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Bug 1155828 - Draw box-shadows using an approach inspired by border-image. r=mstange
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cdb604dd15
@ -14,6 +14,7 @@
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#include "mozilla/UniquePtr.h"
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#include "nsExpirationTracker.h"
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#include "nsClassHashtable.h"
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#include "gfxUtils.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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@ -361,6 +362,147 @@ gfxAlphaBoxBlur::ShutdownBlurCache()
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gBlurCache = nullptr;
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}
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static IntSize
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ComputeMinimalSizeForShadowShape(RectCornerRadii* aCornerRadii,
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gfxIntSize aBlurRadius,
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IntMargin& aSlice)
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{
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float cornerWidth = 0;
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float cornerHeight = 0;
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if (aCornerRadii) {
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RectCornerRadii corners = *aCornerRadii;
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for (size_t i = 0; i < 4; i++) {
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cornerWidth = std::max(cornerWidth, corners[i].width);
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cornerHeight = std::max(cornerHeight, corners[i].height);
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}
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}
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aSlice = IntMargin(ceil(cornerHeight) + aBlurRadius.height,
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ceil(cornerWidth) + aBlurRadius.width,
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ceil(cornerHeight) + aBlurRadius.height,
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ceil(cornerWidth) + aBlurRadius.width);
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// Include 1 pixel for the stretchable strip in the middle.
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return IntSize(aSlice.LeftRight() + 1,
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aSlice.TopBottom() + 1);
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}
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// Blurs a small surface and creates the mask.
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static TemporaryRef<SourceSurface>
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CreateBlurMask(const IntSize& aRectSize,
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RectCornerRadii* aCornerRadii,
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gfxIntSize aBlurRadius,
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IntMargin& aExtendDestBy,
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IntMargin& aSliceBorder,
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DrawTarget& aDestDrawTarget)
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{
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IntMargin slice;
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IntSize minimalSize =
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ComputeMinimalSizeForShadowShape(aCornerRadii, aBlurRadius, slice);
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// If aRectSize is smaller than minimalSize, the border-image approach won't
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// work; there's no way to squeeze parts of the minimal box-shadow source
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// image such that the result looks correct. So we need to adjust minimalSize
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// in such a way that we can later draw it without stretching in the affected
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// dimension. We also need to adjust "slice" to ensure that we're not trying
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// to slice away more than we have.
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if (aRectSize.width < minimalSize.width) {
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minimalSize.width = aRectSize.width;
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slice.left = 0;
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slice.right = 0;
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}
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if (aRectSize.height < minimalSize.height) {
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minimalSize.height = aRectSize.height;
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slice.top = 0;
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slice.bottom = 0;
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}
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MOZ_ASSERT(slice.LeftRight() <= minimalSize.width);
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MOZ_ASSERT(slice.TopBottom() <= minimalSize.height);
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IntRect minimalRect(IntPoint(), minimalSize);
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gfxAlphaBoxBlur blur;
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gfxContext* blurCtx = blur.Init(ThebesRect(Rect(minimalRect)), gfxIntSize(),
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aBlurRadius, nullptr, nullptr);
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if (!blurCtx) {
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return nullptr;
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}
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DrawTarget* blurDT = blurCtx->GetDrawTarget();
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ColorPattern black(Color(0.f, 0.f, 0.f, 1.f));
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if (aCornerRadii) {
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RefPtr<Path> roundedRect =
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MakePathForRoundedRect(*blurDT, Rect(minimalRect), *aCornerRadii);
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blurDT->Fill(roundedRect, black);
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} else {
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blurDT->FillRect(Rect(minimalRect), black);
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}
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IntPoint topLeft;
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RefPtr<SourceSurface> result = blur.DoBlur(&aDestDrawTarget, &topLeft);
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IntRect expandedMinimalRect(topLeft, result->GetSize());
