This change prepares for a future where the rendering thread handles
input events directly, allowing it to trigger repainting without
waiting for the main thread. To support this, the compositor needs to
own the display list, scroll state, and backing stores rather than
receiving them per-frame from the main thread.
Apply the same fix from the previous commit to StackingContext hit test.
Hidden stacking context roots should still allow their visible children
to be hit.
Previously, hit testing would return early for elements with
visibility: hidden, which prevented their visible children from being
hit. Now we traverse children even for hidden elements, allowing visible
descendants to be hit while still preventing the hidden elements
themselves from being hit.
The key changes:
- PaintableBox::hit_test() and PaintableWithLines::hit_test() no longer
return early for hidden elements, but still skip chrome hit testing
and the final hit result for them
- hit_test_fragments() now checks is_visible() on each fragment's
paintable to skip hidden text
This matches the CSS specification where visibility is inherited but
children can override it with visibility: visible.
When an element creates a stacking context (e.g. via position: relative
with z-index), its text fragments were not being hit tested. This was
because PaintableBox::hit_test() returns early when it has a stacking
context, and StackingContext::hit_test() only iterated child paintables,
not the stacking context root's own fragments.
Fix this by extracting fragment hit testing into a new method
hit_test_fragments() on PaintableWithLines, and calling it from
StackingContext::hit_test() when the stacking context root is a
PaintableWithLines.
Previously, SkTextBlob was built on every paint in
DisplayListPlayerSkia::draw_glyph_run(), which meant:
- Repeated work when the same display list is painted multiple times
- Glyph arrays were allocated and populated on each paint
Now the blob is built once during display list recording and cached in
GlyphRun.
Expand color stops during display list recording rather than playback.
Recording happens once but the display list may be executed many times,
so doing this work at record time is more efficient.
ApplyTransform is no longer recorded to the display list. Transforms are
now applied inline during display list execution when switching between
accumulated visual contexts.
Change apply_transform to accept parameters directly instead of the
ApplyTransform struct.
Move the visual viewport (pinch-to-zoom) transform from a reserved slot
in DisplayList to the AccumulatedVisualContext tree as a root transform
node. Fixed position elements now correctly inherit from this context.
This requires rebuilding the context tree and display list on each zoom
change, but this overhead will be eliminated by future partial context
tree rebuilds.
Previously, both mask and clip-path were rendered to separate mutable
Gfx::Bitmap objects which forced CPU rasterization. They were then
combined using a CPU pixel-by-pixel operation before being returned
as an ImmutableBitmap.
Instead of including mask in the final bitmap as already rasterized
images, we now use display lists which opens opportunity to utilize
GPU if available.
Bitmap::apply_mask() and ApplyMaskBitmap display list command are no
longer used and have been removed.
The cumulative_offset was being tracked in ScrollStateSnapshot and
ScrollState but was never actually used. This simplifies the code by
removing cumulative_offset_for_frame_with_id() methods and storing
only own_offset values in ScrollStateSnapshot.
This saves us from having our own color conversion code, which was
taking up a fair amount of time in VideoDataProvider. With this change,
we should be able to play high resolution videos without interruptions
on machines where the CPU can keep up with decoding.
In order to make this change, ImmutableBitmap is now able to be
constructed with YUV data instead of an RBG bitmap. It holds onto a
YUVData instance that stores the buffers of image data, since Skia
itself doesn't take ownership of them.
In order to support greater than 8 bits of color depth, we normalize
the 10- or 12-bit color values into a 16-bit range.
When executing display list commands, check if commands with effect
contexts (opacity, filters, blend modes) are outside the viewport
before applying the effect. Since effects don't affect clip state,
would_be_fully_clipped_by_painter() returns the same result before
and after applying effects.
This avoids expensive saveLayer/restore cycles for off-screen commands
with effects like blur, which is particularly beneficial for pages with
many blurred decorative images (e.g., Discord's landing page has 70+
blurred star images).
The optimization only applies when switching to a new effect context,
not for consecutive commands with the same context, to preserve correct
blend mode compositing behavior.
This change adds border-radius awareness to hit testing in two places:
1. ClipData::contains() now uses BorderRadiiData::contains() to properly
check if a point is inside a rounded clip rect. This handles overflow
clips from ancestor elements that have border-radius.
2. PaintableBox::hit_test() now directly checks the element's own
border-radius before reporting a hit.
Effects (opacity, blend mode, filters) must be applied in the parent's
coordinate space, before the element's transform. Previously this was
handled by manually switching to the parent's visual context when
applying effects at paint time.
By adding EffectsData to AccumulatedVisualContext and positioning it
before TransformData in the chain, effects are now naturally applied in
the correct order during display list replay, eliminating the special
case in StackingContext::paint().
For SVG filters that can generate content from empty elements (feFlood,
feImage, feTurbulence), a transparent FillRect command is emitted to
trigger the filter through the same AVC pipeline.
