DrawResult nsSVGClipPathFrame::PaintFrameIntoMask(nsIFrame *aFrame, nsIFrame* aClippedFrame, gfxContext& aTarget, const gfxMatrix& aMatrix) { nsISVGChildFrame* frame = do_QueryFrame(aFrame); if (!frame) { return DrawResult::SUCCESS; } // The CTM of each frame referencing us can be different. frame->NotifySVGChanged(nsISVGChildFrame::TRANSFORM_CHANGED); // Children of this clipPath may themselves be clipped. nsSVGEffects::EffectProperties effectProperties = nsSVGEffects::GetEffectProperties(aFrame); if (effectProperties.HasInvalidClipPath()) { return DrawResult::SUCCESS; } nsSVGClipPathFrame *clipPathThatClipsChild = effectProperties.GetClipPathFrame(); nsSVGUtils::MaskUsage maskUsage; nsSVGUtils::DetermineMaskUsage(aFrame, true, maskUsage); DrawResult result = DrawResult::SUCCESS; if (maskUsage.shouldApplyClipPath) { clipPathThatClipsChild->ApplyClipPath(aTarget, aClippedFrame, aMatrix); } else if (maskUsage.shouldGenerateClipMaskLayer) { Matrix maskTransform; RefPtr<SourceSurface> maskSurface; Tie(result, maskSurface) = clipPathThatClipsChild->GetClipMask(aTarget, aClippedFrame, aMatrix, &maskTransform); aTarget.PushGroupForBlendBack(gfxContentType::ALPHA, 1.0, maskSurface, maskTransform); // The corresponding PopGroupAndBlend call below will mask the // blend using |maskSurface|. } gfxMatrix toChildsUserSpace = mMatrixForChildren; nsIFrame* child = do_QueryFrame(frame); nsIContent* childContent = child->GetContent(); if (childContent->IsSVGElement()) { toChildsUserSpace = static_cast<const nsSVGElement*>(childContent)-> PrependLocalTransformsTo(mMatrixForChildren, eUserSpaceToParent); } // Our children have NS_STATE_SVG_CLIPPATH_CHILD set on them, and // SVGGeometryFrame::Render checks for that state bit and paints // only the geometry (opaque black) if set. result &= frame->PaintSVG(aTarget, toChildsUserSpace); if (maskUsage.shouldGenerateClipMaskLayer) { aTarget.PopGroupAndBlend(); } else if (maskUsage.shouldApplyClipPath) { aTarget.PopClip(); } return result; }
DrawResult nsSVGClipPathFrame::PaintClipMask(gfxContext& aMaskContext, nsIFrame* aClippedFrame, const gfxMatrix& aMatrix, Matrix* aMaskTransform, SourceSurface* aExtraMask, const Matrix& aExtraMasksTransform) { // A clipPath can reference another clipPath. We re-enter this method for // each clipPath in a reference chain, so here we limit chain length: static int16_t sRefChainLengthCounter = AutoReferenceLimiter::notReferencing; AutoReferenceLimiter refChainLengthLimiter(&sRefChainLengthCounter, MAX_SVG_CLIP_PATH_REFERENCE_CHAIN_LENGTH); if (!refChainLengthLimiter.Reference()) { return DrawResult::SUCCESS; // Reference chain is too long! } // And to prevent reference loops we check that this clipPath only appears // once in the reference chain (if any) that we're currently processing: AutoReferenceLimiter refLoopDetector(&mReferencing, 1); if (!refLoopDetector.Reference()) { return DrawResult::SUCCESS; // Reference loop! } DrawResult result = DrawResult::SUCCESS; DrawTarget* maskDT = aMaskContext.GetDrawTarget(); MOZ_ASSERT(maskDT->GetFormat() == SurfaceFormat::A8); // Paint this clipPath's contents into aMaskDT: // We need to set mMatrixForChildren here so that under the PaintSVG calls // on our children (below) our GetCanvasTM() method will return the correct // transform. mMatrixForChildren = GetClipPathTransform(aClippedFrame) * aMatrix; // Check if this clipPath is itself clipped by another clipPath: nsSVGClipPathFrame* clipPathThatClipsClipPath = nsSVGEffects::GetEffectProperties(this).GetClipPathFrame(); nsSVGUtils::MaskUsage maskUsage; nsSVGUtils::DetermineMaskUsage(this, true, maskUsage); if (maskUsage.shouldApplyClipPath) { clipPathThatClipsClipPath->ApplyClipPath(aMaskContext, aClippedFrame, aMatrix); } else if (maskUsage.shouldGenerateClipMaskLayer) { Matrix maskTransform; RefPtr<SourceSurface> maskSurface; Tie(result, maskSurface) = clipPathThatClipsClipPath->GetClipMask(aMaskContext, aClippedFrame, aMatrix, &maskTransform); aMaskContext.PushGroupForBlendBack(gfxContentType::ALPHA, 1.0, maskSurface, maskTransform); // The corresponding PopGroupAndBlend call below will mask the // blend using |maskSurface|. } // Paint our children into the mask: for (nsIFrame* kid = mFrames.FirstChild(); kid; kid = kid->GetNextSibling()) { result &= PaintFrameIntoMask(kid, aClippedFrame, aMaskContext, aMatrix); } if (maskUsage.shouldGenerateClipMaskLayer) { aMaskContext.PopGroupAndBlend(); } else if (maskUsage.shouldApplyClipPath) { aMaskContext.PopClip(); } // Moz2D transforms in the opposite direction to Thebes gfxMatrix maskTransfrom = aMaskContext.CurrentMatrix(); maskTransfrom.Invert(); if (aExtraMask) { ComposeExtraMask(maskDT, maskTransfrom, aExtraMask, aExtraMasksTransform); } *aMaskTransform = ToMatrix(maskTransfrom); return result; }