style: Pack the shadow cascade order in ApplicableDeclarationBlock.

I didn't bother not shifting there. We need to load the whole thing and shift
for at least one of cascade level / shadow cascade order.

Callers of level() other than for_rule_tree are non-existent in release builds,
so we'd be doing the shift anyway. I can implement the same thing for
shadow_cascade_order too, but I don't think that optimization is measurable in
any way, either, the compiler should make the decision.

And just in case, the simpler version actually generated less instructions in:

  https://play.rust-lang.org/?gist=ceadb0d3cbce4eeca76e4d9ab9a1c744&version=nightly

with the simple thing.

Bug: 1455032
Reviewed-by: heycam
MozReview-Commit-ID: 8xPBJmlcyKh
This commit is contained in:
Emilio Cobos Álvarez 2018-04-18 19:48:24 +02:00
parent b1fbb28b8a
commit b5c18c24fe
No known key found for this signature in database
GPG key ID: 056B727BB9C1027C
3 changed files with 57 additions and 38 deletions

View file

@ -10,7 +10,6 @@ use servo_arc::Arc;
use shared_lock::Locked;
use smallvec::SmallVec;
use std::fmt::{self, Debug};
use std::mem;
/// List of applicable declarations. This is a transient structure that shuttles
/// declarations between selector matching and inserting into the rule tree, and
@ -25,45 +24,67 @@ pub type ApplicableDeclarationList = SmallVec<[ApplicableDeclarationBlock; 16]>;
/// That's a limit that could be reached in realistic webpages, so we use
/// 24 bits and enforce defined behavior in the overflow case.
///
/// Note that the value of 24 is also hard-coded into the level() accessor,
/// which does a byte-aligned load of the 4th byte. If you change this value
/// you'll need to change that as well.
///
/// [1] https://cs.chromium.org/chromium/src/third_party/WebKit/Source/core/css/
/// RuleSet.h?l=128&rcl=90140ab80b84d0f889abc253410f44ed54ae04f3
const SOURCE_ORDER_SHIFT: usize = 0;
const SOURCE_ORDER_BITS: usize = 24;
const SOURCE_ORDER_MASK: u32 = (1 << SOURCE_ORDER_BITS) - 1;
const SOURCE_ORDER_MAX: u32 = SOURCE_ORDER_MASK;
const SOURCE_ORDER_MAX: u32 = (1 << SOURCE_ORDER_BITS) - 1;
const SOURCE_ORDER_MASK: u32 = SOURCE_ORDER_MAX << SOURCE_ORDER_SHIFT;
/// Stores the source order of a block and the cascade level it belongs to.
/// We store up-to-15 shadow order levels.
///
/// You'd need an element slotted across 16 components with ::slotted rules to
/// trigger this as of this writing, which looks... Unlikely.
const SHADOW_CASCADE_ORDER_SHIFT: usize = SOURCE_ORDER_BITS;
const SHADOW_CASCADE_ORDER_BITS: usize = 4;
const SHADOW_CASCADE_ORDER_MAX: u8 = (1 << SHADOW_CASCADE_ORDER_BITS) - 1;
const SHADOW_CASCADE_ORDER_MASK: u32 = (SHADOW_CASCADE_ORDER_MAX as u32) << SHADOW_CASCADE_ORDER_SHIFT;
const CASCADE_LEVEL_SHIFT: usize = SOURCE_ORDER_BITS + SHADOW_CASCADE_ORDER_BITS;
const CASCADE_LEVEL_BITS: usize = 4;
const CASCADE_LEVEL_MAX: u8 = (1 << CASCADE_LEVEL_BITS) - 1;
const CASCADE_LEVEL_MASK: u32 = (CASCADE_LEVEL_MAX as u32) << CASCADE_LEVEL_SHIFT;
/// Stores the source order of a block, the cascade level it belongs to, and the
/// counter needed to handle Shadow DOM cascade order properly.
#[derive(Clone, Copy, Eq, MallocSizeOf, PartialEq)]
struct SourceOrderAndCascadeLevel(u32);
struct ApplicableDeclarationBits(u32);
impl SourceOrderAndCascadeLevel {
fn new(source_order: u32, cascade_level: CascadeLevel) -> SourceOrderAndCascadeLevel {
impl ApplicableDeclarationBits {
fn new(
source_order: u32,
cascade_level: CascadeLevel,
shadow_cascade_order: ShadowCascadeOrder,
) -> Self {
debug_assert!(
cascade_level as u8 <= CASCADE_LEVEL_MAX,
"Gotta find more bits!"
);
let mut bits = ::std::cmp::min(source_order, SOURCE_ORDER_MAX);
