From 6cc62b90f4600722cc54795de2a2d34c678a4a6e Mon Sep 17 00:00:00 2001 From: Markus Stange Date: Tue, 23 Sep 2014 17:47:20 -0400 Subject: [PATCH] Bug 927892 - Split shadow drawing out of AdjustedTarget. r=Bas --HG-- extra : rebase_source : cd02f322140f672e396c58330780ac085a97f103 --- dom/canvas/CanvasRenderingContext2D.cpp | 169 ++++++++++++++++-------- dom/canvas/CanvasRenderingContext2D.h | 11 ++ 2 files changed, 124 insertions(+), 56 deletions(-) diff --git a/dom/canvas/CanvasRenderingContext2D.cpp b/dom/canvas/CanvasRenderingContext2D.cpp index 3b80a8132f91..661231da5384 100644 --- a/dom/canvas/CanvasRenderingContext2D.cpp +++ b/dom/canvas/CanvasRenderingContext2D.cpp @@ -86,6 +86,7 @@ #include "mozilla/MathAlgorithms.h" #include "mozilla/Preferences.h" #include "mozilla/Telemetry.h" +#include "mozilla/UniquePtr.h" #include "mozilla/unused.h" #include "nsCCUncollectableMarker.h" #include "nsWrapperCacheInlines.h" @@ -289,80 +290,57 @@ public: }; /* This is an RAII based class that can be used as a drawtarget for - * operations that need a shadow drawn. It will automatically provide a - * temporary target when needed, and if so blend it back with a shadow. - * - * aBounds specifies the bounds of the drawing operation that will be - * drawn to the target, it is given in device space! This function will - * change aBounds to incorporate shadow bounds. If this is nullptr the drawing - * operation will be assumed to cover an infinite rect. + * operations that need to have a shadow applied to their results. + * All coordinates passed to the constructor are in device space. */ -class AdjustedTarget +class AdjustedTargetForShadow { public: typedef CanvasRenderingContext2D::ContextState ContextState; - explicit AdjustedTarget(CanvasRenderingContext2D* ctx, - mgfx::Rect *aBounds = nullptr) + AdjustedTargetForShadow(CanvasRenderingContext2D *ctx, + DrawTarget *aFinalTarget, + const mgfx::Rect& aBounds, + mgfx::CompositionOp aCompositionOp) : mCtx(nullptr) + , mCompositionOp(aCompositionOp) { - if (!ctx->NeedToDrawShadow()) { - mTarget = ctx->mTarget; - return; - } mCtx = ctx; + mFinalTarget = aFinalTarget; const ContextState &state = mCtx->CurrentState(); - mSigma = state.shadowBlur / 2.0f; + mSigma = state.ShadowBlurSigma(); - if (mSigma > SIGMA_MAX) { - mSigma = SIGMA_MAX; - } + mgfx::Rect bounds = aBounds; - Matrix transform = mCtx->mTarget->GetTransform(); + int32_t blurRadius = state.ShadowBlurRadius(); - mTempRect = mgfx::Rect(0, 0, ctx->mWidth, ctx->mHeight); + // We actually include the bounds of the shadow blur, this makes it + // easier to execute the actual blur on hardware, and shouldn't affect + // the amount of pixels that need to be touched. + bounds.Inflate(blurRadius); - static const gfxFloat GAUSSIAN_SCALE_FACTOR = (3 * sqrt(2 * M_PI) / 4) * 1.5; - int32_t blurRadius = (int32_t) floor(mSigma * GAUSSIAN_SCALE_FACTOR + 0.5); - - // We need to enlarge and possibly offset our temporary surface - // so that things outside of the canvas may cast shadows. - mTempRect.Inflate(Margin(blurRadius + std::max(state.shadowOffset.y, 0), - blurRadius + std::max(-state.shadowOffset.x, 0), - blurRadius + std::max(-state.shadowOffset.y, 0), - blurRadius + std::max(state.shadowOffset.x, 0))); - - if (aBounds) { - // We actually include the bounds of the shadow blur, this makes it - // easier to execute the actual blur on hardware, and shouldn't affect - // the amount of pixels that need to be touched. - aBounds->Inflate(Margin(blurRadius, blurRadius, - blurRadius, blurRadius)); - mTempRect = mTempRect.Intersect(*aBounds); - } - - mTempRect.ScaleRoundOut(1.0f); - - transform._31 -= mTempRect.x; - transform._32 -= mTempRect.y; + bounds.RoundOut(); + bounds.ToIntRect(&mTempRect); mTarget = - mCtx->mTarget->CreateShadowDrawTarget(IntSize(int32_t(mTempRect.width), int32_t(mTempRect.height)), - SurfaceFormat::B8G8R8A8, mSigma); + mFinalTarget->CreateShadowDrawTarget(mTempRect.Size(), + SurfaceFormat::B8G8R8A8, mSigma); if (!mTarget) { // XXX - Deal with the situation where our temp size is too big to - // fit in a texture. - mTarget = ctx->mTarget; + // fit in a texture (bug 1066622). + mTarget = mFinalTarget; mCtx = nullptr; + mFinalTarget = nullptr; } else { - mTarget->SetTransform(transform); + mTarget->SetTransform( + mFinalTarget->GetTransform().PostTranslate(-mTempRect.TopLeft())); } } - ~AdjustedTarget() + ~AdjustedTargetForShadow() { if (!mCtx) { return; @@ -370,10 +348,74 @@ public: RefPtr snapshot = mTarget->Snapshot(); - mCtx->mTarget->DrawSurfaceWithShadow(snapshot, mTempRect.TopLeft(), - Color::FromABGR(mCtx->CurrentState().shadowColor), - mCtx->CurrentState().shadowOffset, mSigma, - mCtx->CurrentState().op); + mFinalTarget->DrawSurfaceWithShadow(snapshot, mTempRect.TopLeft(), + Color::FromABGR(mCtx->CurrentState().shadowColor), + mCtx->CurrentState().shadowOffset, mSigma, + mCompositionOp); + } + + DrawTarget* DT() + { + return mTarget; + } + + mgfx::IntPoint OffsetToFinalDT() + { + return mTempRect.TopLeft(); + } + +private: + RefPtr mTarget; + RefPtr mFinalTarget; + CanvasRenderingContext2D *mCtx; + Float mSigma; + mgfx::IntRect mTempRect; + mgfx::CompositionOp mCompositionOp; +}; + +/* This is an RAII based class that can be used as a drawtarget for + * operations that need a shadow or a filter drawn. It will automatically + * provide a temporary target when needed, and if so blend it back with a + * shadow, filter, or both. + * If both a shadow and a filter are needed, the filter is applied first, + * and the shadow is applied to the filtered results. + * + * aBounds specifies the bounds of the drawing operation that will be + * drawn to the target, it is given in device space! If this is nullptr the + * drawing operation will be assumed to cover the whole canvas. + */ +class AdjustedTarget +{ +public: + typedef CanvasRenderingContext2D::ContextState ContextState; + + explicit AdjustedTarget(CanvasRenderingContext2D* ctx, + const mgfx::Rect *aBounds = nullptr) + { + mTarget = ctx->mTarget; + + // All rects in this function are in the device space of ctx->mTarget. + + // In order to keep our temporary surfaces as small as possible, we first + // calculate what their maximum required bounds would need to be if we + // were to fill the whole canvas. Everything outside those bounds we don't + // need to render. + mgfx::Rect r(0, 0, ctx->mWidth, ctx->mHeight); + mgfx::Rect maxSourceNeededBoundsForShadow = + MaxSourceNeededBoundsForShadow(r, ctx); + + mgfx::Rect bounds = maxSourceNeededBoundsForShadow; + if (aBounds) { + bounds = bounds.Intersect(*aBounds); + } + + mozilla::gfx::CompositionOp op = ctx->CurrentState().op; + + if (ctx->NeedToDrawShadow()) { + mShadowTarget = MakeUnique( + ctx, mTarget, bounds, op); + mTarget = mShadowTarget->DT(); + } } operator DrawTarget*() @@ -387,10 +429,25 @@ public: } private: + + mgfx::Rect + MaxSourceNeededBoundsForShadow(const mgfx::Rect& aDestBounds, CanvasRenderingContext2D *ctx) + { + if (!ctx->NeedToDrawShadow()) { + return aDestBounds; + } + + const ContextState &state = ctx->CurrentState(); + mgfx::Rect sourceBounds = aDestBounds - state.shadowOffset; + sourceBounds.Inflate(state.ShadowBlurRadius()); + + // Union the shadow source with the original rect because we're going to + // draw both. + return sourceBounds.Union(aDestBounds); + } + RefPtr mTarget; - CanvasRenderingContext2D *mCtx; - Float mSigma; - mgfx::Rect mTempRect; + UniquePtr mShadowTarget; }; void diff --git a/dom/canvas/CanvasRenderingContext2D.h b/dom/canvas/CanvasRenderingContext2D.h index 3c14065a709b..f323b67faa1d 100644 --- a/dom/canvas/CanvasRenderingContext2D.h +++ b/dom/canvas/CanvasRenderingContext2D.h @@ -991,6 +991,16 @@ protected: return !(patternStyles[whichStyle] || gradientStyles[whichStyle]); } + int32_t ShadowBlurRadius() const + { + static const gfxFloat GAUSSIAN_SCALE_FACTOR = (3 * sqrt(2 * M_PI) / 4) * 1.5; + return (int32_t)floor(ShadowBlurSigma() * GAUSSIAN_SCALE_FACTOR + 0.5); + } + + mozilla::gfx::Float ShadowBlurSigma() const + { + return std::min(SIGMA_MAX, shadowBlur / 2.0f); + } std::vector > clipsPushed; @@ -1044,6 +1054,7 @@ protected: friend class CanvasGeneralPattern; friend class CanvasFilterChainObserver; friend class AdjustedTarget; + friend class AdjustedTargetForShadow; // other helpers void GetAppUnitsValues(int32_t *perDevPixel, int32_t *perCSSPixel)