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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/. */
use api::{BorderRadius, BoxShadowClipMode, ClipMode, ColorF, ColorU, PrimitiveKeyKind, PropertyBinding};
use api::units::*;
use crate::border::{ensure_no_corner_overlap, BorderRadiusAu};
use crate::clip::{ClipDataHandle, ClipInternData, ClipItemKey, ClipItemKeyKind, ClipNodeId};
use crate::command_buffer::QuadFlags;
use crate::intern::{Handle as InternHandle, InternDebug, Internable};
use crate::pattern::{Pattern, PatternBuilder, PatternBuilderContext, PatternBuilderState};
use crate::picture::calculate_uv_rect_kind;
use crate::prim_store::{InternablePrimitive, PrimKey, PrimTemplate, PrimTemplateCommonData};
use crate::prim_store::{PrimitiveInstanceKind, PrimitiveStore, RectangleKey};
use crate::quad;
use crate::render_target::RenderTargetKind;
use crate::render_task::{BlurTask, MaskSubPass, PrimTask, RenderTask, RenderTaskKind, SubPass};
use crate::scene_building::{SceneBuilder, IsVisible};
use crate::segment::EdgeAaSegmentMask;
use crate::spatial_tree::SpatialNodeIndex;
use crate::gpu_types::{BoxShadowStretchMode, TransformPaletteId, UvRectKind};
use crate::render_task_graph::RenderTaskId;
use crate::internal_types::LayoutPrimitiveInfo;
use crate::util::{extract_inner_rect_k, ScaleOffset};
pub type BoxShadowKey = PrimKey<BoxShadow>;
impl BoxShadowKey {
pub fn new(
info: &LayoutPrimitiveInfo,
shadow: BoxShadow,
) -> Self {
BoxShadowKey {
common: info.into(),
kind: shadow,
}
}
}
impl InternDebug for BoxShadowKey {}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Debug, Clone, MallocSizeOf, Hash, Eq, PartialEq)]
pub struct BoxShadow {
pub color: ColorU,
pub blur_radius: Au,
pub clip_mode: BoxShadowClipMode,
pub inner_shadow_rect: RectangleKey,
pub outer_shadow_rect: RectangleKey,
pub shadow_radius: BorderRadiusAu,
pub clip: ClipDataHandle,
}
impl IsVisible for BoxShadow {
fn is_visible(&self) -> bool {
true
}
}
pub type BoxShadowDataHandle = InternHandle<BoxShadow>;
impl PatternBuilder for BoxShadowTemplate {
fn build(
&self,
sub_rect: Option<DeviceRect>,
ctx: &PatternBuilderContext,
state: &mut PatternBuilderState,
) -> crate::pattern::Pattern {
let raster_spatial_node_index = ctx.spatial_tree.root_reference_frame_index();
let pattern_rect = self.kind.outer_shadow_rect;
// TODO(gw): Correctly account for scaled blur radius inflation, and device
// pixel scale here.
let (task_size, content_origin, scale_factor, uv_rect_kind) = match sub_rect {
Some(rect) => {
let expanded_rect = rect.inflate(32.0, 32.0);
let uv_rect_kind = calculate_uv_rect_kind(expanded_rect, pattern_rect.cast_unit());
(
expanded_rect.size().cast_unit().to_i32(),
expanded_rect.min.cast_unit(),
DevicePixelScale::new(1.0),
uv_rect_kind,
)
}
None => {
(
pattern_rect.size().cast_unit().to_i32(),
pattern_rect.min.cast_unit(),
DevicePixelScale::new(1.0),
UvRectKind::Rect,
)
}
};
let blur_radius = self.kind.blur_radius * scale_factor.0;
let clips_range = state.clip_store.push_clip_instance(self.kind.clip);
let color_pattern = Pattern::color(self.kind.color);
let pattern_prim_address_f = quad::write_prim_blocks(
&mut state.frame_gpu_data.f32,
pattern_rect,
pattern_rect,
color_pattern.base_color,
color_pattern.texture_input.task_id,
&[],
ScaleOffset::identity(),
);
let pattern_task_id = state.rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::Prim(PrimTask {
pattern: color_pattern.kind,
pattern_input: color_pattern.shader_input,
raster_spatial_node_index,
device_pixel_scale: DevicePixelScale::new(1.0),
content_origin,
prim_address_f: pattern_prim_address_f,
transform_id: TransformPaletteId::IDENTITY,
edge_flags: EdgeAaSegmentMask::empty(),
quad_flags: QuadFlags::APPLY_RENDER_TASK_CLIP | QuadFlags::IGNORE_DEVICE_PIXEL_SCALE,
prim_needs_scissor_rect: false,
