Mypal/layout/svg/nsSVGIntegrationUtils.cpp

1196 lines
46 KiB
C++

/* -*- 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->GetProperty(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->GetProperty(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();
}
nsPoint
nsSVGIntegrationUtils::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();
}
// 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 = mLayerManager->AsBasicLayerManager();
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;
};
/**
* Returns true if any of the masks is an image mask (and not an SVG mask).
*/
static bool
HasNonSVGMask(const nsTArray<nsSVGMaskFrame*>& aMaskFrames)
{
for (size_t i = 0; i < aMaskFrames.Length() ; i++) {
nsSVGMaskFrame *maskFrame = aMaskFrames[i];
if (!maskFrame) {
return true;
}
}
return false;
}
typedef nsSVGIntegrationUtils::PaintFramesParams PaintFramesParams;
/**
* Paint css-positioned-mask onto a given target(aMaskDT).
*/
static DrawResult
PaintMaskSurface(const PaintFramesParams& aParams,
DrawTarget* aMaskDT, float aOpacity, nsStyleContext* aSC,
const nsTArray<nsSVGMaskFrame*>& aMaskFrames,
const gfxMatrix& aMaskSurfaceMatrix,
const nsPoint& aOffsetToUserSpace)
{
MOZ_ASSERT(aMaskFrames.Length() > 0);
MOZ_ASSERT(aMaskDT->GetFormat() == SurfaceFormat::A8);
const nsStyleSVGReset *svgReset = aSC->StyleSVGReset();
gfxMatrix cssPxToDevPxMatrix =
nsSVGIntegrationUtils::GetCSSPxToDevPxMatrix(aParams.frame);
nsPresContext* presContext = aParams.frame->PresContext();
gfxPoint devPixelOffsetToUserSpace =
nsLayoutUtils::PointToGfxPoint(aOffsetToUserSpace,
presContext->AppUnitsPerDevPixel());
RefPtr<gfxContext> maskContext = gfxContext::CreateOrNull(aMaskDT);
MOZ_ASSERT(maskContext);
maskContext->SetMatrix(aMaskSurfaceMatrix);
// Multiple SVG masks interleave with image mask. Paint each layer onto
// aMaskDT 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()));
aMaskDT->MaskSurface(ColorPattern(Color(0.0, 0.0, 0.0, 1.0)), svgMask,
drawRect.TopLeft(),
DrawOptions(1.0, 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;
}
}
}
return DrawResult::SUCCESS;
}
struct MaskPaintResult {
RefPtr<SourceSurface> maskSurface;
Matrix maskTransform;
DrawResult result;
bool transparentBlackMask;
bool opacityApplied;
MaskPaintResult()
: result(DrawResult::SUCCESS), transparentBlackMask(false),
opacityApplied(false)
{}
};
static MaskPaintResult
CreateAndPaintMaskSurface(const PaintFramesParams& aParams,
float aOpacity, nsStyleContext* aSC,
const nsTArray<nsSVGMaskFrame*>& aMaskFrames,
const nsPoint& aOffsetToUserSpace)
{
const nsStyleSVGReset *svgReset = aSC->StyleSVGReset();
MOZ_ASSERT(aMaskFrames.Length() > 0);
MaskPaintResult paintResult;
gfxContext& ctx = aParams.ctx;
// Optimization for single SVG mask.
if (((aMaskFrames.Length() == 1) && aMaskFrames[0])) {
gfxMatrix cssPxToDevPxMatrix =
nsSVGIntegrationUtils::GetCSSPxToDevPxMatrix(aParams.frame);
paintResult.opacityApplied = true;
paintResult.maskSurface =
aMaskFrames[0]->GetMaskForMaskedFrame(&ctx, aParams.frame,
cssPxToDevPxMatrix, aOpacity,
&paintResult.maskTransform,
svgReset->mMask.mLayers[0].mMaskMode);
if (!paintResult.maskSurface) {
paintResult.transparentBlackMask = true;
}
return paintResult;
}
const IntRect& maskSurfaceRect = aParams.maskRect;
if (maskSurfaceRect.IsEmpty()) {
paintResult.transparentBlackMask = true;
return paintResult;
}
RefPtr<DrawTarget> maskDT =
ctx.GetDrawTarget()->CreateSimilarDrawTarget(maskSurfaceRect.Size(),
SurfaceFormat::A8);
if (!maskDT || !maskDT->IsValid()) {
paintResult.result = DrawResult::TEMPORARY_ERROR;
return paintResult;
}
// Set aAppliedOpacity as true only if all mask layers are svg mask.
