servo/components/gfx/render_context.rs
Patrick Walton a4a9a46a87 gfx: Rewrite display list construction to make stacking-contexts more
first-class.

This implements the scheme described here:

    https://groups.google.com/forum/#!topic/mozilla.dev.servo/sZVPSfPVfkg

This commit changes Servo to generate one display list per stacking
context instead of one display list per layer. This is purely a
refactoring; there are no functional changes. Performance is essentially
the same as before. However, there should be numerous future benefits
that this is intended to allow for:

* It makes the code simpler to understand because the "new layer needed"
  vs. "no new layer needed" code paths are more consolidated.

* It makes it easy to support CSS properties that did not fit into our
  previous flat display list model (without unconditionally layerizing
  them):

  o `opacity` should be easy to support because the stacking context
    provides the higher-level grouping of display items to which opacity
    is to be applied.

  o `transform` can be easily supported because the stacking context
    provides a place to stash the transformation matrix. This has the side
    benefit of nicely separating the transformation matrix from the
    clipping regions.

* The `flatten` logic is now O(1) instead of O(n) and now only needs to
  be invoked for pseudo-stacking contexts (right now: just floats),
  instead of for every stacking context.

* Layers are now a proper tree instead of a flat list as far as layout
  is concerned, bringing us closer to a production-quality
  compositing/layers framework.

* This commit opens the door to incremental display list construction at
  the level of stacking contexts.

Future performance improvements could come from optimizing allocation of
display list items, and, of course, incremental display list
construction.
2014-11-14 17:31:15 -08:00

