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.
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.
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.
Adds pinch event handling that adjusts the VisualViewport scale and
offset. VisualViewport's (offset, scale) is then used to construct a
transformation matrix which is applied before display list execution.
Before this change we would emit PushStackingContext/PopStackingContext
display list items regardless of whether the stacking context had any
transform/opacity/clip effects.
Display list size on https://x.com/ladybirdbrowser is reduced from ~2700
to ~800 items.
Output display list dumps with an indentation level to show balanced
commands. It makes it much easier to see what is happening between e.g.
PushStackingContext and PopStackingContext, or SaveLayer and Restore.
Until now, every paint phase of every PaintableBox injected its own
clipping sequence into the display list:
```
before_paint: Save
AddClipRect (1)
...clip rectangles for each containing block with clip...
AddClipRect (N)
paint: ...paint phase items...
after_paint: Restore
```
Because we ran that sequence for every phase of every box, Skia had to
rebuild clip stack `paint_phases * paintable_boxes` times. Worse,
usually most paint phases contribute no visible drawing at all, yet we
still had to emit clipping items because `before_paint()` has no way to
know that in advance.
This change takes a different approach:
- Clip information is now attached as metadata `ClipFrame` to each
DisplayList item.
- `DisplayListPlayer` groups consecutive commands that share a
`ClipFrame`, applying the clip once at the start of the group and
restoring it once at the end.
Going from 10 ms to 5 ms in rasterization on Discord might not sound
like much, but keep in mind that for 60fps we have 16 ms per frame and
there is a lot more work besides display list rasterization we do in
each frame.
* https://discord.com/channels/1247070541085671459/1247090064480014443
- DisplayList items: 81844 -> 3671
- rasterize time: 10 ms -> 5 ms
- record time: 5 ms -> 3 ms
* https://github.com/LadybirdBrowser/ladybird
- DisplayList items: 7902 -> 1176
- rasterize time: 4 ms -> 4 ms
- record time: 3 ms -> 2 ms
It's useful to have tests that dump display list items, so we can more
easily see how changes to the display list recording process affect the
output. Even the small sample test added in this commit shows that we
currently record an unnecessary AddClipRect item for empty paint phases.
For now, the dump doesn't include every single property of an item, but
we can shape it to include more useful information as we iterate on it.