Files
ladybird/Libraries/LibWeb/Painting/DisplayList.cpp
Aliaksandr Kalenik 3012c0fe72 LibWeb: Store scroll frames by value in contiguous storage
Replace per-frame heap-allocated RefCounted ScrollFrame objects with a
single contiguous Vector<ScrollFrame> inside ScrollState. All frames for
a viewport are now stored in one allocation, using type-safe
ScrollFrameIndex instead of RefPtr pointers.

This reduces allocation churn, improves cache locality, and moves
parent-chain traversal (cumulative offset, nearest scrolling ancestor)
into ScrollState — similar to how visual context nodes were recently
consolidated into AccumulatedVisualContextTree.
2026-03-12 12:06:40 +01:00

225 lines
9.7 KiB
C++

/*
* Copyright (c) 2024-2026, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/TemporaryChange.h>
#include <LibGfx/PaintingSurface.h>
#include <LibWeb/Painting/DisplayList.h>
namespace Web::Painting {
bool DisplayList::append(DisplayListCommand&& command, VisualContextIndex context_index)
{
if (context_index.value() && m_visual_context_tree->has_empty_effective_clip(context_index))
return false;
m_commands.append({ context_index, move(command) });
return true;
}
static Optional<Gfx::IntRect> command_bounding_rectangle(DisplayListCommand const& command)
{
return command.visit(
[&](auto const& command) -> Optional<Gfx::IntRect> {
if constexpr (requires { command.bounding_rect(); })
return command.bounding_rect();
else
return {};
});
}
static bool command_is_clip(DisplayListCommand const& command)
{
return command.visit(
[&](auto const& command) -> bool {
if constexpr (requires { command.is_clip(); })
return command.is_clip();
else
return false;
});
}
void DisplayListPlayer::execute(DisplayList& display_list, ScrollStateSnapshotByDisplayList&& scroll_state_snapshot_by_display_list, RefPtr<Gfx::PaintingSurface> surface)
{
TemporaryChange change { m_scroll_state_snapshots_by_display_list, move(scroll_state_snapshot_by_display_list) };
if (surface) {
surface->lock_context();
}
m_surface = surface;
auto scroll_state_snapshot = m_scroll_state_snapshots_by_display_list.get(display_list).value_or({});
execute_impl(display_list, scroll_state_snapshot);
if (surface)
flush();
m_surface = nullptr;
if (surface) {
surface->unlock_context();
}
}
void DisplayListPlayer::execute_display_list_into_surface(DisplayList& display_list, Gfx::PaintingSurface& target_surface)
{
TemporaryChange surface_change { m_surface, RefPtr<Gfx::PaintingSurface> { target_surface } };
ScrollStateSnapshot scroll_state_snapshot;
execute_impl(display_list, scroll_state_snapshot);
}
void DisplayListPlayer::execute_impl(DisplayList& display_list, ScrollStateSnapshot const& scroll_state)
{
auto const& commands = display_list.commands();
auto const& visual_context_tree = display_list.visual_context_tree();
VERIFY(m_surface);
auto for_each_node_from_common_ancestor_to_target = [&](this auto const& self, VisualContextIndex common_ancestor_index, VisualContextIndex target_index, auto&& callback) -> void {
if (!target_index.value() || target_index == common_ancestor_index)
return;
self(common_ancestor_index, visual_context_tree.node_at(target_index).parent_index, callback);
callback(visual_context_tree.node_at(target_index));
};
auto apply_accumulated_visual_context = [&](AccumulatedVisualContextNode const& node) {
node.data.visit(
[&](EffectsData const& effects) {
apply_effects({ .opacity = effects.opacity, .compositing_and_blending_operator = effects.blend_mode, .filter = effects.gfx_filter });
},
[&](PerspectiveData const& perspective) {
save({});
apply_transform({ 0, 0 }, perspective.matrix);
},
[&](ScrollData const& scroll) {
save({});
auto offset = scroll_state.device_offset_for_index(scroll.scroll_frame_index);
if (!offset.is_zero())
translate({ .delta = offset.to_type<int>() });
},
[&](TransformData const& transform) {
save({});
apply_transform(transform.origin, transform.matrix);
},
[&](ClipData const& clip) {
save({});
if (clip.corner_radii.has_any_radius())
add_rounded_rect_clip({ .corner_radii = clip.corner_radii, .border_rect = clip.rect.to_type<int>(), .corner_clip = CornerClip::Outside });
else
add_clip_rect({ .rect = clip.rect.to_type<int>() });
},
[&](ClipPathData const& clip_path) {
save({});
add_clip_path(clip_path.path);
});
};
VisualContextIndex applied_context_index;
size_t applied_depth = 0;
auto switch_to_context = [&](VisualContextIndex target_index) {
if (applied_context_index == target_index)