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! Painting of display lists using Moz2D/Azure.
use azure::azure_hl::{B8G8R8A8, A8, Color, ColorPattern, ColorPatternRef, DrawOptions};
use azure::azure_hl::{DrawSurfaceOptions, DrawTarget, ExtendClamp, GradientStop, Linear};
use azure::azure_hl::{LinearGradientPattern, LinearGradientPatternRef, SourceOp, StrokeOptions};
use azure::scaled_font::ScaledFont;
use azure::{AZ_CAP_BUTT, AzFloat, struct__AzDrawOptions, struct__AzGlyph};
use azure::{struct__AzGlyphBuffer, struct__AzPoint, AzDrawTargetFillGlyphs};
use display_list::{SidewaysLeft, SidewaysRight, TextDisplayItem, Upright};
use font_context::FontContext;
use geom::matrix2d::Matrix2D;
use geom::point::Point2D;
use geom::rect::Rect;
use geom::side_offsets::SideOffsets2D;
use geom::size::Size2D;
use libc::size_t;
use libc::types::common::c99::{uint16_t, uint32_t};
use png::{RGB8, RGBA8, K8, KA8};
use servo_net::image::base::Image;
use servo_util::geometry::Au;
use servo_util::opts;
use servo_util::range::Range;
use std::num::Zero;
use std::ptr;
use style::computed_values::border_style;
use sync::Arc;
use text::TextRun;
use text::glyph::CharIndex;
pub struct RenderContext<'a> {
pub draw_target: &'a DrawTarget,
pub font_ctx: &'a mut Box<FontContext>,
/// The rectangle that this context encompasses in page coordinates.
pub page_rect: Rect<f32>,
/// The rectangle that this context encompasses in screen coordinates (pixels).
pub screen_rect: Rect<uint>,
}
enum Direction {
Top,
Left,
Right,
Bottom
}
enum DashSize {
DottedBorder = 1,
DashedBorder = 3
}
impl<'a> RenderContext<'a> {
pub fn get_draw_target(&self) -> &'a DrawTarget {
self.draw_target
}
pub fn draw_solid_color(&self, bounds: &Rect<Au>, color: Color) {
self.draw_target.make_current();
self.draw_target.fill_rect(&bounds.to_azure_rect(),
ColorPatternRef(&ColorPattern::new(color)),
None);
}
pub fn draw_border(&self,
bounds: &Rect<Au>,
border: SideOffsets2D<Au>,
color: SideOffsets2D<Color>,
style: SideOffsets2D<border_style::T>) {
let border = border.to_float_px();
self.draw_target.make_current();
self.draw_border_segment(Top, bounds, border, color, style);
self.draw_border_segment(Right, bounds, border, color, style);
self.draw_border_segment(Bottom, bounds, border, color, style);
self.draw_border_segment(Left, bounds, border, color, style);
}
pub fn draw_line(&self,
bounds: &Rect<Au>,
color: Color,
style: border_style::T) {
self.draw_target.make_current();
self.draw_line_segment(bounds, color, style);
}
pub fn draw_push_clip(&self, bounds: &Rect<Au>) {
let rect = bounds.to_azure_rect();
let path_builder = self.draw_target.create_path_builder();
let left_top = Point2D(rect.origin.x, rect.origin.y);
let right_top = Point2D(rect.origin.x + rect.size.width, rect.origin.y);
let left_bottom = Point2D(rect.origin.x, rect.origin.y + rect.size.height);
let right_bottom = Point2D(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
path_builder.move_to(left_top);
path_builder.line_to(right_top);
path_builder.line_to(right_bottom);
path_builder.line_to(left_bottom);
let path = path_builder.finish();
self.draw_target.push_clip(&path);
}
pub fn draw_pop_clip(&self) {
self.draw_target.pop_clip();
}
pub fn draw_image(&self, bounds: Rect<Au>, image: Arc<Box<Image>>) {
let size = Size2D(image.width as i32, image.height as i32);
let (pixel_width, pixels, source_format) = match image.pixels {
RGBA8(ref pixels) => (4, pixels.as_slice(), B8G8R8A8),
K8(ref pixels) => (1, pixels.as_slice(), A8),
RGB8(_) => panic!("RGB8 color type not supported"),
KA8(_) => panic!("KA8 color type not supported"),
};
let stride = image.width * pixel_width;
self.draw_target.make_current();
let draw_target_ref = &self.draw_target;
let azure_surface = draw_target_ref.create_source_surface_from_data(pixels,
size,
stride as i32,
source_format);
let source_rect = Rect(Point2D(0u as AzFloat, 0u as AzFloat),
Size2D(image.width as AzFloat, image.height as AzFloat));
let dest_rect = bounds.to_azure_rect();
let draw_surface_options = DrawSurfaceOptions::new(Linear, true);
let draw_options = DrawOptions::new(1.0f64 as AzFloat, 0);
draw_target_ref.draw_surface(azure_surface,
dest_rect,
source_rect,
draw_surface_options,
draw_options);
}
pub fn clear(&self) {
let pattern = ColorPattern::new(Color::new(0.0, 0.0, 0.0, 0.0));
let rect = Rect(Point2D(self.page_rect.origin.x as AzFloat,
self.page_rect.origin.y as AzFloat),
Size2D(self.screen_rect.size.width as AzFloat,
