to(edge_BR);
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path_builder.line_to(corner_TR);
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path_builder.line_to(corner_BR);
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let origin = edge_BR + Point2D(-radius.bottom_right, (border.bottom - radius.bottom_right).max(0.));
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let distance_to_elbow = (radius.bottom_right - border.right).max(0.);
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if let Some(bottom_right_radius) = radius.bottom_right {
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let origin = edge_BR + Point2D(-bottom_right_radius, (border.bottom - bottom_right_radius).max(0.));
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let distance_to_elbow = (bottom_right_radius - border.right).max(0.);
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path_builder.arc(origin, radius.bottom_right, rad_R, rad_BR, false);
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path_builder.arc(origin, distance_to_elbow, rad_BR, rad_R, true);
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path_builder.arc(origin, bottom_right_radius, rad_R, rad_BR, false);
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path_builder.arc(origin, distance_to_elbow, rad_BR, rad_R, true);
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}
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}
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Bottom => {
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let edge_BL = box_BL + Point2D(radius.bottom_left.max(border.left), 0.);
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let edge_BR = box_BR + Point2D(-radius.bottom_right.max(border.right), 0.);
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let edge_TL = edge_BL + Point2D(0., -border.bottom);
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let edge_TR = edge_BR + Point2D(0., -border.bottom);
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let edge_BL = box_BL + dx(radius.bottom_left.unwrap_or(0.).max(border.left));
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let edge_BR = box_BR + dx(-radius.bottom_right.unwrap_or(0.).max(border.right));
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let edge_TL = edge_BL + dy(-border.bottom);
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let edge_TR = edge_BR + dy(-border.bottom);
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let corner_BR = edge_BR + dx_if(radius.bottom_right.is_none(), border.right);
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let corner_BL = edge_BL + dx_if(radius.bottom_left.is_none(), -border.left);
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path_builder.move_to(edge_TL);
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path_builder.line_to(edge_TR);
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let origin = edge_BR + Point2D((border.right - radius.bottom_right).max(0.), -radius.bottom_right);
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let distance_to_elbow = (radius.bottom_right - border.bottom).max(0.);
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if let Some(bottom_right_radius) = radius.bottom_right {
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let origin = edge_BR + Point2D((border.right - bottom_right_radius).max(0.), -bottom_right_radius);
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let distance_to_elbow = (bottom_right_radius - border.bottom).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_B, rad_BR, true);
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path_builder.arc(origin, radius.bottom_right, rad_BR, rad_B, false);
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path_builder.arc(origin, distance_to_elbow, rad_B, rad_BR, true);
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path_builder.arc(origin, bottom_right_radius, rad_BR, rad_B, false);
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}
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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path_builder.line_to(corner_BR);
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path_builder.line_to(corner_BL);
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let origin = edge_BL - Point2D((border.left - radius.bottom_left).max(0.), radius.bottom_left);
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let distance_to_elbow = (radius.bottom_left - border.bottom).max(0.);
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if let Some(bottom_left_radius) = radius.bottom_left {
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let origin = edge_BL - Point2D((border.left - bottom_left_radius).max(0.), bottom_left_radius);
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let distance_to_elbow = (bottom_left_radius - border.bottom).max(0.);
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path_builder.arc(origin, radius.bottom_left, rad_B, rad_BL, false);
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path_builder.arc(origin, distance_to_elbow, rad_BL, rad_B, true);
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path_builder.arc(origin, bottom_left_radius, rad_B, rad_BL, false);
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path_builder.arc(origin, distance_to_elbow, rad_BL, rad_B, true);
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}
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}
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}
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@ -486,7 +530,7 @@ impl<'a> RenderContext<'a> {
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&draw_opts);
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}
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fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
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fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<Option<AzFloat>>, color: Color) {
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let rect = bounds.to_azure_rect();
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self.draw_border_path(&rect, direction, border, radius, color);
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}
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@ -511,7 +555,7 @@ impl<'a> RenderContext<'a> {
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return Color::new(color.r * scale_factor, color.g * scale_factor, color.b * scale_factor, color.a);
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}
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fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
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fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<Option<AzFloat>>, color: Color) {
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let scaled_border = SideOffsets2D::new((1.0/3.0) * border.top,
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(1.0/3.0) * border.right,
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(1.0/3.0) * border.bottom,
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@ -527,7 +571,7 @@ impl<'a> RenderContext<'a> {
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direction: Direction,
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bounds: &Rect<Au>,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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radius: &BorderRadii<Option<AzFloat>>,
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color: Color,
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style: border_style::T) {
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// original bounds as a Rect<f32>, with no scaling.
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@ -558,7 +602,7 @@ impl<'a> RenderContext<'a> {
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direction: Direction,
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bounds: &Rect<Au>,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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radius: &BorderRadii<Option<AzFloat>>,
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color: Color,
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style: border_style::T) {
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let is_inset = match style {
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@ -679,16 +723,24 @@ impl ToSideOffsetsPx for SideOffsets2D<Au> {
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}
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trait ToRadiiPx {
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fn to_radii_px(&self) -> BorderRadii<AzFloat>;
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fn to_radii_px(&self) -> BorderRadii<Option<AzFloat>>;
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}
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impl ToRadiiPx for BorderRadii<Au> {
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fn to_radii_px(&self) -> BorderRadii<AzFloat> {
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fn to_radii_px(&self) -> BorderRadii<Option<AzFloat>> {
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fn to_nearest_px(x: Au) -> Option<AzFloat> {
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if x == Au(0) {
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None
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} else {
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Some(x.to_nearest_px() as AzFloat)
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}
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}
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BorderRadii {
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top_left: self.top_left.to_nearest_px() as AzFloat,
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top_right: self.top_right.to_nearest_px() as AzFloat,
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bottom_left: self.bottom_left.to_nearest_px() as AzFloat,
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bottom_right: self.bottom_right.to_nearest_px() as AzFloat,
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top_left: to_nearest_px(self.top_left),
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top_right: to_nearest_px(self.top_right),
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bottom_left: to_nearest_px(self.bottom_left),
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bottom_right: to_nearest_px(self.bottom_right),
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}
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}
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}
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