This moves filter resolution from display list recording time to
resolve_paint_properties(), caching the resolved values in CSS pixels
on PaintableBox. Device pixel conversion is now deferred until paint
time via to_gfx_filter().
This follows the existing pattern used for other paint-only properties
like box shadows and border radii.
When paintable trees are preserved across relayouts, the paint
properties are re-resolved. If an element previously had a perspective
property but no longer does, the m_perspective_matrix needs to be
explicitly cleared, otherwise the stale value persists and produces
incorrect rendering.
Reuse existing paintables during relayout to reduce GC allocation
pressure. Each paintable subclass implements reset_for_relayout()
to clear state before reuse.
Previously, outlines for elements without their own stacking context
were painted during the `FocusAndOverlay` phase, which runs after all
child stacking contexts. This caused outlines to incorrectly appear
on top of elements with higher z-index.
For position:relative/static elements, use visual parent's state
directly instead of containing block's state + intermediate walk.
This reuses existing context nodes, avoids duplicate allocations,
and eliminates the intermediate ancestor vector construction.
This method was initially introduced to calculate the total paint area
including effects like box-shadows that paint outside the border box.
It was used in StackingContext for sizing bitmaps when painting
elements with opacity or transforms, and later for clip-path bounds.
This functionality is no longer needed as stacking context painting
and clip-path handling have been refactored to use different
approaches (AccumulatedVisualContext now handles clip-path).
The previous implementation had a bug: it composed all ancestor
transforms but applied them around only the innermost element's
transform origin. The correct behavior is to apply each transform
around its own origin.
AccumulatedVisualContext already tracks all visual transformations
(transforms, scroll offsets, perspective) correctly for hit testing.
This change adds a new transform_rect_to_viewport() method that performs
the forward transformation (element coordinates to viewport
coordinates), which is the inverse direction of
transform_point_for_hit_test().
This fixes getBoundingClientRect() returning incorrect coordinates for
elements inside transformed ancestors with non-default
transform-origins.
When delegating mouse events to iframes, coordinate transformations
were not accounting for scroll offsets. This caused clicks inside
iframes to be incorrectly positioned when the parent page was scrolled.
Previously, clip-path was applied only during painting in
StackingContext::paint(), which meant hit testing did not respect
clip-path boundaries. Clicks outside the visible clipped region but
inside the element's bounding box would incorrectly register as hits.
By moving clip-path into AccumulatedVisualContext, it becomes part of
the same system that handles transforms, clips, and scroll offsets for
both painting and hit testing, ensuring consistent behavior.
Remove the PushStackingContext and PopStackingContext display list
commands that are no longer used after the AccumulatedVisualContext
integration.
Previously, PushStackingContext was responsible for:
- Applying CSS transforms via its StackingContextTransform field
- Managing opacity layers
- Handling clip paths
- Tracking blend modes
All of this functionality has been replaced by:
- Transform/perspective tracking via AccumulatedVisualContext nodes
- The ApplyEffects command for opacity, blend modes, and filters
- The AddClipPath command for clip paths
Remove the now-obsolete ClipFrame infrastructure:
- Delete ClipFrame.h and ClipFrame.cpp
- Remove assign_clip_frames() from ViewportPaintable
- Remove enclosing_clip_frame and own_clip_frame from PaintableBox
- Remove m_clip_state HashMap from ViewportPaintable
Clip handling is now fully managed through AccumulatedVisualContext
nodes with ClipData.
Integrate AccumulatedVisualContext with display list recording and
playback. This is the main commit of the refactoring that delivers the
architectural improvements enabled by AccumulatedVisualContext.
Recording changes:
Each display list command now stores a single
RefPtr<AccumulatedVisualContext> instead of separate scroll_frame_id
and ClipFrame. The recorder simply captures the current accumulated
context when appending commands.
The before_paint()/after_paint() hooks that pushed/popped scroll frame
IDs are replaced by directly setting accumulated_visual_context on the
recorder before painting each element.
Playback changes:
The display list player now uses LCA (Lowest Common Ancestor) based
traversal to switch between visual contexts efficiently. When
transitioning from context A to context B:
1. Find the LCA of A and B in the context tree
2. Pop (restore) states back to the LCA depth
3. Push (save + apply) states from LCA down to B
This approach minimizes redundant save/restore operations. For example,
when rendering siblings that share a common scroll container, the
player keeps that scroll state applied and only switches the divergent
parts of their context chains.
Key deletions:
- Remove translate_by() from all 45 display list commands - commands
are now immutable
- Remove transform/perspective fields from PushStackingContext -
transforms are tracked via AccumulatedVisualContext
- Remove push_scroll_frame_id()/pop_scroll_frame_id() from
DisplayListRecorder
- Remove before_paint()/after_paint() hooks from Paintable
- Merge ApplyOpacity, ApplyCompositeAndBlendingOperator, ApplyFilter
into single ApplyEffects command
Stacking context painting changes:
The StackingContext::paint() method is significantly simplified.
