gecko-dev/layout/svg/nsSVGIntegrationUtils.cpp

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */
// Main header first:
#include "nsSVGIntegrationUtils.h"
// Keep others in (case-insensitive) order:
#include "gfxDrawable.h"
#include "nsCSSAnonBoxes.h"
#include "nsCSSClipPathInstance.h"
#include "nsDisplayList.h"
#include "nsFilterInstance.h"
#include "nsLayoutUtils.h"
#include "nsRenderingContext.h"
#include "nsSVGClipPathFrame.h"
#include "nsSVGEffects.h"
#include "nsSVGElement.h"
#include "nsSVGFilterPaintCallback.h"
#include "nsSVGMaskFrame.h"
#include "nsSVGPaintServerFrame.h"
#include "nsSVGUtils.h"
#include "FrameLayerBuilder.h"
#include "BasicLayers.h"
#include "mozilla/gfx/Point.h"
#include "nsCSSRendering.h"
#include "mozilla/Unused.h"
using namespace mozilla;
using namespace mozilla::layers;
using namespace mozilla::gfx;
using namespace mozilla::image;
// ----------------------------------------------------------------------
/**
* This class is used to get the pre-effects visual overflow rect of a frame,
* or, in the case of a frame with continuations, to collect the union of the
* pre-effects visual overflow rects of all the continuations. The result is
* relative to the origin (top left corner of the border box) of the frame, or,
* if the frame has continuations, the origin of the _first_ continuation.
*/
class PreEffectsVisualOverflowCollector : public nsLayoutUtils::BoxCallback
{
public:
/**
* If the pre-effects visual overflow rect of the frame being examined
* happens to be known, it can be passed in as aCurrentFrame and its
* pre-effects visual overflow rect can be passed in as
* aCurrentFrameOverflowArea. This is just an optimization to save a
* frame property lookup - these arguments are optional.
*/
PreEffectsVisualOverflowCollector(nsIFrame* aFirstContinuation,
nsIFrame* aCurrentFrame,
const nsRect& aCurrentFrameOverflowArea)
: mFirstContinuation(aFirstContinuation)
, mCurrentFrame(aCurrentFrame)
, mCurrentFrameOverflowArea(aCurrentFrameOverflowArea)
{
NS_ASSERTION(!mFirstContinuation->GetPrevContinuation(),
"We want the first continuation here");
}
virtual void AddBox(nsIFrame* aFrame) override {
nsRect overflow = (aFrame == mCurrentFrame) ?
mCurrentFrameOverflowArea : GetPreEffectsVisualOverflowRect(aFrame);
mResult.UnionRect(mResult, overflow + aFrame->GetOffsetTo(mFirstContinuation));
}
nsRect GetResult() const {
return mResult;
}
private:
static nsRect GetPreEffectsVisualOverflowRect(nsIFrame* aFrame) {
nsRect* r = aFrame->Properties().Get(nsIFrame::PreEffectsBBoxProperty());
if (r) {
return *r;
}
// Despite the fact that we're invoked for frames with SVG effects applied,
// we can actually get here. All continuations and IB split siblings of a
// frame with SVG effects applied will have the PreEffectsBBoxProperty
// property set on them. Therefore, the frames that are passed to us will
// always have that property set...well, with one exception. If the frames
// for an element with SVG effects applied have been subject to an "IB
// split", then the block frame(s) that caused the split will have been
// wrapped in anonymous, inline-block, nsBlockFrames of pseudo-type
// nsCSSAnonBoxes::mozAnonymousBlock. These "IB split sibling" anonymous
// blocks will have the PreEffectsBBoxProperty property set on them, but
// they will never be passed to us. Instead, we'll be passed the block
// children that they wrap, which don't have the PreEffectsBBoxProperty
// property set on them. This is actually okay. What we care about is
// collecting the _pre_ effects visual overflow rects of the frames to
// which the SVG effects have been applied. Since the IB split results in
// any overflow rect adjustments for transforms, effects, etc. taking
// place on the anonymous block wrappers, the wrapped children are left
// with their overflow rects unaffected. In other words, calling
// GetVisualOverflowRect() on the children will return their pre-effects
// visual overflow rects, just as we need.
//
// A couple of tests that demonstrate the IB split and cause us to get here
// are:
//
// * reftests/svg/svg-integration/clipPath-html-06.xhtml
// * reftests/svg/svg-integration/clipPath-html-06-extref.xhtml
//
// If we ever got passed a frame with the PreTransformOverflowAreasProperty
// property set, that would be bad, since then our GetVisualOverflowRect()
// call would give us the post-effects, and post-transform, overflow rect.
//
NS_ASSERTION(aFrame->GetParent()->StyleContext()->GetPseudo() ==
nsCSSAnonBoxes::mozAnonymousBlock,
"How did we getting here, then?");
NS_ASSERTION(!aFrame->Properties().Get(
aFrame->PreTransformOverflowAreasProperty()),
"GetVisualOverflowRect() won't return the pre-effects rect!");
return aFrame->GetVisualOverflowRect();
}
nsIFrame* mFirstContinuation;
nsIFrame* mCurrentFrame;
const nsRect& mCurrentFrameOverflowArea;
nsRect mResult;
};
/**
* Gets the union of the pre-effects visual overflow rects of all of a frame's
* continuations, in "user space".
