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Bug 750598. Add some heuristics to catch cases when we can use nearest filtering. r=roc
These may need some tuning to get right, but should be an improvement over just disabling bilinear for backgrounds. It also expectedly regresses tcheckerboard & tcheck2 because we're now using bilinear when we were using nearest before.
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@ -414,6 +414,73 @@ DeviceToImageTransform(gfxContext* aContext,
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return gfxMatrix(deviceToUser).Multiply(aUserSpaceToImageSpace);
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}
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/* These heuristics are based on Source/WebCore/platform/graphics/skia/ImageSkia.cpp:computeResamplingMode() */
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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static gfxPattern::GraphicsFilter ReduceResamplingFilter(gfxPattern::GraphicsFilter aFilter,
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int aImgWidth, int aImgHeight,
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float aSourceWidth, float aSourceHeight)
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{
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// Images smaller than this in either direction are considered "small" and
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// are not resampled ever (see below).
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const int kSmallImageSizeThreshold = 8;
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// The amount an image can be stretched in a single direction before we
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// say that it is being stretched so much that it must be a line or
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// background that doesn't need resampling.
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const float kLargeStretch = 3.0f;
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if (aImgWidth <= kSmallImageSizeThreshold
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|| aImgHeight <= kSmallImageSizeThreshold) {
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// Never resample small images. These are often used for borders and
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// rules (think 1x1 images used to make lines).
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return gfxPattern::FILTER_NEAREST;
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}
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if (aImgHeight * kLargeStretch <= aSourceHeight || aImgWidth * kLargeStretch <= aSourceWidth) {
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// Large image tiling detected.
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// Don't resample if it is being tiled a lot in only one direction.
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// This is trying to catch cases where somebody has created a border
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// (which might be large) and then is stretching it to fill some part
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// of the page.
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if (fabs(aSourceWidth - aImgWidth)/aImgWidth < 0.5 || fabs(aSourceHeight - aImgHeight)/aImgHeight < 0.5)
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return gfxPattern::FILTER_NEAREST;
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// The image is growing a lot and in more than one direction. Resampling
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// is slow and doesn't give us very much when growing a lot.
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return aFilter;
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}
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/* Some notes on other heuristics:
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The Skia backend also uses nearest for backgrounds that are stretched by
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a large amount. I'm not sure this is common enough for us to worry about
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now. It also uses nearest for backgrounds/avoids high quality for images
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that are very slightly scaled. I'm also not sure that very slightly
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scaled backgrounds are common enough us to worry about.
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We don't currently have much support for doing high quality interpolation.
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The only place this currently happens is on Quartz and we don't have as
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much control over it as would be needed. Webkit avoids using high quality
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resampling during load. It also avoids high quality if the transformation
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is not just a scale and translation
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WebKit bug #40045 added code to avoid resampling different parts
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of an image with different methods by using a resampling hint size.
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It currently looks unused in WebKit but it's something to watch out for.
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*/
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return aFilter;
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}
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#else
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static gfxPattern::GraphicsFilter ReduceResamplingFilter(gfxPattern::GraphicsFilter aFilter,
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int aImgWidth, int aImgHeight,
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int aSourceWidth, int aSourceHeight)
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{
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// Just pass the filter through unchanged
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return aFilter;
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}
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#endif
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/* static */ void
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gfxUtils::DrawPixelSnapped(gfxContext* aContext,
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gfxDrawable* aDrawable,
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@ -423,7 +490,7 @@ gfxUtils::DrawPixelSnapped(gfxContext* aContext,
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const gfxRect& aImageRect,
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const gfxRect& aFill,
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const gfxImageSurface::gfxImageFormat aFormat,
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const gfxPattern::GraphicsFilter& aFilter,
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gfxPattern::GraphicsFilter aFilter,
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PRUint32 aImageFlags)
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{
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SAMPLE_LABEL("gfxUtils", "DrawPixelSnapped");
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@ -441,6 +508,8 @@ gfxUtils::DrawPixelSnapped(gfxContext* aContext,
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nsRefPtr<gfxDrawable> drawable = aDrawable;
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aFilter = ReduceResamplingFilter(aFilter, aImageRect.Width(), aImageRect.Height(), aSourceRect.Width(), aSourceRect.Height());
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// OK now, the hard part left is to account for the subimage sampling
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// restriction. If all the transforms involved are just integer
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// translations, then we assume no resampling will occur so there's
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@ -90,7 +90,7 @@ public:
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const gfxRect& aImageRect,
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const gfxRect& aFill,
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const gfxImageSurface::gfxImageFormat aFormat,
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const gfxPattern::GraphicsFilter& aFilter,
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gfxPattern::GraphicsFilter aFilter,
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PRUint32 aImageFlags = imgIContainer::FLAG_NONE);
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/**
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@ -117,8 +117,7 @@ fails-if(Android) == viewport-translucent-color-3.html viewport-translucent-colo
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# the image aren't the issue, because they're being obscured to avoid sampling
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# algorithm dependencies (at least assuming the sampling algorithm in use
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# doesn't sample too far astray from the boundaries).
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# Android uses FILTER_NEAREST which doesn't suffer from this issue.
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fails-if(!Android) == background-size-zoom-repeat.html background-size-zoom-repeat-ref.html
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fails == background-size-zoom-repeat.html background-size-zoom-repeat-ref.html
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# -moz-default-background-color and -moz-default-color (bug 591341)
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== background-moz-default-background-color.html background-moz-default-background-color-ref.html
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@ -215,11 +215,7 @@ pref("gfx.downloadable_fonts.enabled", true);
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pref("gfx.downloadable_fonts.fallback_delay", 3000);
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pref("gfx.downloadable_fonts.sanitize", true);
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#ifdef ANDROID
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pref("gfx.filter.nearest.force-enabled", true);
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#else
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pref("gfx.filter.nearest.force-enabled", false);
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#endif
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// whether to always search all font cmaps during system font fallback
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pref("gfx.font_rendering.fallback.always_use_cmaps", false);
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