// In this case, we will apply opacity into the final mask surface, so the
// caller does not need to apply it again.
paintResult.opacityApplied = !HasNonSVGMask(aMaskFrames);
// Set context'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(-aParams.maskRect.TopLeft());
paintResult.result = PaintMaskSurface(aParams, maskDT,
paintResult.opacityApplied
? aOpacity : 1.0,
aSC, aMaskFrames, maskSurfaceMatrix,
aOffsetToUserSpace);
if (paintResult.result != DrawResult::SUCCESS) {
// Now we know the status of mask resource since we used it while painting.
// According to the return value of PaintMaskSurface, we know whether mask
// resource is resolvable or not.
//
// 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>.
// Set paintResult.transparentBlackMask as true, the caller should stop
// painting masked content as if this mask is a transparent black one.
// For a SVG doc:
// SVG 1.1 say that if we fail to resolve a mask, we should draw the
// object unmasked.
// Left patinResult.maskSurface empty, the caller should paint all
// masked content as if this mask is an opaque white one(no mask).
paintResult.transparentBlackMask =
!(aParams.frame->GetStateBits() & NS_FRAME_SVG_LAYOUT);
MOZ_ASSERT(!paintResult.maskSurface);
return paintResult;
}
paintResult.maskTransform = ToMatrix(maskSurfaceMatrix);
if (!paintResult.maskTransform.Invert()) {
return paintResult;
}
paintResult.maskSurface = maskDT->Snapshot();
return paintResult;
}
static bool
ValidateSVGFrame(nsIFrame* aFrame)
{
#ifdef DEBUG
NS_ASSERTION(!(aFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT) ||
(NS_SVGDisplayListPaintingEnabled() &&
!(aFrame->GetStateBits() & NS_FRAME_IS_NONDISPLAY)),
"Should not use nsSVGIntegrationUtils on this SVG frame");
#endif
bool hasSVGLayout = (aFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT);
if (hasSVGLayout) {
#ifdef DEBUG
nsISVGChildFrame *svgChildFrame = do_QueryFrame(aFrame);
MOZ_ASSERT(svgChildFrame && aFrame->GetContent()->IsSVGElement(),
"A non-SVG frame carries NS_FRAME_SVG_LAYOUT flag?");
#endif
const nsIContent* content = aFrame->GetContent();
if (!static_cast<const nsSVGElement*>(content)->HasValidDimensions()) {
// The SVG spec says not to draw _anything_
return false;
}
}
return true;
}
/**
* Setup transform matrix of a gfx context by a specific frame. Depend on
* aClipCtx, this function may clip that context by the visual overflow area
* of aFrame.
*
* @param aFrame is the target frame.
* @param aOffsetToBoundingBox returns the offset between the reference frame
* and the bounding box of aFrame.
* @oaram aOffsetToUserSpace returns the offset between the reference frame and
* the user space coordinate of aFrame.
*/
static void
SetupContextMatrix(nsIFrame* aFrame, const PaintFramesParams& aParams,
nsPoint& aOffsetToBoundingBox, nsPoint& aOffsetToUserSpace)
{
aOffsetToBoundingBox = aParams.builder->ToReferenceFrame(aFrame) -
nsSVGIntegrationUtils::GetOffsetToBoundingBox(aFrame);
if (!aFrame->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(
aFrame->PresContext()->RoundAppUnitsToNearestDevPixels(aOffsetToBoundingBox.x),
aFrame->PresContext()->RoundAppUnitsToNearestDevPixels(aOffsetToBoundingBox.y));
}
// After applying only "aOffsetToBoundingBox", aParams.ctx 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(aFrame);
nsPoint toUserSpace =
nsPoint(nsPresContext::CSSPixelsToAppUnits(float(toUserSpaceGfx.x)),
nsPresContext::CSSPixelsToAppUnits(float(toUserSpaceGfx.y)));
aOffsetToUserSpace = aOffsetToBoundingBox - toUserSpace;
#ifdef DEBUG
bool hasSVGLayout = (aFrame->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,
aFrame->PresContext()->AppUnitsPerDevPixel());
gfxContext& context = aParams.ctx;
context.SetMatrix(context.CurrentMatrix().Translate(devPixelOffsetToUserSpace));
}
bool
nsSVGIntegrationUtils::IsMaskResourceReady(nsIFrame* aFrame)
{
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(aFrame);
nsSVGEffects::EffectProperties effectProperties =
nsSVGEffects::GetEffectProperties(firstFrame);
nsTArray<nsSVGMaskFrame*> maskFrames = effectProperties.GetMaskFrames();
const nsStyleSVGReset* svgReset = firstFrame->StyleSVGReset();
for (uint32_t i = 0; i < maskFrames.Length(); i++) {
// Refers to a valid SVG mask.
if (maskFrames[i]) {
continue;
}
// Refers to an external resource, which is not ready yet.