*/
static nsRect
GetPreEffectsVisualOverflowUnion(nsIFrame* aFirstContinuation,
nsIFrame* aCurrentFrame,
const nsRect& aCurrentFramePreEffectsOverflow,
const nsPoint& aFirstContinuationToUserSpace)
{
NS_ASSERTION(!aFirstContinuation->GetPrevContinuation(),
"Need first continuation here");
PreEffectsVisualOverflowCollector collector(aFirstContinuation,
aCurrentFrame,
aCurrentFramePreEffectsOverflow);
// Compute union of all overflow areas relative to aFirstContinuation:
nsLayoutUtils::GetAllInFlowBoxes(aFirstContinuation, &collector);
// Return the result in user space:
return collector.GetResult() + aFirstContinuationToUserSpace;
}
bool
nsSVGIntegrationUtils::UsingEffectsForFrame(const nsIFrame* aFrame)
{
// Even when SVG display lists are disabled, returning true for SVG frames
// does not adversely affect any of our callers. Therefore we don't bother
// checking the SDL prefs here, since we don't know if we're being called for
// painting or hit-testing anyway.
const nsStyleSVGReset *style = aFrame->StyleSVGReset();
return aFrame->StyleEffects()->HasFilters() ||
style->HasClipPath() ||
style->mMask.HasLayerWithImage();
}
bool
nsSVGIntegrationUtils::UsingMaskOrClipPathForFrame(const nsIFrame* aFrame)
{
const nsStyleSVGReset *style = aFrame->StyleSVGReset();
return style->HasClipPath() ||
style->mMask.HasLayerWithImage() ||
(aFrame->StyleEffects()->mOpacity != 1.0f);
}
// For non-SVG frames, this gives the offset to the frame's "user space".
// For SVG frames, this returns a zero offset.
static nsPoint
GetOffsetToBoundingBox(nsIFrame* aFrame)
{
if ((aFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT)) {
// Do NOT call GetAllInFlowRectsUnion for SVG - it will get the
// covered region relative to the nsSVGOuterSVGFrame, which is absolutely
// not what we want. SVG frames are always in user space, so they have
// no offset adjustment to make.
return nsPoint();
}
// We could allow aFrame to be any continuation, but since that would require
// a GetPrevContinuation() virtual call and conditional returns, and since
// all our current consumers always pass in the first continuation, we don't
// currently bother.
NS_ASSERTION(!aFrame->GetPrevContinuation(), "Not first continuation");
// The GetAllInFlowRectsUnion() call gets the union of the frame border-box
// rects over all continuations, relative to the origin (top-left of the
// border box) of its second argument (here, aFrame, the first continuation).
return -nsLayoutUtils::GetAllInFlowRectsUnion(aFrame, aFrame).TopLeft();
}
/* static */ nsSize
nsSVGIntegrationUtils::GetContinuationUnionSize(nsIFrame* aNonSVGFrame)
{
NS_ASSERTION(!aNonSVGFrame->IsFrameOfType(nsIFrame::eSVG),
"SVG frames should not get here");
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aNonSVGFrame);
return nsLayoutUtils::GetAllInFlowRectsUnion(firstFrame, firstFrame).Size();
}
/* static */ gfx::Size
nsSVGIntegrationUtils::GetSVGCoordContextForNonSVGFrame(nsIFrame* aNonSVGFrame)
{
NS_ASSERTION(!aNonSVGFrame->IsFrameOfType(nsIFrame::eSVG),
"SVG frames should not get here");
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aNonSVGFrame);
nsRect r = nsLayoutUtils::GetAllInFlowRectsUnion(firstFrame, firstFrame);
nsPresContext* presContext = firstFrame->PresContext();
return gfx::Size(presContext->AppUnitsToFloatCSSPixels(r.width),
presContext->AppUnitsToFloatCSSPixels(r.height));
}
gfxRect
nsSVGIntegrationUtils::GetSVGBBoxForNonSVGFrame(nsIFrame* aNonSVGFrame)
{
NS_ASSERTION(!aNonSVGFrame->IsFrameOfType(nsIFrame::eSVG),
"SVG frames should not get here");
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aNonSVGFrame);
// 'r' is in "user space":
nsRect r = GetPreEffectsVisualOverflowUnion(firstFrame, nullptr, nsRect(),
GetOffsetToBoundingBox(firstFrame));
return nsLayoutUtils::RectToGfxRect(r,
aNonSVGFrame->PresContext()->AppUnitsPerCSSPixel());
}
// XXX Since we're called during reflow, this method is broken for frames with
// continuations. When we're called for a frame with continuations, we're
// called for each continuation in turn as it's reflowed. However, it isn't
// until the last continuation is reflowed that this method's
// GetOffsetToBoundingBox() and GetPreEffectsVisualOverflowUnion() calls will
// obtain valid border boxes for all the continuations. As a result, we'll
// end up returning bogus post-filter visual overflow rects for all the prior
// continuations. Unfortunately, by the time the last continuation is
// reflowed, it's too late to go back and set and propagate the overflow
// rects on the previous continuations.
//
// The reason that we need to pass an override bbox to
// GetPreEffectsVisualOverflowUnion rather than just letting it call into our
// GetSVGBBoxForNonSVGFrame method is because we get called by
// ComputeEffectsRect when it has been called with
// aStoreRectProperties set to false. In this case the pre-effects visual
// overflow rect that it has been passed may be different to that stored on
// aFrame, resulting in a different bbox.
//
// XXXjwatt The pre-effects visual overflow rect passed to
// ComputeEffectsRect won't include continuation overflows, so
// for frames with continuation the following filter analysis will likely end
// up being carried out with a bbox created as if the frame didn't have
// continuations.
//
// XXXjwatt Using aPreEffectsOverflowRect to create the bbox isn't really right
// for SVG frames, since for SVG frames the SVG spec defines the bbox to be
// something quite different to the pre-effects visual overflow rect. However,
// we're essentially calculating an invalidation area here, and using the
// pre-effects overflow rect will actually overestimate that area which, while
// being a bit wasteful, isn't otherwise a problem.