bits |= (cascade_level as u8 as u32) << SOURCE_ORDER_BITS;
SourceOrderAndCascadeLevel(bits)
bits |= ((shadow_cascade_order & SHADOW_CASCADE_ORDER_MAX) as u32) << SHADOW_CASCADE_ORDER_SHIFT;
bits |= (cascade_level as u8 as u32) << CASCADE_LEVEL_SHIFT;
ApplicableDeclarationBits(bits)
}
fn order(&self) -> u32 {
self.0 & SOURCE_ORDER_MASK
fn source_order(&self) -> u32 {
(self.0 & SOURCE_ORDER_MASK) >> SOURCE_ORDER_SHIFT
}
fn shadow_cascade_order(&self) -> ShadowCascadeOrder {
((self.0 & SHADOW_CASCADE_ORDER_MASK) >> SHADOW_CASCADE_ORDER_SHIFT) as ShadowCascadeOrder
}
fn level(&self) -> CascadeLevel {
unsafe {
// Transmute rather than shifting so that we're sure the compiler
// emits a simple byte-aligned load.
let as_bytes: [u8; 4] = mem::transmute(self.0);
CascadeLevel::from_byte(as_bytes[3])
}
let byte = ((self.0 & CASCADE_LEVEL_MASK) >> CASCADE_LEVEL_SHIFT) as u8;
unsafe { CascadeLevel::from_byte(byte) }
}
}
impl Debug for SourceOrderAndCascadeLevel {
impl Debug for ApplicableDeclarationBits {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.debug_struct("SourceOrderAndCascadeLevel")
.field("order", &self.order())
f.debug_struct("ApplicableDeclarationBits")
.field("source_order", &self.source_order())
.field("shadow_cascade_order", &self.shadow_cascade_order())
.field("level", &self.level())
.finish()
}
@ -79,12 +100,11 @@ pub struct ApplicableDeclarationBlock {
/// The style source, either a style rule, or a property declaration block.
#[ignore_malloc_size_of = "Arc"]
pub source: StyleSource,
/// The source order of the block, and the cascade level it belongs to.
order_and_level: SourceOrderAndCascadeLevel,
/// The bits containing the source order, cascade level, and shadow cascade
/// order.
bits: ApplicableDeclarationBits,
/// The specificity of the selector this block is represented by.
pub specificity: u32,
/// The order in the tree of trees we carry on.
pub shadow_cascade_order: ShadowCascadeOrder,
}
impl ApplicableDeclarationBlock {
@ -97,9 +117,8 @@ impl ApplicableDeclarationBlock {
) -> Self {
ApplicableDeclarationBlock {
source: StyleSource::Declarations(declarations),
order_and_level: SourceOrderAndCascadeLevel::new(0, level),
bits: ApplicableDeclarationBits::new(0, level, 0),
specificity: 0,
shadow_cascade_order: 0,
}
}
@ -110,26 +129,25 @@ impl ApplicableDeclarationBlock {
order: u32,
level: CascadeLevel,
specificity: u32,
shadow_cascade_order: u32,
shadow_cascade_order: ShadowCascadeOrder,
) -> Self {
ApplicableDeclarationBlock {
source,
order_and_level: SourceOrderAndCascadeLevel::new(order, level),
bits: ApplicableDeclarationBits::new(order, level, shadow_cascade_order),
specificity,
shadow_cascade_order,
}
}
/// Returns the source order of the block.
#[inline]
pub fn source_order(&self) -> u32 {
self.order_and_level.order()
self.bits.source_order()
}
/// Returns the cascade level of the block.
#[inline]
pub fn level(&self) -> CascadeLevel {
self.order_and_level.level()
self.bits.level()
}
/// Convenience method to consume self and return the right thing for the
@ -137,6 +155,7 @@ impl ApplicableDeclarationBlock {
#[inline]
pub fn for_rule_tree(self) -> (StyleSource, CascadeLevel, ShadowCascadeOrder) {
let level = self.level();
(self.source, level, self.shadow_cascade_order)
let cascade_order = self.bits.shadow_cascade_order();
(self.source, level, cascade_order)
}
}

View file

@ -170,7 +170,7 @@ const FREE_LIST_LOCKED: *mut RuleNode = 0x02 as *mut RuleNode;
///
/// In particular, it'd be `0` for the innermost shadow host, `1` for the next,
/// and so on.
pub type ShadowCascadeOrder = u32;
pub type ShadowCascadeOrder = u8;
impl RuleTree {
/// Construct a new rule tree.