self.screen_rect.size.height as AzFloat));
let mut draw_options = DrawOptions::new(1.0, 0);
draw_options.set_composition_op(SourceOp);
self.draw_target.make_current();
self.draw_target.fill_rect(&rect, ColorPatternRef(&pattern), Some(&draw_options));
}
fn draw_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: SideOffsets2D<Color>, style: SideOffsets2D<border_style::T>) {
let (style_select, color_select) = match direction {
Top => (style.top, color.top),
Left => (style.left, color.left),
Right => (style.right, color.right),
Bottom => (style.bottom, color.bottom)
};
match style_select{
border_style::none => {
}
border_style::hidden => {
}
//FIXME(sammykim): This doesn't work with dash_pattern and cap_style well. I referred firefox code.
border_style::dotted => {
self.draw_dashed_border_segment(direction, bounds, border, color_select, DottedBorder);
}
border_style::dashed => {
self.draw_dashed_border_segment(direction, bounds, border, color_select, DashedBorder);
}
border_style::solid => {
self.draw_solid_border_segment(direction,bounds,border,color_select);
}
border_style::double => {
self.draw_double_border_segment(direction, bounds, border, color_select);
}
border_style::groove | border_style::ridge => {
self.draw_groove_ridge_border_segment(direction, bounds, border, color_select, style_select);
}
border_style::inset | border_style::outset => {
self.draw_inset_outset_border_segment(direction, bounds, border, style_select, color_select);
}
}
}
fn draw_line_segment(&self, bounds: &Rect<Au>, color: Color, style: border_style::T) {
let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
match style{
border_style::none | border_style::hidden => {}
border_style::dotted => {
self.draw_dashed_border_segment(Right, bounds, border, color, DottedBorder);
}
border_style::dashed => {
self.draw_dashed_border_segment(Right, bounds, border, color, DashedBorder);
}
border_style::solid => {
self.draw_solid_border_segment(Right,bounds,border,color);
}
border_style::double => {
self.draw_double_border_segment(Right, bounds, border, color);
}
border_style::groove | border_style::ridge => {
self.draw_groove_ridge_border_segment(Right, bounds, border, color, style);
}
border_style::inset | border_style::outset => {
self.draw_inset_outset_border_segment(Right, bounds, border, style, color);
}
}
}
fn draw_border_path(&self,
bounds: Rect<f32>,
direction: Direction,
border: SideOffsets2D<f32>,
color: Color) {
let left_top = bounds.origin;
let right_top = left_top + Point2D(bounds.size.width, 0.0);
let left_bottom = left_top + Point2D(0.0, bounds.size.height);
let right_bottom = left_top + Point2D(bounds.size.width, bounds.size.height);
let draw_opts = DrawOptions::new(1.0, 0);
let path_builder = self.draw_target.create_path_builder();
match direction {
Top => {
path_builder.move_to(left_top);
path_builder.line_to(right_top);
path_builder.line_to(right_top + Point2D(-border.right, border.top));
path_builder.line_to(left_top + Point2D(border.left, border.top));
}
Left => {
path_builder.move_to(left_top);
path_builder.line_to(left_top + Point2D(border.left, border.top));
path_builder.line_to(left_bottom + Point2D(border.left, -border.bottom));
path_builder.line_to(left_bottom);
}
Right => {
path_builder.move_to(right_top);
path_builder.line_to(right_bottom);
path_builder.line_to(right_bottom + Point2D(-border.right, -border.bottom));
path_builder.line_to(right_top + Point2D(-border.right, border.top));
}
Bottom => {
path_builder.move_to(left_bottom);
path_builder.line_to(left_bottom + Point2D(border.left, -border.bottom));
path_builder.line_to(right_bottom + Point2D(-border.right, -border.bottom));
path_builder.line_to(right_bottom);
}
}
let path = path_builder.finish();
self.draw_target.fill(&path, &ColorPattern::new(color), &draw_opts);
}
fn draw_dashed_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: SideOffsets2D<f32>,
color: Color,
dash_size: DashSize) {
let rect = bounds.to_azure_rect();
let draw_opts = DrawOptions::new(1u as AzFloat, 0 as uint16_t);
let mut stroke_opts = StrokeOptions::new(0u as AzFloat, 10u as AzFloat);
let mut dash: [AzFloat, ..2] = [0u as AzFloat, 0u as AzFloat];
stroke_opts.set_cap_style(AZ_CAP_BUTT as u8);
let border_width = match direction {
Top => border.top,
Left => border.left,
Right => border.right,
Bottom => border.bottom
};
stroke_opts.line_width = border_width;
dash[0] = border_width * (dash_size as int) as AzFloat;