//
nsRect
nsSVGIntegrationUtils::
ComputePostEffectsVisualOverflowRect(nsIFrame* aFrame,
const nsRect& aPreEffectsOverflowRect)
{
NS_ASSERTION(!(aFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT),
"Don't call this on SVG child frames");
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
nsSVGEffects::EffectProperties effectProperties =
nsSVGEffects::GetEffectProperties(firstFrame);
if (!effectProperties.HasValidFilter()) {
return aPreEffectsOverflowRect;
}
// Create an override bbox - see comment above:
nsPoint firstFrameToBoundingBox = GetOffsetToBoundingBox(firstFrame);
// overrideBBox is in "user space", in _CSS_ pixels:
// XXX Why are we rounding out to pixel boundaries? We don't do that in
// GetSVGBBoxForNonSVGFrame, and it doesn't appear to be necessary.
gfxRect overrideBBox =
nsLayoutUtils::RectToGfxRect(
GetPreEffectsVisualOverflowUnion(firstFrame, aFrame,
aPreEffectsOverflowRect,
firstFrameToBoundingBox),
aFrame->PresContext()->AppUnitsPerCSSPixel());
overrideBBox.RoundOut();
nsRect overflowRect =
nsFilterInstance::GetPostFilterBounds(firstFrame, &overrideBBox);
// Return overflowRect relative to aFrame, rather than "user space":
return overflowRect - (aFrame->GetOffsetTo(firstFrame) + firstFrameToBoundingBox);
}
nsIntRegion
nsSVGIntegrationUtils::AdjustInvalidAreaForSVGEffects(nsIFrame* aFrame,
const nsPoint& aToReferenceFrame,
const nsIntRegion& aInvalidRegion)
{
if (aInvalidRegion.IsEmpty()) {
return nsIntRect();
}
// Don't bother calling GetEffectProperties; the filter property should
// already have been set up during reflow/ComputeFrameEffectsRect
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
nsSVGFilterProperty *prop = nsSVGEffects::GetFilterProperty(firstFrame);
if (!prop || !prop->IsInObserverLists()) {
return aInvalidRegion;
}
int32_t appUnitsPerDevPixel = aFrame->PresContext()->AppUnitsPerDevPixel();
if (!prop || !prop->ReferencesValidResources()) {
// The frame is either not there or not currently available,
// perhaps because we're in the middle of tearing stuff down.
// Be conservative, return our visual overflow rect relative
// to the reference frame.
nsRect overflow = aFrame->GetVisualOverflowRect() + aToReferenceFrame;
return overflow.ToOutsidePixels(appUnitsPerDevPixel);
}
// Convert aInvalidRegion into bounding box frame space in app units:
nsPoint toBoundingBox =
aFrame->GetOffsetTo(firstFrame) + GetOffsetToBoundingBox(firstFrame);
// The initial rect was relative to the reference frame, so we need to
// remove that offset to get a rect relative to the current frame.
toBoundingBox -= aToReferenceFrame;
nsRegion preEffectsRegion = aInvalidRegion.ToAppUnits(appUnitsPerDevPixel).MovedBy(toBoundingBox);
// Adjust the dirty area for effects, and shift it back to being relative to
// the reference frame.
nsRegion result = nsFilterInstance::GetPostFilterDirtyArea(firstFrame,
preEffectsRegion).MovedBy(-toBoundingBox);
// Return the result, in pixels relative to the reference frame.
return result.ToOutsidePixels(appUnitsPerDevPixel);
}
nsRect
nsSVGIntegrationUtils::GetRequiredSourceForInvalidArea(nsIFrame* aFrame,
const nsRect& aDirtyRect)
{
// Don't bother calling GetEffectProperties; the filter property should
// already have been set up during reflow/ComputeFrameEffectsRect
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
nsSVGFilterProperty *prop = nsSVGEffects::GetFilterProperty(firstFrame);
if (!prop || !prop->ReferencesValidResources()) {
return aDirtyRect;
}
// Convert aDirtyRect into "user space" in app units:
nsPoint toUserSpace =
aFrame->GetOffsetTo(firstFrame) + GetOffsetToBoundingBox(firstFrame);
nsRect postEffectsRect = aDirtyRect + toUserSpace;
// Return ther result, relative to aFrame, not in user space:
return nsFilterInstance::GetPreFilterNeededArea(firstFrame, postEffectsRect).GetBounds()
- toUserSpace;
}
bool
nsSVGIntegrationUtils::HitTestFrameForEffects(nsIFrame* aFrame, const nsPoint& aPt)
{
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
// Convert aPt to user space:
nsPoint toUserSpace;
if (aFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT) {
// XXXmstange Isn't this wrong for svg:use and innerSVG frames?
toUserSpace = aFrame->GetPosition();
} else {
toUserSpace =
aFrame->GetOffsetTo(firstFrame) + GetOffsetToBoundingBox(firstFrame);
}
nsPoint pt = aPt + toUserSpace;
gfxPoint userSpacePt =
gfxPoint(pt.x, pt.y) / aFrame->PresContext()->AppUnitsPerCSSPixel();
return nsSVGUtils::HitTestClip(firstFrame, userSpacePt);
}
class RegularFramePaintCallback : public nsSVGFilterPaintCallback
{
public:
RegularFramePaintCallback(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const nsPoint& aOffset)
: mBuilder(aBuilder), mLayerManager(aManager),
mOffset(aOffset) {}
virtual DrawResult Paint(gfxContext& aContext, nsIFrame *aTarget,
const gfxMatrix& aTransform,
const nsIntRect* aDirtyRect) override
{
BasicLayerManager* basic = static_cast<BasicLayerManager*>(mLayerManager);
basic->SetTarget(&aContext);
gfxPoint devPixelOffset =
nsLayoutUtils::PointToGfxPoint(-mOffset,
aTarget->PresContext()->AppUnitsPerDevPixel());
gfxContextMatrixAutoSaveRestore autoSR(&aContext);
aContext.SetMatrix(aContext.CurrentMatrix().Translate(devPixelOffset));
mLayerManager->EndTransaction(FrameLayerBuilder::DrawPaintedLayer, mBuilder);
return DrawResult::SUCCESS;
}
private:
nsDisplayListBuilder* mBuilder;
LayerManager* mLayerManager;
nsPoint mOffset;
};
static IntRect
ComputeClipExtsInDeviceSpace(gfxContext& aCtx)
{
gfxContextMatrixAutoSaveRestore matRestore(&aCtx);
// Get the clip extents in device space.
