Files
ladybird/Libraries/LibWeb/Painting/AccumulatedVisualContext.cpp
Jelle Raaijmakers 90a211bf47 LibWeb: Use device-pixel coordinates in display list and AVC
Stop converting between CSS and device pixels as part of rendering - the
display list should be as simple as possible, so convert to DevicePixels
once when constructing the display list.
2026-02-26 07:43:00 +01:00

201 lines
8.4 KiB
C++

/*
* Copyright (c) 2026, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2026, Jelle Raaijmakers <jelle@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/StringBuilder.h>
#include <LibGfx/Matrix4x4.h>
#include <LibWeb/Painting/AccumulatedVisualContext.h>
namespace Web::Painting {
NonnullRefPtr<AccumulatedVisualContext> AccumulatedVisualContext::create(size_t id, VisualContextData data, RefPtr<AccumulatedVisualContext const> parent)
{
return adopt_ref(*new AccumulatedVisualContext(id, move(data), move(parent)));
}
bool ClipData::contains(DevicePixelPoint point) const
{
return corner_radii.contains(point.to_type<int>(), rect.to_type<int>());
}
Optional<Gfx::FloatPoint> AccumulatedVisualContext::transform_point_for_hit_test(Gfx::FloatPoint screen_point, ReadonlySpan<Gfx::FloatPoint> scroll_offsets) const
{
Vector<AccumulatedVisualContext const*, 8> chain;
chain.ensure_capacity(m_depth);
for (auto const* node = this; node; node = node->parent().ptr())
chain.append(node);
auto point = screen_point;
for (size_t i = chain.size(); i > 0; --i) {
auto const* node = chain[i - 1];
auto result = node->data().visit(
[&](PerspectiveData const& perspective) -> Optional<Gfx::FloatPoint> {
auto affine = Gfx::extract_2d_affine_transform(perspective.matrix);
auto inverse = affine.inverse();
if (!inverse.has_value())
return {};
point = inverse->map(point);
return point;
},
[&](ScrollData const& scroll) -> Optional<Gfx::FloatPoint> {
if (scroll.scroll_frame_id < scroll_offsets.size())
point.translate_by(-scroll_offsets[scroll.scroll_frame_id]);
return point;
},
[&](TransformData const& transform) -> Optional<Gfx::FloatPoint> {
auto affine = Gfx::extract_2d_affine_transform(transform.matrix);
auto inverse = affine.inverse();
if (!inverse.has_value())
return {};
auto offset_point = point - transform.origin;
auto transformed = inverse->map(offset_point);
point = transformed + transform.origin;
return point;
},
[&](ClipData const& clip) -> Optional<Gfx::FloatPoint> {
// NOTE: The clip rect is in absolute device-pixel coordinates. After inverse-transforming, `point`
// is also in device-pixel coordinates, so we compare them directly.
if (!clip.contains(point.to_type<int>().to_type<DevicePixels>()))
return {};
return point;
},
[&](ClipPathData const& clip_path) -> Optional<Gfx::FloatPoint> {
// NOTE: The clip path is in absolute device-pixel coordinates. After inverse-transforming, `point`
// is also in device-pixel coordinates, so we compare them directly.