return;
auto common_ancestor_index = visual_context_tree.find_common_ancestor(applied_context_index, target_index);
size_t common_ancestor_depth = common_ancestor_index.value() ? visual_context_tree.node_at(common_ancestor_index).depth : 0;
while (applied_depth > common_ancestor_depth) {
restore({});
applied_depth--;
}
for_each_node_from_common_ancestor_to_target(common_ancestor_index, target_index, [&](AccumulatedVisualContextNode const& node) {
apply_accumulated_visual_context(node);
applied_depth++;
});
applied_context_index = target_index;
};
for (size_t command_index = 0; command_index < commands.size(); command_index++) {
auto const& [context_index, command] = commands[command_index];
auto bounding_rect = command_bounding_rectangle(command);
// OPTIMIZATION: If the leaf context is an effect and we're switching to a new context,
// check culling before applying it. Effects (opacity, filters, blend modes) don't affect
// clip state, so would_be_fully_clipped_by_painter() returns the same result before and after
// applying effects.
// This avoids expensive saveLayer/restore cycles for off-screen elements with effects like blur.
// NOTE: We must not do this for consecutive commands with the same context, as that would incorrectly restore
// and re-apply the effect layer, breaking blend mode compositing.
if (context_index.value() && applied_context_index != context_index && visual_context_tree.is_effect(context_index) && bounding_rect.has_value()) {
switch_to_context(visual_context_tree.node_at(context_index).parent_index);
if (bounding_rect->is_empty() || would_be_fully_clipped_by_painter(*bounding_rect))
continue;
}
switch_to_context(context_index);
if (command.has<PaintScrollBar>()) {
auto translated_command = command;
auto& paint_scroll_bar = translated_command.get<PaintScrollBar>();
auto device_offset = scroll_state.device_offset_for_index(paint_scroll_bar.scroll_frame_index);
if (paint_scroll_bar.vertical)
paint_scroll_bar.thumb_rect.translate_by(0, static_cast<int>(-device_offset.y() * paint_scroll_bar.scroll_size));
else
paint_scroll_bar.thumb_rect.translate_by(static_cast<int>(-device_offset.x() * paint_scroll_bar.scroll_size), 0);
paint_scrollbar(paint_scroll_bar);
continue;
}
if (bounding_rect.has_value() && (bounding_rect->is_empty() || would_be_fully_clipped_by_painter(*bounding_rect))) {
// Any clip that's located outside of the visible region is equivalent to a simple clip-rect,
// so replace it with one to avoid doing unnecessary work.
if (command_is_clip(command)) {
if (command.has<AddClipRect>()) {
add_clip_rect(command.get<AddClipRect>());
} else {
add_clip_rect({ bounding_rect.release_value() });
}
}
continue;
}
#define HANDLE_COMMAND(command_type, executor_method) \
if (command.has<command_type>()) { \
executor_method(command.get<command_type>()); \
}
// clang-format off
HANDLE_COMMAND(DrawGlyphRun, draw_glyph_run)
else HANDLE_COMMAND(FillRect, fill_rect)
else HANDLE_COMMAND(DrawScaledImmutableBitmap, draw_scaled_immutable_bitmap)
else HANDLE_COMMAND(DrawRepeatedImmutableBitmap, draw_repeated_immutable_bitmap)
else HANDLE_COMMAND(DrawExternalContent, draw_external_content)
else HANDLE_COMMAND(AddClipRect, add_clip_rect)
else HANDLE_COMMAND(Save, save)
else HANDLE_COMMAND(SaveLayer, save_layer)
else HANDLE_COMMAND(Restore, restore)
else HANDLE_COMMAND(Translate, translate)
else HANDLE_COMMAND(PaintLinearGradient, paint_linear_gradient)
else HANDLE_COMMAND(PaintRadialGradient, paint_radial_gradient)
else HANDLE_COMMAND(PaintConicGradient, paint_conic_gradient)
else HANDLE_COMMAND(PaintOuterBoxShadow, paint_outer_box_shadow)
else HANDLE_COMMAND(PaintInnerBoxShadow, paint_inner_box_shadow)
else HANDLE_COMMAND(PaintTextShadow, paint_text_shadow)
else HANDLE_COMMAND(FillRectWithRoundedCorners, fill_rect_with_rounded_corners)
else HANDLE_COMMAND(FillPath, fill_path)
else HANDLE_COMMAND(StrokePath, stroke_path)
else HANDLE_COMMAND(DrawEllipse, draw_ellipse)
else HANDLE_COMMAND(FillEllipse, fill_ellipse)
else HANDLE_COMMAND(DrawLine, draw_line)
else HANDLE_COMMAND(ApplyBackdropFilter, apply_backdrop_filter)
else HANDLE_COMMAND(DrawRect, draw_rect)
else HANDLE_COMMAND(AddRoundedRectClip, add_rounded_rect_clip)
else HANDLE_COMMAND(PaintNestedDisplayList, paint_nested_display_list)
else HANDLE_COMMAND(ApplyEffects, apply_effects)
else VERIFY_NOT_REACHED();
// clang-format on
}
while (applied_depth > 0) {
restore({});
applied_depth--;
}
}
}