aCtx.SetMatrix(gfxMatrix());
gfxRect clippedFrameSurfaceRect = aCtx.GetClipExtents();
clippedFrameSurfaceRect.RoundOut();
IntRect result;
ToRect(clippedFrameSurfaceRect).ToIntRect(&result);
return mozilla::gfx::Factory::CheckSurfaceSize(result.Size()) ? result
: IntRect();
}
static IntRect
ComputeMaskGeometry(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
const nsStyleSVGReset *svgReset,
const nsPoint& aOffsetToUserSpace,
const nsTArray<nsSVGMaskFrame *>& aMaskFrames)
{
gfxContext& ctx = aParams.ctx;
nsIFrame* frame = aParams.frame;
// Convert boaderArea and dirtyRect to user space.
int32_t appUnitsPerDevPixel = frame->PresContext()->AppUnitsPerDevPixel();
nsRect userSpaceBorderArea = aParams.borderArea - aOffsetToUserSpace;
nsRect userSpaceDirtyRect = aParams.dirtyRect - aOffsetToUserSpace;
// Union all mask layer rectangles in user space.
gfxRect maskInUserSpace;
for (size_t i = 0; i < aMaskFrames.Length() ; i++) {
nsSVGMaskFrame* maskFrame = aMaskFrames[i];
gfxRect currentMaskSurfaceRect;
if (maskFrame) {
currentMaskSurfaceRect = maskFrame->GetMaskArea(aParams.frame);
} else {
nsCSSRendering::ImageLayerClipState clipState;
nsCSSRendering::GetImageLayerClip(svgReset->mMask.mLayers[i],
frame,
*frame->StyleBorder(),
userSpaceBorderArea,
userSpaceDirtyRect,
false, /* aWillPaintBorder */
appUnitsPerDevPixel,
&clipState);
currentMaskSurfaceRect = clipState.mDirtyRectGfx;
}
maskInUserSpace = maskInUserSpace.Union(currentMaskSurfaceRect);
}
ctx.Save();
// Clip ctx by both frame's visual overflow rect and mask union.
gfxRect frameVisualOverflowRect =
nsLayoutUtils::RectToGfxRect(frame->GetVisualOverflowRectRelativeToSelf(),
appUnitsPerDevPixel);
ctx.Clip(frameVisualOverflowRect);
// maskInUserSpace might be empty if all mask references are not resolvable
// or the size of them are empty. We still need to create a transparent mask
// before bug 1276834 fixed, so don't clip ctx by an empty rectangle for for
// now.
if (!maskInUserSpace.IsEmpty()) {
ctx.Clip(maskInUserSpace);
}
IntRect result = ComputeClipExtsInDeviceSpace(ctx);
ctx.Restore();
return result;
}
static DrawResult
GenerateMaskSurface(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
float aOpacity, nsStyleContext* aSC,
const nsTArray<nsSVGMaskFrame *>& aMaskFrames,
const nsPoint& aOffsetToUserSpace,
Matrix& aOutMaskTransform,
RefPtr<SourceSurface>& aOutMaskSurface)
{
const nsStyleSVGReset *svgReset = aSC->StyleSVGReset();
MOZ_ASSERT(aMaskFrames.Length() > 0);
gfxMatrix cssPxToDevPxMatrix =
nsSVGIntegrationUtils::GetCSSPxToDevPxMatrix(aParams.frame);
gfxContext& ctx = aParams.ctx;
// There is only one SVG mask.
if (((aMaskFrames.Length() == 1) && aMaskFrames[0])) {
aOutMaskSurface =
aMaskFrames[0]->GetMaskForMaskedFrame(&ctx, aParams.frame,
cssPxToDevPxMatrix, aOpacity,
&aOutMaskTransform,
svgReset->mMask.mLayers[0].mMaskMode);
return DrawResult::SUCCESS;
}
IntRect maskSurfaceRect = ComputeMaskGeometry(aParams, svgReset,
aOffsetToUserSpace,
aMaskFrames);
if (maskSurfaceRect.IsEmpty()) {
return DrawResult::SUCCESS;
}
// Mask composition result on CoreGraphic::A8 surface is not correct
// when mask-mode is not add(source over). Switch to skia when CG backend
// detected.
RefPtr<DrawTarget> maskDT =
(ctx.GetDrawTarget()->GetBackendType() == BackendType::COREGRAPHICS ||
ctx.GetDrawTarget()->GetBackendType() == BackendType::DIRECT2D1_1)
? Factory::CreateDrawTarget(BackendType::SKIA, maskSurfaceRect.Size(),
SurfaceFormat::A8)
: ctx.GetDrawTarget()->CreateSimilarDrawTarget(maskSurfaceRect.Size(),
SurfaceFormat::A8);
if (!maskDT || !maskDT->IsValid()) {
return DrawResult::TEMPORARY_ERROR;
}
RefPtr<gfxContext> maskContext = gfxContext::CreateOrNull(maskDT);
MOZ_ASSERT(maskContext);
nsPresContext* presContext = aParams.frame->PresContext();
gfxPoint devPixelOffsetToUserSpace =
nsLayoutUtils::PointToGfxPoint(aOffsetToUserSpace,
presContext->AppUnitsPerDevPixel());
// Set ctx's matrix on maskContext, offset by the maskSurfaceRect's position.
// This makes sure that we combine the masks in device space.
gfxMatrix maskSurfaceMatrix =
ctx.CurrentMatrix() * gfxMatrix::Translation(-maskSurfaceRect.TopLeft());
maskContext->SetMatrix(maskSurfaceMatrix);
// Multiple SVG masks interleave with image mask. Paint each layer onto
// maskDT one at a time.
for (int i = aMaskFrames.Length() - 1; i >= 0 ; i--) {
nsSVGMaskFrame *maskFrame = aMaskFrames[i];
CompositionOp compositionOp = (i == int(aMaskFrames.Length() - 1))
? CompositionOp::OP_OVER
: nsCSSRendering::GetGFXCompositeMode(svgReset->mMask.mLayers[i].mComposite);
// maskFrame != nullptr means we get a SVG mask.