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aExtendDestBy = expandedMinimalRect - minimalRect;
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aSliceBorder = slice + aExtendDestBy;
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MOZ_ASSERT(aSliceBorder.LeftRight() <= expandedMinimalRect.width);
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MOZ_ASSERT(aSliceBorder.TopBottom() <= expandedMinimalRect.height);
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return result.forget();
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}
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static TemporaryRef<SourceSurface>
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CreateBoxShadow(SourceSurface* aBlurMask, const gfxRGBA& aShadowColor)
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{
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IntSize blurredSize = aBlurMask->GetSize();
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gfxPlatform* platform = gfxPlatform::GetPlatform();
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RefPtr<DrawTarget> boxShadowDT =
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platform->CreateOffscreenContentDrawTarget(blurredSize, SurfaceFormat::B8G8R8A8);
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ColorPattern shadowColor(ToDeviceColor(aShadowColor));
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boxShadowDT->MaskSurface(shadowColor, aBlurMask, Point(0, 0));
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return boxShadowDT->Snapshot();
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}
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static Rect
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RectWithEdgesTRBL(Float aTop, Float aRight, Float aBottom, Float aLeft)
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{
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return Rect(aLeft, aTop, aRight - aLeft, aBottom - aTop);
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}
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static void
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RepeatOrStretchSurface(DrawTarget& aDT, SourceSurface* aSurface,
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const Rect& aDest, const Rect& aSrc)
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{
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if (!aDT.GetTransform().IsRectilinear() &&
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aDT.GetBackendType() != BackendType::CAIRO) {
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// Use stretching if possible, since it leads to less seams when the
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// destination is transformed. However, don't do this if we're using cairo,
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// because if cairo is using pixman it won't render anything for large
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// stretch factors because pixman's internal fixed point precision is not
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// high enough to handle those scale factors.
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aDT.DrawSurface(aSurface, aDest, aSrc);
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return;
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}
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SurfacePattern pattern(aSurface, ExtendMode::REPEAT,
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Matrix::Translation(aDest.TopLeft() - aSrc.TopLeft()),
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Filter::GOOD, RoundedToInt(aSrc));
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aDT.FillRect(aDest, pattern);
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}
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/***
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* We draw a blurred a rectangle by only blurring a smaller rectangle and
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* splitting the rectangle into 9 parts.
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* First, a small minimum source rect is calculated and used to create a blur
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* mask since the actual blurring itself is expensive. Next, we use the mask
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* with the given shadow color to create a minimally-sized box shadow of the
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* right color. Finally, we cut out the 9 parts from the box-shadow source and
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* paint each part in the right place, stretching the non-corner parts to fill
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* the space between the corners.
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*/
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/* static */ void
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gfxAlphaBoxBlur::BlurRectangle(gfxContext *aDestinationCtx,
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const gfxRect& aRect,
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@ -370,43 +512,104 @@ gfxAlphaBoxBlur::BlurRectangle(gfxContext *aDestinationCtx,
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const gfxRect& aDirtyRect,
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const gfxRect& aSkipRect)
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{
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DrawTarget& aDrawTarget = *aDestinationCtx->GetDrawTarget();
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DrawTarget& destDrawTarget = *aDestinationCtx->GetDrawTarget();
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gfxIntSize blurRadius = CalculateBlurRadius(aBlurStdDev);
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IntPoint topLeft;
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RefPtr<SourceSurface> surface = GetCachedBlur(&aDrawTarget, aRect, blurRadius, aSkipRect, aDirtyRect, &topLeft);
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if (!surface) {
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// Create the temporary surface for blurring
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gfxAlphaBoxBlur blur;
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gfxContext* blurCtx = blur.Init(aRect, gfxIntSize(), blurRadius, &aDirtyRect, &aSkipRect);
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if (!blurCtx) {
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return;
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}
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DrawTarget* blurDT = blurCtx->GetDrawTarget();
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Rect shadowGfxRect = ToRect(aRect);
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shadowGfxRect.Round();
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ColorPattern black(Color(0.f, 0.f, 0.f, 1.f)); // For masking, so no ToDeviceColor!