if (!svgReset->mMask.mLayers[i].mImage.IsComplete()) {
return false;
}
}
// Either all mask resources are ready, or no mask resource is needed.
return true;
}
DrawResult
nsSVGIntegrationUtils::PaintMask(const PaintFramesParams& aParams)
{
nsSVGUtils::MaskUsage maskUsage;
nsSVGUtils::DetermineMaskUsage(aParams.frame, aParams.handleOpacity,
maskUsage);
MOZ_ASSERT(maskUsage.shouldGenerateMaskLayer);
nsIFrame* frame = aParams.frame;
if (!ValidateSVGFrame(frame)) {
return DrawResult::SUCCESS;
}
if (maskUsage.opacity == 0.0f) {
return DrawResult::SUCCESS;
}
gfxContext& ctx = aParams.ctx;
gfxContextMatrixAutoSaveRestore matSR(&ctx);
nsIFrame* firstFrame =
nsLayoutUtils::FirstContinuationOrIBSplitSibling(frame);
nsSVGEffects::EffectProperties effectProperties =
nsSVGEffects::GetEffectProperties(firstFrame);
nsTArray<nsSVGMaskFrame *> maskFrames = effectProperties.GetMaskFrames();
bool opacityApplied = !HasNonSVGMask(maskFrames);
nsPoint offsetToBoundingBox;
nsPoint offsetToUserSpace;
SetupContextMatrix(frame, aParams, offsetToBoundingBox,
offsetToUserSpace);
return PaintMaskSurface(aParams, ctx.GetDrawTarget(),
opacityApplied ? maskUsage.opacity : 1.0,
firstFrame->StyleContext(), maskFrames,
ctx.CurrentMatrix(), offsetToUserSpace);
}
DrawResult
nsSVGIntegrationUtils::PaintMaskAndClipPath(const PaintFramesParams& aParams)
{
MOZ_ASSERT(UsingMaskOrClipPathForFrame(aParams.frame),
"Should not use this method when no mask or clipPath effect"
"on this frame");
/* 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;
if (!ValidateSVGFrame(frame)) {
return result;
}
nsSVGUtils::MaskUsage maskUsage;
nsSVGUtils::DetermineMaskUsage(aParams.frame, aParams.handleOpacity,
maskUsage);
if (maskUsage.opacity == 0.0f) {
return DrawResult::SUCCESS;
}
gfxContext& context = aParams.ctx;
gfxContextMatrixAutoSaveRestore matrixAutoSaveRestore(&context);
/* 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);
gfxMatrix cssPxToDevPxMatrix = GetCSSPxToDevPxMatrix(frame);
nsTArray<nsSVGMaskFrame*> maskFrames = effectProperties.GetMaskFrames();
nsPoint offsetToBoundingBox;
nsPoint offsetToUserSpace;
bool shouldGenerateMask = (maskUsage.opacity != 1.0f ||
maskUsage.shouldGenerateClipMaskLayer ||
maskUsage.shouldGenerateMaskLayer);
bool shouldPushMask = false;
/* Check if we need to do additional operations on this child's
* rendering, which necessitates rendering into another surface. */
if (shouldGenerateMask) {
gfxContextMatrixAutoSaveRestore matSR;
Matrix maskTransform;
RefPtr<SourceSurface> maskSurface;
bool opacityApplied = false;
if (maskUsage.shouldGenerateMaskLayer) {
matSR.SetContext(&context);
// For css-mask, we want to generate a mask for each continuation frame,
// so we setup context matrix by the position of the current frame,
// instead of the first continuation frame.
SetupContextMatrix(frame, aParams, offsetToBoundingBox,
offsetToUserSpace);
MaskPaintResult paintResult =
CreateAndPaintMaskSurface(aParams, maskUsage.opacity,
firstFrame->StyleContext(),
maskFrames, offsetToUserSpace);
if (paintResult.transparentBlackMask) {
MOZ_ASSERT(paintResult.result != DrawResult::SUCCESS);
return paintResult.result;
}
result &= paintResult.result;
maskSurface = paintResult.maskSurface;
if (maskSurface) {
MOZ_ASSERT(paintResult.result == DrawResult::SUCCESS);
shouldPushMask = true;
maskTransform = paintResult.maskTransform;
opacityApplied = paintResult.opacityApplied;
}
}
if (maskUsage.shouldGenerateClipMaskLayer) {
matSR.Restore();
matSR.SetContext(&context);
SetupContextMatrix(firstFrame, aParams, offsetToBoundingBox,
offsetToUserSpace);
Matrix clippedMaskTransform;
RefPtr<SourceSurface> clipMaskSurface =
clipPathFrame->GetClipMask(context, frame, cssPxToDevPxMatrix,
&clippedMaskTransform, maskSurface,
maskTransform, &result);
if (clipMaskSurface) {
maskSurface = clipMaskSurface;
maskTransform = clippedMaskTransform;
} else {
// Either entire surface is clipped out, or gfx buffer allocation
// failure in nsSVGClipPathFrame::GetClipMask.