// maskFrame == nullptr means we get an image mask.
if (maskFrame) {
Matrix svgMaskMatrix;
RefPtr<SourceSurface> svgMask =
maskFrame->GetMaskForMaskedFrame(maskContext, aParams.frame,
cssPxToDevPxMatrix, aOpacity,
&svgMaskMatrix,
svgReset->mMask.mLayers[i].mMaskMode);
if (svgMask) {
gfxContextMatrixAutoSaveRestore matRestore(maskContext);
maskContext->Multiply(ThebesMatrix(svgMaskMatrix));
Rect drawRect = IntRectToRect(IntRect(IntPoint(0, 0), svgMask->GetSize()));
maskDT->DrawSurface(svgMask, drawRect, drawRect, DrawSurfaceOptions(),
DrawOptions(1.0f, compositionOp));
}
} else {
gfxContextMatrixAutoSaveRestore matRestore(maskContext);
maskContext->Multiply(gfxMatrix::Translation(-devPixelOffsetToUserSpace));
nsRenderingContext rc(maskContext);
nsCSSRendering::PaintBGParams params =
nsCSSRendering::PaintBGParams::ForSingleLayer(*presContext,
rc, aParams.dirtyRect,
aParams.borderArea,
aParams.frame,
aParams.builder->GetBackgroundPaintFlags() |
nsCSSRendering::PAINTBG_MASK_IMAGE,
i, compositionOp);
DrawResult result =
nsCSSRendering::PaintBackgroundWithSC(params, aSC,
*aParams.frame->StyleBorder());
if (result != DrawResult::SUCCESS) {
return result;
}
}
}
aOutMaskTransform = ToMatrix(maskSurfaceMatrix);
if (!aOutMaskTransform.Invert()) {
return DrawResult::SUCCESS;
}
aOutMaskSurface = maskDT->Snapshot();
return DrawResult::SUCCESS;
}
static float
ComputeOpacity(const nsSVGIntegrationUtils::PaintFramesParams& aParams)
{
nsIFrame* frame = aParams.frame;
MOZ_ASSERT(!nsSVGUtils::CanOptimizeOpacity(frame) ||
!aParams.callerPaintsOpacity,
"How can we be optimizing the opacity into the svg as well as having the caller paint it?");
float opacity = frame->StyleEffects()->mOpacity;
if (opacity != 1.0f &&
(nsSVGUtils::CanOptimizeOpacity(frame) || aParams.callerPaintsOpacity)) {
return 1.0f;
}
return opacity;
}
static bool
ValidateSVGFrame(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
bool aHasSVGLayout, DrawResult* aResult)
{
#ifdef DEBUG
NS_ASSERTION(!(aParams.frame->GetStateBits() & NS_FRAME_SVG_LAYOUT) ||
(NS_SVGDisplayListPaintingEnabled() &&
!(aParams.frame->GetStateBits() & NS_FRAME_IS_NONDISPLAY)),
"Should not use nsSVGIntegrationUtils on this SVG frame");
#endif
nsIFrame* frame = aParams.frame;
const nsIContent* content = frame->GetContent();
if (aHasSVGLayout) {
nsISVGChildFrame *svgChildFrame = do_QueryFrame(frame);
if (!svgChildFrame || !frame->GetContent()->IsSVGElement()) {
NS_ASSERTION(false, "why?");
*aResult = DrawResult::BAD_ARGS;
return false;
}
if (!static_cast<const nsSVGElement*>(content)->HasValidDimensions()) {
// The SVG spec says not to draw _anything_
*aResult = DrawResult::SUCCESS;
return false;
}
}
return true;
}
static void
SetupContextMatrix(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
nsPoint& aOffsetToBoundingBox,
nsPoint& aToUserSpace,
nsPoint& aOffsetToUserSpace)
{
nsIFrame* frame = aParams.frame;
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(frame);
nsPoint firstFrameOffset = GetOffsetToBoundingBox(firstFrame);
aOffsetToBoundingBox = aParams.builder->ToReferenceFrame(firstFrame) - firstFrameOffset;
if (!firstFrame->IsFrameOfType(nsIFrame::eSVG)) {
/* Snap the offset if the reference frame is not a SVG frame,
* since other frames will be snapped to pixel when rendering. */
aOffsetToBoundingBox = nsPoint(
frame->PresContext()->RoundAppUnitsToNearestDevPixels(aOffsetToBoundingBox.x),
frame->PresContext()->RoundAppUnitsToNearestDevPixels(aOffsetToBoundingBox.y));
}
// After applying only "aOffsetToBoundingBox", aCtx would have its origin at
// the top left corner of frame's bounding box (over all continuations).
// However, SVG painting needs the origin to be located at the origin of the
// SVG frame's "user space", i.e. the space in which, for example, the
// frame's BBox lives.
// SVG geometry frames and foreignObject frames apply their own offsets, so
// their position is relative to their user space. So for these frame types,
// if we want aCtx to be in user space, we first need to subtract the
// frame's position so that SVG painting can later add it again and the
// frame is painted in the right place.
gfxPoint toUserSpaceGfx = nsSVGUtils::FrameSpaceInCSSPxToUserSpaceOffset(frame);
aToUserSpace =
nsPoint(nsPresContext::CSSPixelsToAppUnits(float(toUserSpaceGfx.x)),
nsPresContext::CSSPixelsToAppUnits(float(toUserSpaceGfx.y)));
aOffsetToUserSpace = aOffsetToBoundingBox - aToUserSpace;
#ifdef DEBUG
bool hasSVGLayout = (frame->GetStateBits() & NS_FRAME_SVG_LAYOUT);
NS_ASSERTION(hasSVGLayout || aOffsetToBoundingBox == aOffsetToUserSpace,
"For non-SVG frames there shouldn't be any additional offset");
#endif
gfxPoint devPixelOffsetToUserSpace =
nsLayoutUtils::PointToGfxPoint(aOffsetToUserSpace,
frame->PresContext()->AppUnitsPerDevPixel());
aParams.ctx.SetMatrix(aParams.ctx.CurrentMatrix().Translate(devPixelOffsetToUserSpace));
}
static already_AddRefed<gfxContext>
CreateBlendTarget(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
IntPoint& aTargetOffset)
{
MOZ_ASSERT(aParams.frame->StyleEffects()->mMixBlendMode !=
NS_STYLE_BLEND_NORMAL);
// Create a temporary context to draw to so we can blend it back with
// another operator.
