bool RenderSVGResourceGradient::applyResource(RenderObject* object, RenderStyle* style, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(object); ASSERT(style); ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); // Be sure to synchronize all SVG properties on the gradientElement _before_ processing any further. // Otherwhise the call to collectGradientAttributes() in createTileImage(), may cause the SVG DOM property // synchronization to kick in, which causes removeAllClientsFromCache() to be called, which in turn deletes our // GradientData object! Leaving out the line below will cause svg/dynamic-updates/SVG*GradientElement-svgdom* to crash. SVGGradientElement* gradientElement = static_cast<SVGGradientElement*>(node()); if (!gradientElement) return false; if (m_shouldCollectGradientAttributes) { gradientElement->updateAnimatedSVGAttribute(anyQName()); collectGradientAttributes(gradientElement); m_shouldCollectGradientAttributes = false; } // Spec: When the geometry of the applicable element has no width or height and objectBoundingBox is specified, // then the given effect (e.g. a gradient or a filter) will be ignored. FloatRect objectBoundingBox = object->objectBoundingBox(); if (boundingBoxMode() && objectBoundingBox.isEmpty()) return false; if (!m_gradient.contains(object)) m_gradient.set(object, new GradientData); GradientData* gradientData = m_gradient.get(object); bool isPaintingText = resourceMode & ApplyToTextMode; // Create gradient object if (!gradientData->gradient) { buildGradient(gradientData, gradientElement); // CG platforms will handle the gradient space transform for text after applying the // resource, so don't apply it here. For non-CG platforms, we want the text bounding // box applied to the gradient space transform now, so the gradient shader can use it. #if PLATFORM(CG) if (boundingBoxMode() && !objectBoundingBox.isEmpty() && !isPaintingText) { #else if (boundingBoxMode() && !objectBoundingBox.isEmpty()) { #endif gradientData->userspaceTransform.translate(objectBoundingBox.x(), objectBoundingBox.y()); gradientData->userspaceTransform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height()); } AffineTransform gradientTransform; calculateGradientTransform(gradientTransform); gradientData->userspaceTransform *= gradientTransform; gradientData->gradient->setGradientSpaceTransform(gradientData->userspaceTransform); } if (!gradientData->gradient) return false; // Draw gradient context->save(); if (isPaintingText) { #if PLATFORM(CG) if (!createMaskAndSwapContextForTextGradient(context, m_savedContext, m_imageBuffer, object)) { context->restore(); return false; } #endif context->setTextDrawingMode(resourceMode & ApplyToFillMode ? TextModeFill : TextModeStroke); } const SVGRenderStyle* svgStyle = style->svgStyle(); ASSERT(svgStyle); if (resourceMode & ApplyToFillMode) { context->setAlpha(svgStyle->fillOpacity()); context->setFillGradient(gradientData->gradient); context->setFillRule(svgStyle->fillRule()); } else if (resourceMode & ApplyToStrokeMode) { if (svgStyle->vectorEffect() == VE_NON_SCALING_STROKE) gradientData->gradient->setGradientSpaceTransform(transformOnNonScalingStroke(object, gradientData->userspaceTransform)); context->setAlpha(svgStyle->strokeOpacity()); context->setStrokeGradient(gradientData->gradient); SVGRenderSupport::applyStrokeStyleToContext(context, style, object); } return true; } void RenderSVGResourceGradient::postApplyResource(RenderObject* object, GraphicsContext*& context, unsigned short resourceMode, const Path* path) { ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); if (resourceMode & ApplyToTextMode) { #if PLATFORM(CG) // CG requires special handling for gradient on text if (m_savedContext && m_gradient.contains(object)) { GradientData* gradientData = m_gradient.get(object); // Restore on-screen drawing context context = m_savedContext; m_savedContext = 0; AffineTransform gradientTransform; calculateGradientTransform(gradientTransform); FloatRect targetRect; gradientData->gradient->setGradientSpaceTransform(clipToTextMask(context, m_imageBuffer, targetRect, object, boundingBoxMode(), gradientTransform)); context->setFillGradient(gradientData->gradient); context->fillRect(targetRect); m_imageBuffer.clear(); } #else UNUSED_PARAM(object); #endif } else if (path) { if (resourceMode & ApplyToFillMode) context->fillPath(*path); else if (resourceMode & ApplyToStrokeMode) context->strokePath(*path); } context->restore(); }