texture_input: color_pattern.texture_input.task_id,
}),
));
let masks = MaskSubPass {
clip_node_range: clips_range,
prim_spatial_node_index: raster_spatial_node_index,
prim_address_f: pattern_prim_address_f,
};
let task = state.rg_builder.get_task_mut(pattern_task_id);
task.add_sub_pass(SubPass::Masks { masks });
let blur_task_v = state.rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::VerticalBlur(BlurTask {
blur_std_deviation: blur_radius,
target_kind: RenderTargetKind::Color,
blur_region: task_size,
}),
));
state.rg_builder.add_dependency(blur_task_v, pattern_task_id);
let blur_task_h = state.rg_builder.add().init(RenderTask::new_dynamic(
task_size,
RenderTaskKind::HorizontalBlur(BlurTask {
blur_std_deviation: blur_radius,
target_kind: RenderTargetKind::Color,
blur_region: task_size,
}),
).with_uv_rect_kind(uv_rect_kind));
state.rg_builder.add_dependency(blur_task_h, blur_task_v);
Pattern::texture(
blur_task_h,
self.kind.color,
)
}
fn get_base_color(
&self,
_ctx: &PatternBuilderContext,
) -> ColorF {
self.kind.color
}
fn use_shared_pattern(
&self,
) -> bool {
false
}
fn can_use_nine_patch(&self) -> bool {
false
}
}
impl InternablePrimitive for BoxShadow {
fn into_key(
self,
info: &LayoutPrimitiveInfo,
) -> BoxShadowKey {
BoxShadowKey::new(info, self)
}
fn make_instance_kind(
_key: BoxShadowKey,
data_handle: BoxShadowDataHandle,
_prim_store: &mut PrimitiveStore,
) -> PrimitiveInstanceKind {
PrimitiveInstanceKind::BoxShadow {
data_handle,
}
}
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Debug, MallocSizeOf)]
pub struct BoxShadowData {
pub color: ColorF,
pub blur_radius: f32,
pub clip_mode: BoxShadowClipMode,
pub inner_shadow_rect: LayoutRect,
pub outer_shadow_rect: LayoutRect,
pub shadow_radius: BorderRadius,
pub clip: ClipDataHandle,
}
impl From<BoxShadow> for BoxShadowData {
fn from(shadow: BoxShadow) -> Self {
BoxShadowData {
color: shadow.color.into(),
blur_radius: shadow.blur_radius.to_f32_px(),
clip_mode: shadow.clip_mode,
inner_shadow_rect: shadow.inner_shadow_rect.into(),
outer_shadow_rect: shadow.outer_shadow_rect.into(),
shadow_radius: shadow.shadow_radius.into(),
clip: shadow.clip,
}
}
}
pub type BoxShadowTemplate = PrimTemplate<BoxShadowData>;
impl Internable for BoxShadow {
type Key = BoxShadowKey;
type StoreData = BoxShadowTemplate;
type InternData = ();
const PROFILE_COUNTER: usize = crate::profiler::INTERNED_BOX_SHADOWS;
}
impl From<BoxShadowKey> for BoxShadowTemplate {
fn from(shadow: BoxShadowKey) -> Self {
BoxShadowTemplate {
common: PrimTemplateCommonData::with_key_common(shadow.common),
kind: shadow.kind.into(),
}
}
}
#[derive(Debug, Clone, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BoxShadowClipSource {
// Parameters that define the shadow and are constant.
pub shadow_radius: BorderRadius,
pub blur_radius: f32,
pub clip_mode: BoxShadowClipMode,
pub stretch_mode_x: BoxShadowStretchMode,
pub stretch_mode_y: BoxShadowStretchMode,
// The current cache key (in device-pixels), and handles
// to the cached clip region and blurred texture.
pub cache_key: Option<(DeviceIntSize, BoxShadowCacheKey)>,
pub render_task: Option<RenderTaskId>,
// Local-space size of the required render task size.
pub shadow_rect_alloc_size: LayoutSize,
// Local-space size of the required render task size without any downscaling
// applied. This is needed to stretch the shadow properly.
pub original_alloc_size: LayoutSize,
// The minimal shadow rect for the parameters above,
// used when drawing the shadow rect to be blurred.
pub minimal_shadow_rect: LayoutRect,
// Local space rect for the shadow to be drawn or
// stretched in the shadow primitive.
pub prim_shadow_rect: LayoutRect,
}
// The blur shader samples BLUR_SAMPLE_SCALE * blur_radius surrounding texels.
pub const BLUR_SAMPLE_SCALE: f32 = 3.0;
// Maximum blur radius for box-shadows (different than blur filters).
