Files
ladybird/Libraries/LibWeb/Painting/DisplayList.h
Aliaksandr Kalenik 9d2ebe90ed LibWeb: Store visual context nodes in arena-based tree
Replace per-node heap-allocated AtomicRefCounted
AccumulatedVisualContext objects with a single contiguous Vector inside
AccumulatedVisualContextTree. All nodes for a frame are now stored in
one allocation, using type-safe VisualContextIndex instead of RefPtr
pointers.

This reduces allocation churn, improves cache locality, and opens the
door for future snapshotting of visual context state — similar to how
scroll offsets are snapshotted today.
2026-03-11 11:16:36 +01:00

104 lines
4.1 KiB
C++

/*
* Copyright (c) 2024-2026, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2025, Jelle Raaijmakers <jelle@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Forward.h>
#include <AK/NonnullRefPtr.h>
#include <AK/SegmentedVector.h>
#include <LibGfx/Color.h>
#include <LibGfx/Forward.h>
#include <LibGfx/PaintStyle.h>
#include <LibWeb/Forward.h>
#include <LibWeb/Painting/AccumulatedVisualContext.h>
#include <LibWeb/Painting/DisplayListCommand.h>
#include <LibWeb/Painting/ScrollState.h>
namespace Web::Painting {
class DisplayListPlayer {
public:
virtual ~DisplayListPlayer() = default;
void execute(DisplayList&, ScrollStateSnapshotByDisplayList&&, RefPtr<Gfx::PaintingSurface>);
protected:
Gfx::PaintingSurface& surface() const { return *m_surface; }
void execute_impl(DisplayList&, ScrollStateSnapshot const& scroll_state);
void execute_display_list_into_surface(DisplayList&, Gfx::PaintingSurface&);
ScrollStateSnapshotByDisplayList m_scroll_state_snapshots_by_display_list;
private:
virtual void flush() = 0;
virtual void draw_glyph_run(DrawGlyphRun const&) = 0;
virtual void fill_rect(FillRect const&) = 0;
virtual void draw_scaled_immutable_bitmap(DrawScaledImmutableBitmap const&) = 0;
virtual void draw_repeated_immutable_bitmap(DrawRepeatedImmutableBitmap const&) = 0;
virtual void draw_external_content(DrawExternalContent const&) = 0;
virtual void save(Save const&) = 0;
virtual void save_layer(SaveLayer const&) = 0;
virtual void restore(Restore const&) = 0;
virtual void translate(Translate const&) = 0;
virtual void add_clip_rect(AddClipRect const&) = 0;
virtual void paint_linear_gradient(PaintLinearGradient const&) = 0;
virtual void paint_radial_gradient(PaintRadialGradient const&) = 0;
virtual void paint_conic_gradient(PaintConicGradient const&) = 0;
virtual void paint_outer_box_shadow(PaintOuterBoxShadow const&) = 0;
virtual void paint_inner_box_shadow(PaintInnerBoxShadow const&) = 0;
virtual void paint_text_shadow(PaintTextShadow const&) = 0;
virtual void fill_rect_with_rounded_corners(FillRectWithRoundedCorners const&) = 0;
virtual void fill_path(FillPath const&) = 0;
virtual void stroke_path(StrokePath const&) = 0;
virtual void draw_ellipse(DrawEllipse const&) = 0;
virtual void fill_ellipse(FillEllipse const&) = 0;
virtual void draw_line(DrawLine const&) = 0;
virtual void apply_backdrop_filter(ApplyBackdropFilter const&) = 0;
virtual void draw_rect(DrawRect const&) = 0;
virtual void add_rounded_rect_clip(AddRoundedRectClip const&) = 0;
virtual void paint_nested_display_list(PaintNestedDisplayList const&) = 0;
virtual void paint_scrollbar(PaintScrollBar const&) = 0;
virtual void apply_effects(ApplyEffects const&) = 0;
virtual void apply_transform(Gfx::FloatPoint origin, Gfx::FloatMatrix4x4 const&) = 0;
virtual bool would_be_fully_clipped_by_painter(Gfx::IntRect) const = 0;
virtual void add_clip_path(Gfx::Path const&) = 0;
RefPtr<Gfx::PaintingSurface> m_surface;
};
class DisplayList : public AtomicRefCounted<DisplayList> {
public:
static NonnullRefPtr<DisplayList> create(NonnullRefPtr<AccumulatedVisualContextTree const> visual_context_tree)
{
return adopt_ref(*new DisplayList(move(visual_context_tree)));
}
bool append(DisplayListCommand&& command, VisualContextIndex context_index);
struct CommandListItem {
VisualContextIndex context_index {};
DisplayListCommand command;
};
AccumulatedVisualContextTree const& visual_context_tree() const { return *m_visual_context_tree; }
auto& commands(Badge<DisplayListRecorder>) { return m_commands; }
auto const& commands() const { return m_commands; }
private:
explicit DisplayList(NonnullRefPtr<AccumulatedVisualContextTree const> visual_context_tree)
: m_visual_context_tree(move(visual_context_tree))
{
}
NonnullRefPtr<AccumulatedVisualContextTree const> const m_visual_context_tree;
AK::SegmentedVector<CommandListItem, 512> m_commands;
};
}