return result;
}
shouldPushMask = true;
}
// opacity != 1.0f.
if (!maskUsage.shouldGenerateClipMaskLayer &&
!maskUsage.shouldGenerateMaskLayer) {
MOZ_ASSERT(maskUsage.opacity != 1.0f);
matSR.SetContext(&context);
SetupContextMatrix(firstFrame, aParams, offsetToBoundingBox,
offsetToUserSpace);
shouldPushMask = true;
}
if (shouldPushMask) {
if (aParams.layerManager->GetRoot()->GetContentFlags() &
Layer::CONTENT_COMPONENT_ALPHA) {
context.PushGroupAndCopyBackground(gfxContentType::COLOR_ALPHA,
opacityApplied
? 1.0
: maskUsage.opacity,
maskSurface, maskTransform);
} else {
context.PushGroupForBlendBack(gfxContentType::COLOR_ALPHA,
opacityApplied ? 1.0 : maskUsage.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 (maskUsage.shouldApplyClipPath || maskUsage.shouldApplyBasicShape) {
gfxContextMatrixAutoSaveRestore matSR(&context);
SetupContextMatrix(firstFrame, aParams, offsetToBoundingBox,
offsetToUserSpace);
MOZ_ASSERT(!maskUsage.shouldApplyClipPath ||
!maskUsage.shouldApplyBasicShape);
if (maskUsage.shouldApplyClipPath) {
clipPathFrame->ApplyClipPath(context, frame, cssPxToDevPxMatrix);
} else {
nsCSSClipPathInstance::ApplyBasicShapeClip(context, frame);
}
}
/* Paint the child */
context.SetMatrix(matrixAutoSaveRestore.Matrix());
BasicLayerManager* basic = aParams.layerManager->AsBasicLayerManager();
RefPtr<gfxContext> oldCtx = basic->GetTarget();
basic->SetTarget(&context);
aParams.layerManager->EndTransaction(FrameLayerBuilder::DrawPaintedLayer,
aParams.builder);
basic->SetTarget(oldCtx);
if (gfxPrefs::DrawMaskLayer()) {
gfxContextAutoSaveRestore saver(&context);
context.NewPath();
gfxRect drawingRect =
nsLayoutUtils::RectToGfxRect(aParams.borderArea,
frame->PresContext()->AppUnitsPerDevPixel());
context.Rectangle(drawingRect, true);
context.SetColor(Color(0.0, 1.0, 0.0, 1.0));
context.Fill();
}
if (maskUsage.shouldApplyClipPath || maskUsage.shouldApplyBasicShape) {
context.PopClip();
}
if (shouldPushMask) {
context.PopGroupAndBlend();
}
return result;
}
DrawResult
nsSVGIntegrationUtils::PaintFilter(const PaintFramesParams& aParams)
{
MOZ_ASSERT(!aParams.builder->IsForGenerateGlyphMask(),
"Filter effect is discarded while generating glyph mask.");
MOZ_ASSERT(aParams.frame->StyleEffects()->HasFilters(),
"Should not use this method when no filter effect on this frame");
nsIFrame* frame = aParams.frame;
if (!ValidateSVGFrame(frame)) {
return DrawResult::SUCCESS;
}
float opacity = nsSVGUtils::ComputeOpacity(frame, aParams.handleOpacity);
if (opacity == 0.0f) {
return DrawResult::SUCCESS;
}
/* 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;
}
gfxContext& context = aParams.ctx;
nsPoint offsetToBoundingBox;
nsPoint offsetToUserSpace;
gfxContextAutoSaveRestore autoSR(&context);
SetupContextMatrix(firstFrame, aParams, offsetToBoundingBox,
offsetToUserSpace);
if (opacity != 1.0f) {
context.PushGroupForBlendBack(gfxContentType::COLOR_ALPHA, opacity,
nullptr, Matrix());
}
/* 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, context.GetDrawTarget(),
tm, &callback, &dirtyRegion);
if (opacity != 1.0f) {
context.PopGroupAndBlend();
}
return DrawResult::SUCCESS;
}
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 = nsSVGIntegrationUtils::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();
}
if (aFrame->IsFrameOfType(nsIFrame::eSVG) &&
!static_cast<nsISVGChildFrame*>(do_QueryFrame(aFrame))) {
MOZ_ASSERT_UNREACHABLE("We should prevent painting of unpaintable SVG "
"before we get here");
return nullptr;
}
// 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();
}