IntRect drawRect = ComputeClipExtsInDeviceSpace(aParams.ctx);
RefPtr<DrawTarget> targetDT = aParams.ctx.GetDrawTarget()->CreateSimilarDrawTarget(drawRect.Size(), SurfaceFormat::B8G8R8A8);
if (!targetDT || !targetDT->IsValid()) {
return nullptr;
}
RefPtr<gfxContext> target = gfxContext::CreateOrNull(targetDT);
MOZ_ASSERT(target); // already checked the draw target above
target->SetMatrix(aParams.ctx.CurrentMatrix() *
gfxMatrix::Translation(-drawRect.TopLeft()));
aTargetOffset = drawRect.TopLeft();
return target.forget();
}
static void
BlendToTarget(const nsSVGIntegrationUtils::PaintFramesParams& aParams,
gfxContext* aTarget, const IntPoint& aTargetOffset)
{
MOZ_ASSERT(aParams.frame->StyleEffects()->mMixBlendMode !=
NS_STYLE_BLEND_NORMAL);
RefPtr<DrawTarget> targetDT = aTarget->GetDrawTarget();
RefPtr<SourceSurface> targetSurf = targetDT->Snapshot();
gfxContext& context = aParams.ctx;
gfxContextAutoSaveRestore save(&context);
context.SetMatrix(gfxMatrix()); // This will be restored right after.
RefPtr<gfxPattern> pattern = new gfxPattern(targetSurf, Matrix::Translation(aTargetOffset.x, aTargetOffset.y));
context.SetPattern(pattern);
context.Paint();
}
DrawResult
nsSVGIntegrationUtils::PaintMaskAndClipPath(const PaintFramesParams& aParams)
{
/* SVG defines the following rendering model:
*
* 1. Render geometry
* 2. Apply filter
* 3. Apply clipping, masking, group opacity
*
* We handle #3 here and perform a couple of optimizations:
*
* + Use cairo's clipPath when representable natively (single object
* clip region).
*
* + Merge opacity and masking if both used together.
*/
nsIFrame* frame = aParams.frame;
DrawResult result = DrawResult::SUCCESS;
bool hasSVGLayout = (frame->GetStateBits() & NS_FRAME_SVG_LAYOUT);
if (!ValidateSVGFrame(aParams, hasSVGLayout, &result)) {
return result;
}
float opacity = ComputeOpacity(aParams);
if (opacity == 0.0f) {
return DrawResult::SUCCESS;
}
gfxContext& context = aParams.ctx;
gfxContextMatrixAutoSaveRestore matrixAutoSaveRestore(&context);
nsPoint offsetToBoundingBox;
nsPoint toUserSpace;
nsPoint offsetToUserSpace;
SetupContextMatrix(aParams, offsetToBoundingBox, toUserSpace,
offsetToUserSpace);
/* Properties are added lazily and may have been removed by a restyle,
so make sure all applicable ones are set again. */
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(frame);
nsSVGEffects::EffectProperties effectProperties =
nsSVGEffects::GetEffectProperties(firstFrame);
bool isOK = effectProperties.HasNoFilterOrHasValidFilter();
nsSVGClipPathFrame *clipPathFrame = effectProperties.GetClipPathFrame(&isOK);
bool isTrivialClip = clipPathFrame ? clipPathFrame->IsTrivial() : true;
gfxMatrix cssPxToDevPxMatrix = GetCSSPxToDevPxMatrix(frame);
const nsStyleSVGReset *svgReset = firstFrame->StyleSVGReset();
nsTArray<nsSVGMaskFrame *> maskFrames = effectProperties.GetMaskFrames();
#ifdef MOZ_ENABLE_MASK_AS_SHORTHAND
// For a HTML doc:
// According to css-masking spec, always create a mask surface when we
// have any item in maskFrame even if all of those items are
// non-resolvable <mask-sources> or <images>, we still need to create a
// transparent black mask layer under this condition.
// For a SVG doc:
// SVG 1.1 say that if we fail to resolve a mask, we should draw the
// object unmasked.
bool shouldGenerateMaskLayer = hasSVGLayout
? maskFrames.Length() == 1 && maskFrames[0]
: maskFrames.Length() > 0;
#else
// Since we do not support image mask so far, we should treat any
// unresolvable mask as no mask. Otherwise, any object with a valid image
// mask, e.g. url("xxx.png"), will become invisible just because we can not
// handle image mask correctly. (See bug 1294171)
bool shouldGenerateMaskLayer = maskFrames.Length() == 1 && maskFrames[0];
#endif
bool shouldGenerateClipMaskLayer = clipPathFrame && !isTrivialClip;
bool shouldApplyClipPath = clipPathFrame && isTrivialClip;
bool shouldApplyBasicShape = !clipPathFrame && svgReset->HasClipPath();
MOZ_ASSERT_IF(shouldGenerateClipMaskLayer,
!shouldApplyClipPath && !shouldApplyBasicShape);
// These are used if we require a temporary surface for a custom blend mode.
