This implements a new DrawTarget API call, DrawShadow. This can be used to draw
the shadow of a given Path and Pattern. Unlike DrawSurfaceWithShadow, this only
draws the shadow to simplify the resulting implementation. DrawTarget provides
a default implementation that will draw a blurred shadow to a transient surface
before handing it off to DrawSurfaceWithShadow, allowing existing DrawTarget
implementations to function without having to implement the new API at all.
Within DrawTargetWebgl, DrawShadow allows direct caching of the shadow in the
existing PathCache mechanism, unlike DrawSurfaceWithShadow which would usually
be called with different transient surfaces every time, even if the input
patterns actually matched.
CanvasRenderingContext2D is modified to call DrawShadow when only a shadow
needs to be applied without any filter. AdjustedTarget is modified to wrap
the necessary DrawTarget draw calls so they can be dispatched appropriately.
Since a lot of redundant shadow parameters are shared between DrawShadow and
DrawSurfaceWithShadow, and since a lot of consumers of these functions need
to also pass around these parameters, this also bundles these into a new
ShadowOptions structure to make this easier.
Differential Revision: https://phabricator.services.mozilla.com/D142026
It seems as if any attempt to use PushLayer with the Blend effect causes alpha
to be incorrectly blended. Using FillGeometry explicitly with the clip geometry
and D2D1_PRIMITIVE_BLEND_COPY seems to work around this.
Differential Revision: https://phabricator.services.mozilla.com/D142501
gfx::Color is currently misused in many places. The DrawTargets expect
the color space to be in device space, e.g. what we are actually going
to draw using. Everything sitting above generally deals with sRGB, as
specified in CSS. Sometimes we missed the conversion from sRGB to device
space when issuing draw calls, and similarly sometimes we converted the
color to device space twice.
This patch splits the type in two. sRGBColor and DeviceColor now
represent sRGB and device color spaces respectively. DrawTarget only
accepts DeviceColor, and one can get a DeviceColor from an sRGBColor via
the ToDeviceColor helper API. The reftests now pass with color
management enabled for everything (e.g. CSS) instead of just tagged
raster images.
There will be a follow up patch to enable color management everywhere by
default on all supported platforms.
Differential Revision: https://phabricator.services.mozilla.com/D64771
--HG--
extra : moz-landing-system : lando
This changes CreateClippedDrawTarget so that instead of taking
a max size and a transform it just takes a user space rect of
the desired bounds.
This change allows the caller to not worry about the computing
a max size based on the current clip. Instead this responsibility
is lowered into the specific backends.
The main motivation for this work is to allow blob recoordination
to create recordings that don't depend on the current clip.
Some additional benefits are that the API is easier to use and
as can be seen simplifies the SVG masking code because it doesn't
need to track surface offsets manually.
It's also an important step towards removing all the uses of
gfxContext::GetClipExtents which will let us get rid of the separate
clipping stack in gfxContext and help us move off of gfxContext
completely.
Most backend implementations of CreateClippedDrawTarget are relatively
simple. DrawTargetCapture is modified to track the current clip rect
so that it can create a new DrawTargetCapture of the appropriate size
without needing to worry about lazy resolution.
Differential Revision: https://phabricator.services.mozilla.com/D33363
--HG--
extra : moz-landing-system : lando
This changes CreateClippedDrawTarget so that instead of taking
a max size and a transform it just takes a user space rect of
the desired bounds.
This change allows the caller to not worry about the computing
a max size based on the current clip. Instead this responsibility
is lowered into the specific backends.
The main motivation for this work is to allow blob recoordination
to create recordings that don't depend on the current clip.
Some additional benefits are that the API is easier to use and
as can be seen simplifies the SVG masking code because it doesn't
need to track surface offsets manually.
It's also an important step towards removing all the uses of
gfxContext::GetClipExtents which will let us get rid of the separate
clipping stack in gfxContext and help us move off of gfxContext
completely.
Most backend implementations of CreateClippedDrawTarget are relatively
simple. DrawTargetCapture is modified to track the current clip rect
so that it can create a new DrawTargetCapture of the appropriate size
without needing to worry about lazy resolution.
Differential Revision: https://phabricator.services.mozilla.com/D33363
--HG--
extra : moz-landing-system : lando
This fixes a situation where a Device Reset occurs during initialization, after mDC has already been created but before mBitmap is created. In this case IsValid and EnsureInitialized would previously return 'true' in subsequent calls, since they were only checking for the DC.
This patch makes us properly store the full result of initialization for checking with IsValid and re-runs of EnsureInitialized.
Differential Revision: https://phabricator.services.mozilla.com/D17486
--HG--
extra : rebase_source : a20480486c094e14c3a2f67e5f39b1efbece5c69
Badly-behaved consumers of DrawTargetRecording can trigger recording of
draw calls that will fail to allocate required draw targets when the
recording is replayed. This patch tries to guard against this by
detecting these situations at record-time rather than crashing at
replay-time. When such a situation is detected, it will crash (for
content processes, to catch such scenarios) or gracefully fail (for
other processes).
Differential Revision: https://phabricator.services.mozilla.com/D11527
--HG--
extra : moz-landing-system : lando
Rendering glyphs at many different rotations was causing the D2D glyph
cache to grow very large. Calling EndDraw/BeginDraw will prune the
cache, but is costly, so only do it for every 1000 glyphs.
MozReview-Commit-ID: HUFpxDvYAzQ
--HG--
extra : rebase_source : de283c5e687da07e5417e0d221d7f45b992080d5
This patch takes the safest route for securing modifications to the dependency graph for D2D DrawTargets. It's possible a slightly optimal approach is possible, however lock contention should be rare and I believe this is the safest and most upliftable approach.
MozReview-Commit-ID: HGfSdEp2U5N
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py
For every file that is modified in this patch, the changes are as follows:
(1) The patch changes the file to use the exact C++ mode lines from the
Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line
(2) The patch deletes any blank lines between the mode line & the MPL
boilerplate comment.
(3) If the file previously had the mode lines and MPL boilerplate in a
single contiguous C++ comment, then the patch splits them into
separate C++ comments, to match the boilerplate in the coding style.
MozReview-Commit-ID: 77D61xpSmIl
--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
This introduces the infrastructure to specify the bounds of drawing commands being executed. These bounds can then be used to limit operations done for blending in order to reduce required fillrate. Currently we only specify the bounds for DrawSurface but it would be easy to extend this for other drawing commands if so desired.
MozReview-Commit-ID: BUFJzphfdKc
--HG--
extra : rebase_source : cbd17803d8aeb1a74b6c7c98fd5c00e06870805b