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if (aCornerRadii) {
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RefPtr<Path> roundedRect = MakePathForRoundedRect(*blurDT,
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shadowGfxRect,
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*aCornerRadii);
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blurDT->Fill(roundedRect, black);
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} else {
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blurDT->FillRect(shadowGfxRect, black);
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}
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surface = blur.DoBlur(&aDrawTarget, &topLeft);
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if (!surface) {
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return;
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}
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CacheBlur(&aDrawTarget, aRect, blurRadius, aSkipRect, surface, topLeft, aDirtyRect);
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IntRect rect = RoundedToInt(ToRect(aRect));
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IntMargin extendDestBy;
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IntMargin slice;
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RefPtr<SourceSurface> blurMask =
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CreateBlurMask(rect.Size(), aCornerRadii, blurRadius, extendDestBy, slice,
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destDrawTarget);
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if (!blurMask) {
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return;
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}
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aDestinationCtx->SetColor(aShadowColor);
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Rect dirtyRect(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
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DrawBlur(aDestinationCtx, surface, topLeft, &dirtyRect);
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RefPtr<SourceSurface> boxShadow = CreateBoxShadow(blurMask, aShadowColor);
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destDrawTarget.PushClipRect(ToRect(aDirtyRect));
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// Copy the right parts from boxShadow into destDrawTarget. The middle parts
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// will be stretched, border-image style.
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Rect srcOuter(Point(), Size(boxShadow->GetSize()));
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Rect srcInner = srcOuter;
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srcInner.Deflate(Margin(slice));
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rect.Inflate(extendDestBy);
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Rect dstOuter(rect);
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Rect dstInner(rect);
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dstInner.Deflate(Margin(slice));
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// Corners: top left, top right, bottom left, bottom right
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destDrawTarget.DrawSurface(boxShadow,
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RectWithEdgesTRBL(dstOuter.Y(), dstInner.X(),
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dstInner.Y(), dstOuter.X()),
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RectWithEdgesTRBL(srcOuter.Y(), srcInner.X(),
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srcInner.Y(), srcOuter.X()));
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destDrawTarget.DrawSurface(boxShadow,
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RectWithEdgesTRBL(dstOuter.Y(), dstOuter.XMost(),
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dstInner.Y(), dstInner.XMost()),
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RectWithEdgesTRBL(srcOuter.Y(), srcOuter.XMost(),
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srcInner.Y(), srcInner.XMost()));
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destDrawTarget.DrawSurface(boxShadow,
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RectWithEdgesTRBL(dstInner.YMost(), dstInner.X(),
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dstOuter.YMost(), dstOuter.X()),
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RectWithEdgesTRBL(srcInner.YMost(), srcInner.X(),
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srcOuter.YMost(), srcOuter.X()));
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destDrawTarget.DrawSurface(boxShadow,
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RectWithEdgesTRBL(dstInner.YMost(), dstOuter.XMost(),
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dstOuter.YMost(), dstInner.XMost()),
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RectWithEdgesTRBL(srcInner.YMost(), srcOuter.XMost(),
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srcOuter.YMost(), srcInner.XMost()));
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// Edges: top, left, right, bottom
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RepeatOrStretchSurface(destDrawTarget, boxShadow,
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RectWithEdgesTRBL(dstOuter.Y(), dstInner.XMost(),
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dstInner.Y(), dstInner.X()),
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RectWithEdgesTRBL(srcOuter.Y(), srcInner.XMost(),
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srcInner.Y(), srcInner.X()));
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RepeatOrStretchSurface(destDrawTarget, boxShadow,
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RectWithEdgesTRBL(dstInner.Y(), dstInner.X(),
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dstInner.YMost(), dstOuter.X()),
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RectWithEdgesTRBL(srcInner.Y(), srcInner.X(),
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srcInner.YMost(), srcOuter.X()));
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RepeatOrStretchSurface(destDrawTarget, boxShadow,
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RectWithEdgesTRBL(dstInner.Y(), dstOuter.XMost(),
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dstInner.YMost(), dstInner.XMost()),
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RectWithEdgesTRBL(srcInner.Y(), srcOuter.XMost(),
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srcInner.YMost(), srcInner.XMost()));
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RepeatOrStretchSurface(destDrawTarget, boxShadow,
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RectWithEdgesTRBL(dstInner.YMost(), dstInner.XMost(),
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dstOuter.YMost(), dstInner.X()),
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RectWithEdgesTRBL(srcInner.YMost(), srcInner.XMost(),