IntPoint targetOffset;
RefPtr<gfxContext> target =
(aParams.frame->StyleEffects()->mMixBlendMode == NS_STYLE_BLEND_NORMAL)
? RefPtr<gfxContext>(&aParams.ctx).forget()
: CreateBlendTarget(aParams, targetOffset);
if (!target) {
return DrawResult::TEMPORARY_ERROR;
}
bool shouldGenerateMask = (opacity != 1.0f || shouldGenerateClipMaskLayer ||
shouldGenerateMaskLayer);
/* Check if we need to do additional operations on this child's
* rendering, which necessitates rendering into another surface. */
if (shouldGenerateMask) {
context.Save();
nsRect clipRect =
frame->GetVisualOverflowRectRelativeToSelf() + toUserSpace;
context.Clip(NSRectToSnappedRect(clipRect,
frame->PresContext()->AppUnitsPerDevPixel(),
*context.GetDrawTarget()));
Matrix maskTransform;
RefPtr<SourceSurface> maskSurface;
if (shouldGenerateMaskLayer) {
result = GenerateMaskSurface(aParams, opacity,
firstFrame->StyleContext(),
maskFrames, offsetToUserSpace,
maskTransform, maskSurface);
}
if (shouldGenerateMaskLayer && !maskSurface) {
// Entire surface is clipped out.
context.Restore();
return result;
}
if (shouldGenerateClipMaskLayer) {
Matrix clippedMaskTransform;
RefPtr<SourceSurface> clipMaskSurface =
clipPathFrame->GetClipMask(context, frame, cssPxToDevPxMatrix,
&clippedMaskTransform, maskSurface,
maskTransform, &result);
if (clipMaskSurface) {
maskSurface = clipMaskSurface;
maskTransform = clippedMaskTransform;
}
}
target->PushGroupForBlendBack(gfxContentType::COLOR_ALPHA, opacity, maskSurface, maskTransform);
}
/* If this frame has only a trivial clipPath, set up cairo's clipping now so
* we can just do normal painting and get it clipped appropriately.
*/
if (shouldApplyClipPath) {
context.Save();
clipPathFrame->ApplyClipPath(context, frame, cssPxToDevPxMatrix);
} else if (shouldApplyBasicShape) {
context.Save();
nsCSSClipPathInstance::ApplyBasicShapeClip(context, frame);
}
/* Paint the child */
target->SetMatrix(matrixAutoSaveRestore.Matrix());
BasicLayerManager* basic = static_cast<BasicLayerManager*>(aParams.layerManager);
RefPtr<gfxContext> oldCtx = basic->GetTarget();
basic->SetTarget(target);
aParams.layerManager->EndTransaction(FrameLayerBuilder::DrawPaintedLayer,
aParams.builder);
basic->SetTarget(oldCtx);
if (shouldApplyClipPath || shouldApplyBasicShape) {
context.Restore();
}
if (shouldGenerateMask) {
target->PopGroupAndBlend();
context.Restore();
}
if (aParams.frame->StyleEffects()->mMixBlendMode != NS_STYLE_BLEND_NORMAL) {
MOZ_ASSERT(target != &aParams.ctx);
BlendToTarget(aParams, target, targetOffset);
}
return result;
}
DrawResult
nsSVGIntegrationUtils::PaintFilter(const PaintFramesParams& aParams)
{
MOZ_ASSERT(!aParams.builder->IsForGenerateGlyphMask());
nsIFrame* frame = aParams.frame;
DrawResult result = DrawResult::SUCCESS;
bool hasSVGLayout = (frame->GetStateBits() & NS_FRAME_SVG_LAYOUT);
if (!ValidateSVGFrame(aParams, hasSVGLayout, &result)) {
return result;
}
float opacity = ComputeOpacity(aParams);
if (opacity == 0.0f) {
return DrawResult::SUCCESS;
}
gfxContext& context = aParams.ctx;
gfxContextMatrixAutoSaveRestore matrixAutoSaveRestore(&context);
nsPoint offsetToBoundingBox;
nsPoint toUserSpace;
nsPoint offsetToUserSpace;
SetupContextMatrix(aParams, offsetToBoundingBox, toUserSpace,
offsetToUserSpace);
/* Properties are added lazily and may have been removed by a restyle,
so make sure all applicable ones are set again. */
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(frame);
nsSVGEffects::EffectProperties effectProperties =
nsSVGEffects::GetEffectProperties(firstFrame);
if (!effectProperties.HasValidFilter()) {
return DrawResult::NOT_READY;
}
// These are used if we require a temporary surface for a custom blend mode.
IntPoint targetOffset;
RefPtr<gfxContext> target =
(aParams.frame->StyleEffects()->mMixBlendMode == NS_STYLE_BLEND_NORMAL)
? RefPtr<gfxContext>(&aParams.ctx).forget()
: CreateBlendTarget(aParams, targetOffset);
if (!target) {
return DrawResult::TEMPORARY_ERROR;
}
/* Paint the child and apply filters */
RegularFramePaintCallback callback(aParams.builder, aParams.layerManager,
offsetToUserSpace);
nsRegion dirtyRegion = aParams.dirtyRect - offsetToBoundingBox;
gfxMatrix tm = nsSVGIntegrationUtils::GetCSSPxToDevPxMatrix(frame);
nsFilterInstance::PaintFilteredFrame(frame, target->GetDrawTarget(),
tm, &callback, &dirtyRegion);
if (aParams.frame->StyleEffects()->mMixBlendMode != NS_STYLE_BLEND_NORMAL) {
MOZ_ASSERT(target != &aParams.ctx);
BlendToTarget(aParams, target, targetOffset);
}
return result;
}
gfxMatrix
nsSVGIntegrationUtils::GetCSSPxToDevPxMatrix(nsIFrame* aNonSVGFrame)
{
int32_t appUnitsPerDevPixel = aNonSVGFrame->PresContext()->AppUnitsPerDevPixel();
float devPxPerCSSPx =
1 / nsPresContext::AppUnitsToFloatCSSPixels(appUnitsPerDevPixel);
return gfxMatrix(devPxPerCSSPx, 0.0,
0.0, devPxPerCSSPx,
0.0, 0.0);
}
class PaintFrameCallback : public gfxDrawingCallback {
public:
PaintFrameCallback(nsIFrame* aFrame,
const nsSize aPaintServerSize,
const IntSize aRenderSize,
uint32_t aFlags)
: mFrame(aFrame)
, mPaintServerSize(aPaintServerSize)
, mRenderSize(aRenderSize)
, mFlags (aFlags)
{}
virtual bool operator()(gfxContext* aContext,
const gfxRect& aFillRect,
const SamplingFilter aSamplingFilter,
const gfxMatrix& aTransform) override;
private:
nsIFrame* mFrame;
nsSize mPaintServerSize;
IntSize mRenderSize;
uint32_t mFlags;
};
bool
PaintFrameCallback::operator()(gfxContext* aContext,
const gfxRect& aFillRect,
const SamplingFilter aSamplingFilter,
const gfxMatrix& aTransform)
{
if (mFrame->GetStateBits() & NS_FRAME_DRAWING_AS_PAINTSERVER)
return false;
mFrame->AddStateBits(NS_FRAME_DRAWING_AS_PAINTSERVER);
aContext->Save();
// Clip to aFillRect so that we don't paint outside.