dash[1] = border_width * (dash_size as int) as AzFloat;
stroke_opts.mDashPattern = dash.as_mut_ptr();
stroke_opts.mDashLength = dash.len() as size_t;
let (start, end) = match direction {
Top => {
let y = rect.origin.y + border.top * 0.5;
let start = Point2D(rect.origin.x, y);
let end = Point2D(rect.origin.x + rect.size.width, y);
(start, end)
}
Left => {
let x = rect.origin.x + border.left * 0.5;
let start = Point2D(x, rect.origin.y + rect.size.height);
let end = Point2D(x, rect.origin.y + border.top);
(start, end)
}
Right => {
let x = rect.origin.x + rect.size.width - border.right * 0.5;
let start = Point2D(x, rect.origin.y);
let end = Point2D(x, rect.origin.y + rect.size.height);
(start, end)
}
Bottom => {
let y = rect.origin.y + rect.size.height - border.bottom * 0.5;
let start = Point2D(rect.origin.x + rect.size.width, y);
let end = Point2D(rect.origin.x + border.left, y);
(start, end)
}
};
self.draw_target.stroke_line(start,
end,
&ColorPattern::new(color),
&stroke_opts,
&draw_opts);
}
fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: Color) {
let rect = bounds.to_azure_rect();
self.draw_border_path(rect, direction, border, color);
}
fn get_scaled_bounds(&self,
bounds: &Rect<Au>,
border: SideOffsets2D<f32>,
shrink_factor: f32) -> Rect<f32> {
let rect = bounds.to_azure_rect();
let scaled_border = SideOffsets2D::new(shrink_factor * border.top,
shrink_factor * border.right,
shrink_factor * border.bottom,
shrink_factor * border.left);
let left_top = Point2D(rect.origin.x, rect.origin.y);
let scaled_left_top = left_top + Point2D(scaled_border.left,
scaled_border.top);
return Rect(scaled_left_top,
Size2D(rect.size.width - 2.0 * scaled_border.right, rect.size.height - 2.0 * scaled_border.bottom));
}
fn scale_color(&self, color: Color, scale_factor: f32) -> Color {
return Color::new(color.r * scale_factor, color.g * scale_factor, color.b * scale_factor, color.a);
}
fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: Color) {
let scaled_border = SideOffsets2D::new((1.0/3.0) * border.top,
(1.0/3.0) * border.right,
(1.0/3.0) * border.bottom,
(1.0/3.0) * border.left);
let inner_scaled_bounds = self.get_scaled_bounds(bounds, border, 2.0/3.0);
// draw the outer portion of the double border.
self.draw_solid_border_segment(direction, bounds, scaled_border, color);
// draw the inner portion of the double border.
self.draw_border_path(inner_scaled_bounds, direction, scaled_border, color);
}
fn draw_groove_ridge_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: SideOffsets2D<f32>,
color: Color,
style: border_style::T) {
// original bounds as a Rect<f32>, with no scaling.
let original_bounds = self.get_scaled_bounds(bounds, border, 0.0);
// shrink the bounds by 1/2 of the border, leaving the innermost 1/2 of the border
let inner_scaled_bounds = self.get_scaled_bounds(bounds, border, 0.5);
let scaled_border = SideOffsets2D::new(0.5 * border.top,
0.5 * border.right,
0.5 * border.bottom,
0.5 * border.left);
let is_groove = match style {
border_style::groove => true,
border_style::ridge => false,
_ => panic!("invalid border style")
};
let darker_color = self.scale_color(color, if is_groove { 1.0/3.0 } else { 2.0/3.0 });
let (outer_color, inner_color) = match (direction, is_groove) {
(Top, true) | (Left, true) | (Right, false) | (Bottom, false) => (darker_color, color),
(Top, false) | (Left, false) | (Right, true) | (Bottom, true) => (color, darker_color)
};
// outer portion of the border
self.draw_border_path(original_bounds, direction, scaled_border, outer_color);
// inner portion of the border
self.draw_border_path(inner_scaled_bounds, direction, scaled_border, inner_color);
}
fn draw_inset_outset_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: SideOffsets2D<f32>,
style: border_style::T,
color: Color) {
let is_inset = match style {
border_style::inset => true,
border_style::outset => false,
_ => panic!("invalid border style")
};
// original bounds as a Rect<f32>
let original_bounds = self.get_scaled_bounds(bounds, border, 0.0);
// select and scale the color appropriately.
let scaled_color = match direction {
Top => self.scale_color(color, if is_inset { 2.0/3.0 } else { 1.0 }),
Left => self.scale_color(color, if is_inset { 1.0/6.0 } else { 0.5 }),
Right | Bottom => self.scale_color(color, if is_inset { 1.0 } else { 2.0/3.0 })
};
self.draw_border_path(original_bounds, direction, border, scaled_color);
}
pub fn draw_text(&mut self,
text: &TextDisplayItem,
current_transform: &Matrix2D<AzFloat>) {