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srcOuter.YMost(), srcInner.X()));
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// Middle part
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RepeatOrStretchSurface(destDrawTarget, boxShadow,
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RectWithEdgesTRBL(dstInner.Y(), dstInner.XMost(),
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dstInner.YMost(), dstInner.X()),
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RectWithEdgesTRBL(srcInner.Y(), srcInner.XMost(),
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srcInner.YMost(), srcInner.X()));
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// A note about anti-aliasing and seems between adjacent parts:
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// We don't explicitly disable anti-aliasing in the DrawSurface calls above,
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// so if there's a transform on destDrawTarget that is not pixel-aligned,
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// there will be seams between adjacent parts of the box-shadow. It's hard to
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// avoid those without the use of an intermediate surface.
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// You might think that we could avoid those by just turning of AA, but there
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// is a problem with that: Box-shadow rendering needs to clip out the
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// element's border box, and we'd like that clip to have anti-aliasing -
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// especially if the element has rounded corners! So we can't do that unless
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// we have a way to say "Please anti-alias the clip, but don't antialias the
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// destination rect of the DrawSurface call".
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// On OS X there is an additional problem with turning off AA: CoreGraphics
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// will not just fill the pixels that have their pixel center inside the
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// filled shape. Instead, it will fill all the pixels which are partially
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// covered by the shape. So for pixels on the edge between two adjacent parts,
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// all those pixels will be painted to by both parts, which looks very bad.
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destDrawTarget.PopClip();
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}
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25
layout/reftests/bugs/1155828-1-ref.html
Normal file
25
layout/reftests/bugs/1155828-1-ref.html
Normal file
@ -0,0 +1,25 @@
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<!DOCTYPE HTML>
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<html class="reftest-wait">
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<head>
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<style type="text/css">
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#rear {
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width: 500px;
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height: 1500px;
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box-shadow: 0 0 71px #667;
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display: block;
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}
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</style>
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<script>
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document.documentElement.scrollTop = 0;
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function doTest() {
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document.documentElement.scrollTop = 108;
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document.documentElement.removeAttribute("class");
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}
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window.addEventListener("MozReftestInvalidate", doTest);
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</script>
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</head>
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<body>
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<div id="rear"></div>
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</body>
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</html>
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layout/reftests/bugs/1155828-1.html
Normal file
26
layout/reftests/bugs/1155828-1.html
Normal file
@ -0,0 +1,26 @@
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<!DOCTYPE HTML>
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<html class="reftest-wait">
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<meta charset="utf-8">
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<title>Scrolling shouldn't cause gaps in the shadow</title>
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<style type="text/css">
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#rear {
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width: 500px;
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height: 1500px;
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box-shadow: 0 0 71px #667;
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display: block;
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}
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</style>
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<div id="rear"></div>
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<script>
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function doTest() {
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document.documentElement.scrollTop = 108;
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document.documentElement.removeAttribute("class");
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}
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window.addEventListener("MozReftestInvalidate", doTest);
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document.documentElement.scrollTop = 112;
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</script>
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@ -1923,4 +1923,5 @@ skip-if(!asyncPanZoom) fuzzy-if(B2G,101,887) == 1133905-6-vh-rtl.html 1133905-re
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skip-if(B2G||Mulet) == 1150021-1.xul 1150021-1-ref.xul
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== 1151145-1.html 1151145-1-ref.html
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== 1151306-1.html 1151306-1-ref.html
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== 1155828-1.html 1155828-1-ref.html
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== 1156129-1.html 1156129-1-ref.html
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