aContext->NewPath();
aContext->Rectangle(aFillRect);
aContext->Clip();
gfxMatrix invmatrix = aTransform;
if (!invmatrix.Invert()) {
return false;
}
aContext->Multiply(invmatrix);
// nsLayoutUtils::PaintFrame will anchor its painting at mFrame. But we want
// to have it anchored at the top left corner of the bounding box of all of
// mFrame's continuations. So we add a translation transform.
int32_t appUnitsPerDevPixel = mFrame->PresContext()->AppUnitsPerDevPixel();
nsPoint offset = GetOffsetToBoundingBox(mFrame);
gfxPoint devPxOffset = gfxPoint(offset.x, offset.y) / appUnitsPerDevPixel;
aContext->Multiply(gfxMatrix::Translation(devPxOffset));
gfxSize paintServerSize =
gfxSize(mPaintServerSize.width, mPaintServerSize.height) /
mFrame->PresContext()->AppUnitsPerDevPixel();
// nsLayoutUtils::PaintFrame wants to render with paintServerSize, but we
// want it to render with mRenderSize, so we need to set up a scale transform.
gfxFloat scaleX = mRenderSize.width / paintServerSize.width;
gfxFloat scaleY = mRenderSize.height / paintServerSize.height;
aContext->Multiply(gfxMatrix::Scaling(scaleX, scaleY));
// Draw.
nsRect dirty(-offset.x, -offset.y,
mPaintServerSize.width, mPaintServerSize.height);
using PaintFrameFlags = nsLayoutUtils::PaintFrameFlags;
PaintFrameFlags flags = PaintFrameFlags::PAINT_IN_TRANSFORM;
if (mFlags & nsSVGIntegrationUtils::FLAG_SYNC_DECODE_IMAGES) {
flags |= PaintFrameFlags::PAINT_SYNC_DECODE_IMAGES;
}
nsRenderingContext context(aContext);
nsLayoutUtils::PaintFrame(&context, mFrame,
dirty, NS_RGBA(0, 0, 0, 0),
nsDisplayListBuilderMode::PAINTING,
flags);
nsIFrame* currentFrame = mFrame;
while ((currentFrame = currentFrame->GetNextContinuation()) != nullptr) {
offset = currentFrame->GetOffsetToCrossDoc(mFrame);
devPxOffset = gfxPoint(offset.x, offset.y) / appUnitsPerDevPixel;
aContext->Save();
aContext->Multiply(gfxMatrix::Scaling(1/scaleX, 1/scaleY));
aContext->Multiply(gfxMatrix::Translation(devPxOffset));
aContext->Multiply(gfxMatrix::Scaling(scaleX, scaleY));
nsLayoutUtils::PaintFrame(&context, currentFrame,
dirty - offset, NS_RGBA(0, 0, 0, 0),
nsDisplayListBuilderMode::PAINTING,
flags);
aContext->Restore();
}
aContext->Restore();
mFrame->RemoveStateBits(NS_FRAME_DRAWING_AS_PAINTSERVER);
return true;
}
/* static */ already_AddRefed<gfxDrawable>
nsSVGIntegrationUtils::DrawableFromPaintServer(nsIFrame* aFrame,
nsIFrame* aTarget,
const nsSize& aPaintServerSize,
const IntSize& aRenderSize,
const DrawTarget* aDrawTarget,
const gfxMatrix& aContextMatrix,
uint32_t aFlags)
{
// aPaintServerSize is the size that would be filled when using
// background-repeat:no-repeat and background-size:auto. For normal background
// images, this would be the intrinsic size of the image; for gradients and
// patterns this would be the whole target frame fill area.
// aRenderSize is what we will be actually filling after accounting for
// background-size.
if (aFrame->IsFrameOfType(nsIFrame::eSVGPaintServer)) {
// aFrame is either a pattern or a gradient. These fill the whole target
// frame by default, so aPaintServerSize is the whole target background fill
// area.
nsSVGPaintServerFrame* server =
static_cast<nsSVGPaintServerFrame*>(aFrame);
gfxRect overrideBounds(0, 0,
aPaintServerSize.width, aPaintServerSize.height);
overrideBounds.ScaleInverse(aFrame->PresContext()->AppUnitsPerDevPixel());
RefPtr<gfxPattern> pattern =
server->GetPaintServerPattern(aTarget, aDrawTarget,
aContextMatrix, &nsStyleSVG::mFill, 1.0,
&overrideBounds);
if (!pattern)
return nullptr;
// pattern is now set up to fill aPaintServerSize. But we want it to
// fill aRenderSize, so we need to add a scaling transform.
// We couldn't just have set overrideBounds to aRenderSize - it would have
// worked for gradients, but for patterns it would result in a different
// pattern size.
gfxFloat scaleX = overrideBounds.Width() / aRenderSize.width;
gfxFloat scaleY = overrideBounds.Height() / aRenderSize.height;
gfxMatrix scaleMatrix = gfxMatrix::Scaling(scaleX, scaleY);
pattern->SetMatrix(scaleMatrix * pattern->GetMatrix());
RefPtr<gfxDrawable> drawable =
new gfxPatternDrawable(pattern, aRenderSize);
return drawable.forget();
}
// We don't want to paint into a surface as long as we don't need to, so we
// set up a drawing callback.
RefPtr<gfxDrawingCallback> cb =
new PaintFrameCallback(aFrame, aPaintServerSize, aRenderSize, aFlags);
RefPtr<gfxDrawable> drawable = new gfxCallbackDrawable(cb, aRenderSize);
return drawable.forget();
}