Instead of building a PushStackingContextParams struct with transform
matrices and pushing/popping stacking contexts, it now:
1. Sets the accumulated visual context (which already contains
transforms)
2. Applies effects (opacity, blend mode, filters) if needed
3. Applies clip path if needed
4. Paints the content
5. Restores state
The visual state management that was interleaved throughout the
painting code is now handled uniformly by the context tree.
Cache the scroll state snapshot in ViewportPaintable when
refresh_scroll_state() is called.
The upcoming AccumulatedVisualContext integration requires access to
the scroll state snapshot during hit testing to transform screen
coordinates through scroll frames. Without caching, each hit test would
allocate a new snapshot (a Vector<Entry>), causing many temporary
allocations during mouse movement. Caching the snapshot eliminates this
overhead.
Introduce AccumulatedVisualContext, a tree structure that tracks the
cumulative visual state (scroll offsets, clip regions, transforms,
perspective) for each paintable box.
Motivation:
Before this change, visual state was fragmented across multiple
mechanisms:
- ClipFrame: Tracked clip rectangles, each storing its own
enclosing_scroll_frame_id to handle scroll offset adjustments
- scroll_frame_id: Passed separately to each display list command
- PushStackingContext: Stored transform matrices directly in the command
- Every display list command implemented translate_by() (45 methods
total) to allow scroll offset adjustment during playback
This fragmentation led to:
- Complex, error-prone coordinate transformation logic scattered
throughout the codebase
- Commands being mutated during playback to apply scroll offsets
- Duplicate logic between painting and hit testing for coordinate
transformations
Solution:
AccumulatedVisualContext builds a tree where each node represents a
single visual operation:
- ScrollData: A scroll frame with its ID
- ClipData: A clip rectangle with optional border radii
- TransformData: A 4x4 transform matrix with its origin
- PerspectiveData: A perspective projection matrix
Each PaintableBox stores a reference to its accumulated context node.
The tree structure naturally captures the parent-child relationships,
so traversing from any node to the root gives the complete chain of
visual transformations.
Benefits this enables (in subsequent commits):
- Display list commands become immutable - no more translate_by()
- Single RefPtr<AccumulatedVisualContext> replaces separate
scroll_frame_id and ClipFrame on commands
- LCA-based tree traversal during playback for efficient save/restore
- transform_point_for_hit_test() provides coordinate transformation for
hit testing using the same structure
Introduce a new AddClipPath display list command that applies a
path-based clip region. This command is needed for the upcoming removal
of PushStackingContext, which currently handles clip paths as part of
its functionality. By extracting clip path handling into a dedicated
command, we can eliminate PushStackingContext entirely in favor of the
more granular AccumulatedVisualContext approach.
Add ElementResizeAction to Page (maybe there's a better place). It's
just a mousemove delegate that updates styles on the target element.
Add ChromeMetrics for zoom-invariant chrome like scrollbar thumb
thickness, resize gripper size, paddings, etc. It's not user-stylable
but separates basic concerns in a way that a visually gifted
designer unlike myself can adjust to taste.
These values are pre-divided by zoom factor so that PaintableBox can
continue using device_pixels_per_css_pixel calls as normal.
The adjusted metrics are computed on demand from Page multiple times
per paint cycle, which is not ideal but avoids lifetime management and
atomics. Maybe someone with more surety about the painting flow control
can improve this, but it won't be a huge win. If profiling shows
this slowing paints, then Ladybird is in good shape.
Update PaintableBox to draw the resize gripper and deconflict
the scrollbars. Set apropriate cursors for scrollbars and gripper in
mousemove. We override EventHandler's cursor handling because nothing
should ever come between a man and his resize gripper.
Chrome metrics use the CSSPixels class. This is good because it's
broadly compatible but bad because they're actually different units
when zoom is not 1.0. If that's a problem, we could make a new type
or just use double.
A lot of our scrolling code is quite old, and doesn't match the spec,
but does use some similar names. This is quite confusing. In particular
`perform_scroll_of_viewport()` is not the same as the spec algorithm.
That algorithm is actually almost implemented in
`scroll_viewport_by_delta()`.
To clarify things, this commit makes a few changes:
- Rename perform_scroll_of_viewport() to
perform_scroll_of_viewport_scrolling_box(). This is a better match
for how we use this method, even if it's not actually a match for the
algorithm. (:yakbait:)
- Move `scroll_viewport_by_delta()`'s code into a new
`perform_a_scroll_of_the_viewport()` method, and make it take a
position like it should. `scroll_viewport_by_delta()` now calls it
with a calculated position.
I've avoided reusing the original `perform_scroll_of_viewport()` name to
avoid accidents.
This adds visit_edges(Cell::Visitor&) methods to various helper structs
that contain GC pointers, and makes sure they are called from owning
GC-heap-allocated objects as needed.
These were found by our Clang plugin after expanding its capabilities.
The added rules will be enforced by CI going forward.