// Taken from nsCSSRendering.cpp in Gecko.
pub const MAX_BLUR_RADIUS: f32 = 300.;
// A cache key that uniquely identifies a minimally sized
// and blurred box-shadow rect that can be stored in the
// texture cache and applied to clip-masks.
#[derive(Debug, Clone, Eq, Hash, MallocSizeOf, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BoxShadowCacheKey {
pub blur_radius_dp: i32,
pub clip_mode: BoxShadowClipMode,
// NOTE(emilio): Only the original allocation size needs to be in the cache
// key, since the actual size is derived from that.
pub original_alloc_size: DeviceIntSize,
pub br_top_left: DeviceIntSize,
pub br_top_right: DeviceIntSize,
pub br_bottom_right: DeviceIntSize,
pub br_bottom_left: DeviceIntSize,
pub device_pixel_scale: Au,
}
impl<'a> SceneBuilder<'a> {
pub fn add_box_shadow(
&mut self,
spatial_node_index: SpatialNodeIndex,
clip_node_id: ClipNodeId,
prim_info: &LayoutPrimitiveInfo,
box_offset: &LayoutVector2D,
color: ColorF,
mut blur_radius: f32,
spread_radius: f32,
border_radius: BorderRadius,
clip_mode: BoxShadowClipMode,
is_root_coord_system: bool,
) {
if color.a == 0.0 {
return;
}
// Inset shadows get smaller as spread radius increases.
let (spread_amount, prim_clip_mode) = match clip_mode {
BoxShadowClipMode::Outset => (spread_radius, ClipMode::ClipOut),
BoxShadowClipMode::Inset => (-spread_radius, ClipMode::Clip),
};
// Ensure the blur radius is somewhat sensible.
blur_radius = f32::min(blur_radius, MAX_BLUR_RADIUS);
// Adjust the border radius of the box shadow per CSS-spec.
let mut shadow_radius = adjust_border_radius_for_box_shadow(border_radius, spread_amount);
// Apply parameters that affect where the shadow rect
// exists in the local space of the primitive.
let shadow_rect = prim_info
.rect
.translate(*box_offset)
.inflate(spread_amount, spread_amount);
// If blur radius is zero, we can use a fast path with
// no blur applied.
if blur_radius == 0.0 {
// Trivial reject of box-shadows that are not visible.
if box_offset.x == 0.0 && box_offset.y == 0.0 && spread_amount == 0.0 {
return;
}
let mut clips = Vec::with_capacity(2);
let (final_prim_rect, clip_radius) = match clip_mode {
BoxShadowClipMode::Outset => {
if shadow_rect.is_empty() {
return;
}
// TODO(gw): Add a fast path for ClipOut + zero border radius!
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
prim_info.rect,
border_radius,
ClipMode::ClipOut,
),
spatial_node_index,
});
(shadow_rect, shadow_radius)
}
BoxShadowClipMode::Inset => {
if !shadow_rect.is_empty() {
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
shadow_rect,
shadow_radius,
ClipMode::ClipOut,
),
spatial_node_index,
});
}
(prim_info.rect, border_radius)
}
};
clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
final_prim_rect,
clip_radius,
ClipMode::Clip,
),
spatial_node_index,
});
self.add_primitive(
spatial_node_index,
clip_node_id,
&LayoutPrimitiveInfo::with_clip_rect(final_prim_rect, prim_info.clip_rect),
clips,
PrimitiveKeyKind::Rectangle {
color: PropertyBinding::Value(color.into()),
},
);
} else {
// If we know that this is an axis-aligned (root-coord) outset box-shadow,
// enable the new quad based render path. Complex transformed and inset
// box-shadow support will be added to this path as a follow up.
if is_root_coord_system &&
clip_mode == BoxShadowClipMode::Outset &&
blur_radius < 32.0 &&
false {
// Make sure corners don't overlap.