bool RenderSVGResourceGradient::applyResource(RenderObject* object, RenderStyle* style, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(object); ASSERT(style); ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); // Be sure to synchronize all SVG properties on the gradientElement _before_ processing any further. // Otherwhise the call to collectGradientAttributes() in createTileImage(), may cause the SVG DOM property // synchronization to kick in, which causes invalidateClients() to be called, which in turn deletes our // GradientData object! Leaving out the line below will cause svg/dynamic-updates/SVG*GradientElement-svgdom* to crash. SVGGradientElement* gradientElement = static_cast<SVGGradientElement*>(node()); if (!gradientElement) return false; gradientElement->updateAnimatedSVGAttribute(anyQName()); if (!m_gradient.contains(object)) m_gradient.set(object, new GradientData); GradientData* gradientData = m_gradient.get(object); // Create gradient object if (!gradientData->gradient) buildGradient(gradientData, gradientElement); if (!gradientData->gradient) return false; // Draw gradient context->save(); bool isPaintingText = resourceMode & ApplyToTextMode; if (isPaintingText) { #if PLATFORM(CG) if (!createMaskAndSwapContextForTextGradient(context, m_savedContext, m_imageBuffer, object)) { context->restore(); return false; } #endif context->setTextDrawingMode(resourceMode & ApplyToFillMode ? cTextFill : cTextStroke); } AffineTransform transform; // CG platforms will handle the gradient space transform for text after applying the // resource, so don't apply it here. For non-CG platforms, we want the text bounding // box applied to the gradient space transform now, so the gradient shader can use it. #if PLATFORM(CG) if (gradientData->boundingBoxMode && !isPaintingText) { #else if (gradientData->boundingBoxMode) { #endif FloatRect objectBoundingBox = object->objectBoundingBox(); transform.translate(objectBoundingBox.x(), objectBoundingBox.y()); transform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height()); } transform.multiply(gradientData->transform); gradientData->gradient->setGradientSpaceTransform(transform); const SVGRenderStyle* svgStyle = style->svgStyle(); ASSERT(svgStyle); if (resourceMode & ApplyToFillMode) { context->setAlpha(svgStyle->fillOpacity()); context->setFillGradient(gradientData->gradient); context->setFillRule(svgStyle->fillRule()); } else if (resourceMode & ApplyToStrokeMode) { context->setAlpha(svgStyle->strokeOpacity()); context->setStrokeGradient(gradientData->gradient); applyStrokeStyleToContext(context, style, object); } return true; } void RenderSVGResourceGradient::postApplyResource(RenderObject* object, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); if (resourceMode & ApplyToTextMode) { #if PLATFORM(CG) // CG requires special handling for gradient on text if (m_savedContext && m_gradient.contains(object)) { GradientData* gradientData = m_gradient.get(object); // Restore on-screen drawing context context = m_savedContext; m_savedContext = 0; gradientData->gradient->setGradientSpaceTransform(clipToTextMask(context, m_imageBuffer, object, gradientData)); context->setFillGradient(gradientData->gradient); const RenderObject* textRootBlock = findTextRootObject(object); context->fillRect(textRootBlock->repaintRectInLocalCoordinates()); m_imageBuffer.clear(); } #else UNUSED_PARAM(object); #endif } else { if (resourceMode & ApplyToFillMode) context->fillPath(); else if (resourceMode & ApplyToStrokeMode) context->strokePath(); } context->restore(); }