This check technically isn't necessary in
`SVGForeignObjectPaintable::paint()` because
`PaintableWithLines::paint(context, phase);` does the check already, but
I've added it there anyway to save some debugging time if someone does
add more code there. :^)
We were calculating the scroll delta based on the last known mouse
position, even if that position ventured far beyond the scroll bar's
rect. This caused weird behavior such as scrolling when the mouse was
clearly not on the scrollbar.
This reworks the scrollbar logic to use the mouse's absolute position
instead of a delta, and to always calculate and set the absolute scroll
offset. This makes it much easier to reason about the scrollbar's
position, plus we don't need the last mouse position anymore.
As far as I can tell, our scroll bar behavior now closely resembles
Firefox' behavior.
For every invocation of `::before_paint()` and `::after_paint()`, we
would reach into the node's computed values to determine its visibility.
Let's just do this once during construction of the paintable instead,
since this was showing up in profiles.
In `StackingContext::paint_descendants()`, we don't need to obtain the
computed values nor the Z-index of a child unless certain other
conditions are true. Let these conditions short-circuit before actually
reaching into the computed values, which shows up in profiles.
We generated `PaintableFragment`s with a start and length represented in
UTF-8 byte offsets, but failed to consider that the offsets in a
`DOM::Range` are actually expressed in UTF-16 code units.
This is a bit of a mess: almost all web specs use UTF-16 code units as
the unit for indexing into text nodes, but we almost exclusively use
UTF-8 in our code base. Arguably the best thing would for us to use
UTF-16 everywhere as well: it prevents these mismatches in our
implementations for the price of a bit more memory usage - and even that
could potentially be optimized for.
But for now, try to do the correct thing and lazily allocate UTF-16 data
in a `PaintableFragment` whenever we need to index into it or if we're
asked to determine the code unit offset of a pixel position.
When clicking on a glyph or starting a selection on it, we would use the
glyph's offset/index as the position which represents the left side of
the glyph, or the position between the glyph and the glyph before it.
Instead of looking at which glyph is under the mouse pointer, look at
which glyph boundary is closer. Now, if you click to the right of a
glyph (but still on that glyph), it correctly selects the next glyph's
offset as the position.
Instead, collect a list of all the elements with content-visibility:auto
after layout.
This way we can skip the tree traversal when updating the rendering.
This was previously eating up ~300 µs of the 60fps frame budget on
our GitHub repo pages (and even more on large pages).
An early return was occurring between the emission of
PushStackingContext and PopStackingContext, resulting in a
PushStackingContext without a corresponding PopStackingContext in the
display list, which caused broken painting.
Fixes black screen on Discord login page.
We previously checked the cell's computed values for the border-collapse
property, but a cell is only in separated-borders mode if the table has
border-collapse set to separate. Curiously in some other placed where
this mode is checked we already did the correct thing.
When recording the display list for a stacking context, the following
operations (relevant to this bug) happened:
* push a stacking context
* as part of that push a None-value to the scroll frame id stack
* apply filters
* apply masking
* paint recursively
This meant that mask-images were always recorded without scroll frame
id, causing them to be painted without any scroll offset. As a result
mask-images would break as soon as the website using them was scrolled.
Instead, push to the scroll frame id stack later to solve the problem:
* push a stacking context
* apply filters
* apply masking
* push a None-value to the scroll frame id stack
* paint recursively
This was the only remaining data type used in display lists that wasn't
atomically ref-counted.
Now that it is, we no longer crash when scrolling on https://vercel.com/
The contain-paint-stacking-context-001a.html test has been removed
for now because it has a 1px tall blue line at the top that should
not be there. With paint containment, this line is removed only in
the actual test case, but not in the reference. This is because of
the font that we use in testing and happens in Chromium as well if
the test is run with that font.
We're able to efficiently draw repeated bitmaps through Skia, but for
backgrounds we only did so if the background was `repeat-x` _and_
`repeat-y`, and not if just one was set. This meant that for backgrounds
that were only repeating in one direction, we were taking the slow path.
Turns out that this slow path also produced graphical artifacts when
zooming in and out, so let's not do that :^)
A scrollbar contains a mouse position only if its gutter rect contains
that position. We were incorrectly deciding a position was contained if
it fell to the right of a vertical scrollbar, or below a horizontal
scrollbar.
This `translate_by` function is invoked with the cumulative scroll
offset during display list execution. Applying the offset to the gutter
was missed in 66e422b4f1.
This allows the media paintable to be redrawn when the media element is
paused. We change the color of some components on hover, but if the
media was paused, that would not be rendered. This wasn't an issue while
the media is playing because the update to the timeline would take care
of redrawing the paintable.
Currently, compute_scrollbar_data does not adjust the position of the
scrollbar thumb based on the actual scroll offset. This is because we
perform this offset in most cases inside the display list executor, in
order to allow us to avoid recomputing the display list.
However, there are cases where we do want the thumb rect with an offset
inside PaintableBox. We currently use scroll_thumb_rect to perform that
computation.
In an upcoming patch, we will need both this offset thumb rect and the
scrollbar gutter rect. So this patch moves the computation of the offset
to compute_scrollbar_data, performed behind an optional parameter.
When a scrollbar is not interacting with the mouse, we now draw the
scrollbar slightly slimmer. When the mouse enters the space occupied
by the scrollbar, we enlarge it for easier mouse interactivity.