ensure_no_corner_overlap(&mut shadow_radius, shadow_rect.size());
// Create clip that gets applied to the primitive
let prim_clip = ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
prim_info.rect,
border_radius,
ClipMode::ClipOut,
),
spatial_node_index,
};
let blur_radius = (blur_radius * 0.5).round();
// Range over which blue radius affects pixels (~99% within 3 * sigma)
let sig3 = blur_radius * 3.0;
// Clip for the pattern primitive
let item = ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
shadow_rect,
shadow_radius,
ClipMode::Clip,
),
spatial_node_index: self.spatial_tree.root_reference_frame_index(),
};
let clip = self
.interners
.clip
.intern(&item, || {
ClipInternData {
key: item,
}
});
let inner_shadow_rect = shadow_rect.inflate(-sig3, -sig3);
let outer_shadow_rect = shadow_rect.inflate( sig3, sig3);
let inner_shadow_rect = extract_inner_rect_k(&inner_shadow_rect, &shadow_radius, 0.5).unwrap_or(LayoutRect::zero());
let prim = BoxShadow {
color: color.into(),
blur_radius: Au::from_f32_px(blur_radius),
clip_mode,
inner_shadow_rect: inner_shadow_rect.into(),
outer_shadow_rect: outer_shadow_rect.into(),
shadow_radius: shadow_radius.into(),
clip,
};
// Out rect is the shadow rect + extent of blur
let prim_info = LayoutPrimitiveInfo::with_clip_rect(
outer_shadow_rect,
prim_info.clip_rect,
);
self.add_nonshadowable_primitive(
spatial_node_index,
clip_node_id,
&prim_info,
vec![prim_clip],
prim,
);
} else {
// Normal path for box-shadows with a valid blur radius.
let blur_offset = (BLUR_SAMPLE_SCALE * blur_radius).ceil();
let mut extra_clips = vec![];
// Add a normal clip mask to clip out the contents
// of the surrounding primitive.
extra_clips.push(ClipItemKey {
kind: ClipItemKeyKind::rounded_rect(
prim_info.rect,
border_radius,
prim_clip_mode,
),
spatial_node_index,
});
// Get the local rect of where the shadow will be drawn,
// expanded to include room for the blurred region.
let dest_rect = shadow_rect.inflate(blur_offset, blur_offset);
// Draw the box-shadow as a solid rect, using a box-shadow
// clip mask item.
let prim = PrimitiveKeyKind::Rectangle {
color: PropertyBinding::Value(color.into()),
};
// Create the box-shadow clip item.
let shadow_clip_source = ClipItemKey {
kind: ClipItemKeyKind::box_shadow(
shadow_rect,
shadow_radius,
dest_rect,
blur_radius,
clip_mode,
),
spatial_node_index,
};
let prim_info = match clip_mode {
BoxShadowClipMode::Outset => {
// Certain spread-radii make the shadow invalid.
if shadow_rect.is_empty() {
return;
}
// Add the box-shadow clip source.
extra_clips.push(shadow_clip_source);
// Outset shadows are expanded by the shadow
// region from the original primitive.
LayoutPrimitiveInfo::with_clip_rect(dest_rect, prim_info.clip_rect)
}
BoxShadowClipMode::Inset => {
// If the inner shadow rect contains the prim
// rect, no pixels will be shadowed.
if border_radius.is_zero() && shadow_rect
.inflate(-blur_radius, -blur_radius)
.contains_box(&prim_info.rect)
{
return;
}
// Inset shadows are still visible, even if the
// inset shadow rect becomes invalid (they will
// just look like a solid rectangle).
if !shadow_rect.is_empty() {
extra_clips.push(shadow_clip_source);
}
// Inset shadows draw inside the original primitive.
prim_info.clone()
}
};
self.add_primitive(
spatial_node_index,
clip_node_id,
&prim_info,
extra_clips,
prim,
);
}
}
}
}
fn adjust_border_radius_for_box_shadow(radius: BorderRadius, spread_amount: f32) -> BorderRadius {
BorderRadius {
top_left: adjust_corner_for_box_shadow(radius.top_left, spread_amount),
top_right: adjust_corner_for_box_shadow(radius.top_right, spread_amount),
bottom_right: adjust_corner_for_box_shadow(radius.bottom_right, spread_amount),
bottom_left: adjust_corner_for_box_shadow(radius.bottom_left, spread_amount),
}
}
fn adjust_corner_for_box_shadow(corner: LayoutSize, spread_amount: f32) -> LayoutSize {
LayoutSize::new(
adjust_radius_for_box_shadow(corner.width, spread_amount),
adjust_radius_for_box_shadow(corner.height, spread_amount),
)
}
fn adjust_radius_for_box_shadow(border_radius: f32, spread_amount: f32) -> f32 {
if border_radius > 0.0 {
(border_radius + spread_amount).max(0.0)
} else {
0.0
}
}