// Optimization: Dont set a transform matrix for upright text, and pass a start point to
// `draw_text_into_context`.
//
// For sideways text, its easier to do the rotation such that its center (the baselines
// start point) is at (0, 0) coordinates.
let baseline_origin = match text.orientation {
Upright => text.baseline_origin,
SidewaysLeft => {
let x = text.baseline_origin.x.to_subpx() as AzFloat;
let y = text.baseline_origin.y.to_subpx() as AzFloat;
self.draw_target.set_transform(&current_transform.mul(&Matrix2D::new(0., -1.,
1., 0.,
x, y)));
Zero::zero()
}
SidewaysRight => {
let x = text.baseline_origin.x.to_subpx() as AzFloat;
let y = text.baseline_origin.y.to_subpx() as AzFloat;
self.draw_target.set_transform(&current_transform.mul(&Matrix2D::new(0., 1.,
-1., 0.,
x, y)));
Zero::zero()
}
};
self.font_ctx
.get_render_font_from_template(&text.text_run.font_template,
text.text_run.actual_pt_size)
.borrow()
.draw_text_into_context(self,
&*text.text_run,
&text.range,
baseline_origin,
text.text_color,
opts::get().enable_text_antialiasing);
// Undo the transform, only when we did one.
if text.orientation != Upright {
self.draw_target.set_transform(current_transform)
}
}
/// Draws a linear gradient in the given boundaries from the given start point to the given end
/// point with the given stops.
pub fn draw_linear_gradient(&self,
bounds: &Rect<Au>,
start_point: &Point2D<Au>,
end_point: &Point2D<Au>,
stops: &[GradientStop]) {
self.draw_target.make_current();
let stops = self.draw_target.create_gradient_stops(stops, ExtendClamp);
let pattern = LinearGradientPattern::new(&start_point.to_azure_point(),
&end_point.to_azure_point(),
stops,
&Matrix2D::identity());
self.draw_target.fill_rect(&bounds.to_azure_rect(),
LinearGradientPatternRef(&pattern),
None);
}
}
pub trait ToAzurePoint {
fn to_azure_point(&self) -> Point2D<AzFloat>;
}
impl ToAzurePoint for Point2D<Au> {
fn to_azure_point(&self) -> Point2D<AzFloat> {
Point2D(self.x.to_nearest_px() as AzFloat, self.y.to_nearest_px() as AzFloat)
}
}
pub trait ToAzureRect {
fn to_azure_rect(&self) -> Rect<AzFloat>;
}
impl ToAzureRect for Rect<Au> {
fn to_azure_rect(&self) -> Rect<AzFloat> {
Rect(self.origin.to_azure_point(),
Size2D(self.size.width.to_nearest_px() as AzFloat,
self.size.height.to_nearest_px() as AzFloat))
}
}
trait ToSideOffsetsPx {
fn to_float_px(&self) -> SideOffsets2D<AzFloat>;
}
impl ToSideOffsetsPx for SideOffsets2D<Au> {
fn to_float_px(&self) -> SideOffsets2D<AzFloat> {
SideOffsets2D::new(self.top.to_nearest_px() as AzFloat,
self.right.to_nearest_px() as AzFloat,
self.bottom.to_nearest_px() as AzFloat,
self.left.to_nearest_px() as AzFloat)
}
}
trait ScaledFontExtensionMethods {
fn draw_text_into_context(&self,
rctx: &RenderContext,
run: &Box<TextRun>,
range: &Range<CharIndex>,
baseline_origin: Point2D<Au>,
color: Color,
antialias: bool);
}
impl ScaledFontExtensionMethods for ScaledFont {
fn draw_text_into_context(&self,
rctx: &RenderContext,
run: &Box<TextRun>,
range: &Range<CharIndex>,
baseline_origin: Point2D<Au>,
color: Color,
antialias: bool) {
let target = rctx.get_draw_target();
let pattern = ColorPattern::new(color);
let azure_pattern = pattern.azure_color_pattern;
assert!(azure_pattern.is_not_null());
let fields = if antialias {
0x0200
} else {
0
};
let mut options = struct__AzDrawOptions {
mAlpha: 1f64 as AzFloat,
fields: fields,
};
let mut origin = baseline_origin.clone();
let mut azglyphs = vec!();
azglyphs.reserve(range.length().to_uint());
for (glyphs, _offset, slice_range) in run.iter_slices_for_range(range) {
for (_i, glyph) in glyphs.iter_glyphs_for_char_range(&slice_range) {
let glyph_advance = glyph.advance();
let glyph_offset = glyph.offset().unwrap_or(Zero::zero());
let azglyph = struct__AzGlyph {
mIndex: glyph.id() as uint32_t,
mPosition: struct__AzPoint {
x: (origin.x + glyph_offset.x).to_subpx() as AzFloat,
y: (origin.y + glyph_offset.y).to_subpx() as AzFloat
}
};
origin = Point2D(origin.x + glyph_advance, origin.y);
azglyphs.push(azglyph)
};
}
let azglyph_buf_len = azglyphs.len();
if azglyph_buf_len == 0 { return; } // Otherwise the Quartz backend will assert.
let mut glyphbuf = struct__AzGlyphBuffer {
mGlyphs: azglyphs.as_mut_ptr(),
mNumGlyphs: azglyph_buf_len as uint32_t
};
unsafe {
// TODO(Issue #64): this call needs to move into azure_hl.rs
AzDrawTargetFillGlyphs(target.azure_draw_target,
self.get_ref(),
&mut glyphbuf,
azure_pattern,
&mut options,
ptr::null_mut());
}
}
}