if (!clip_path.bounding_rect.contains(point.to_type<int>().to_type<DevicePixels>()))
return {};
if (!clip_path.path.contains(point, clip_path.fill_rule))
return {};
return point;
},
[&](EffectsData const&) -> Optional<Gfx::FloatPoint> {
// Effects don't affect coordinate transforms
return point;
});
if (!result.has_value())
return {};
}
return point;
}
Gfx::FloatPoint AccumulatedVisualContext::inverse_transform_point(Gfx::FloatPoint screen_point) const
{
Vector<AccumulatedVisualContext const*, 8> chain;
chain.ensure_capacity(m_depth);
for (auto const* node = this; node; node = node->parent().ptr())
chain.append(node);
auto point = screen_point;
for (size_t i = chain.size(); i > 0; --i) {
auto const* node = chain[i - 1];
node->data().visit(
[&](PerspectiveData const& perspective) {
auto affine = Gfx::extract_2d_affine_transform(perspective.matrix);
auto inverse = affine.inverse();
if (inverse.has_value())
point = inverse->map(point);
},
[&](TransformData const& transform) {
auto affine = Gfx::extract_2d_affine_transform(transform.matrix);
auto inverse = affine.inverse();
if (inverse.has_value()) {
auto offset_point = point - transform.origin;
auto transformed = inverse->map(offset_point);
point = transformed + transform.origin;
}
},
[&](auto const&) {});
}
return point;
}
Gfx::FloatRect AccumulatedVisualContext::transform_rect_to_viewport(Gfx::FloatRect const& source_rect, ReadonlySpan<Gfx::FloatPoint> scroll_offsets) const
{
auto rect = source_rect;
for (auto const* node = this; node; node = node->parent().ptr()) {
node->data().visit(
[&](TransformData const& transform) {
auto affine = Gfx::extract_2d_affine_transform(transform.matrix);
rect.translate_by(-transform.origin);
rect = affine.map(rect);
rect.translate_by(transform.origin);
},
[&](PerspectiveData const& perspective) {
auto affine = Gfx::extract_2d_affine_transform(perspective.matrix);
rect = affine.map(rect);
},
[&](ScrollData const& scroll) {
if (scroll.scroll_frame_id < scroll_offsets.size())
rect.translate_by(scroll_offsets[scroll.scroll_frame_id]);
},
[&](ClipData const&) { /* clips don't affect rect coordinates */ },
[&](ClipPathData const&) { /* clip paths don't affect rect coordinates */ },
[&](EffectsData const&) { /* effects don't affect rect coordinates */ });
}
return rect;
}
void AccumulatedVisualContext::dump(StringBuilder& builder) const
{
m_data.visit(
[&](PerspectiveData const&) {
builder.append("perspective"sv);
},
[&](ScrollData const& scroll) {
builder.appendff("scroll_frame_id={}", scroll.scroll_frame_id);
if (scroll.is_sticky)
builder.append(" (sticky)"sv);
},
[&](TransformData const& transform) {
auto const& matrix = transform.matrix.elements();
auto const& origin = transform.origin;
builder.appendff("transform=[{},{},{},{},{},{}] origin=({},{})", matrix[0][0], matrix[0][1], matrix[1][0], matrix[1][1], matrix[0][3], matrix[1][3], origin.x(), origin.y());
},
[&](ClipData const& clip) {
auto const& rect = clip.rect;
builder.appendff("clip=[{},{} {}x{}]", rect.x(), rect.y(), rect.width(), rect.height());
if (clip.corner_radii.has_any_radius()) {
auto const& corner_radii = clip.corner_radii;
builder.appendff(" radii=({},{},{},{})", corner_radii.top_left.horizontal_radius, corner_radii.top_right.horizontal_radius, corner_radii.bottom_right.horizontal_radius, corner_radii.bottom_left.horizontal_radius);
}
},
[&](ClipPathData const& clip_path) {
auto const& rect = clip_path.bounding_rect;
builder.appendff("clip_path=[bounds: {},{} {}x{}, path: {}]", rect.x(), rect.y(), rect.width(), rect.height(), clip_path.path.to_svg_string());
},
[&](EffectsData const& effects) {
builder.append("effects=["sv);
bool has_content = false;
if (effects.opacity < 1.0f) {
builder.appendff("opacity={}", effects.opacity);
has_content = true;
}
if (effects.blend_mode != Gfx::CompositingAndBlendingOperator::Normal) {
if (has_content)
builder.append(' ');
builder.appendff("blend_mode={}", static_cast<int>(effects.blend_mode));
has_content = true;
}
if (effects.gfx_filter.has_value()) {
if (has_content)
builder.append(' ');
builder.append("filter"sv);
has_content = true;
}
builder.append("]"sv);
});
}
}