예제 #1
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderObject* object, FloatRect& repaintRect)
{
    ASSERT(object);

    RenderStyle* style = object->style();
    ASSERT(style);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    RenderObject* renderer = const_cast<RenderObject*>(object);
    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(renderer);
    if (!resources) {
        if (const ShadowData* shadow = svgStyle->shadow())
            shadow->adjustRectForShadow(repaintRect);
        return;
    }

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);
#endif

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));

    if (const ShadowData* shadow = svgStyle->shadow())
        shadow->adjustRectForShadow(repaintRect);
}
예제 #2
0
bool SVGLayoutSupport::pointInClippingArea(const LayoutObject& object,
                                           const FloatPoint& point) {
  ClipPathOperation* clipPathOperation = object.styleRef().clipPath();
  if (!clipPathOperation)
    return true;
  if (clipPathOperation->type() == ClipPathOperation::SHAPE) {
    ShapeClipPathOperation& clipPath =
        toShapeClipPathOperation(*clipPathOperation);
    return clipPath.path(object.objectBoundingBox()).contains(point);
  }
  DCHECK_EQ(clipPathOperation->type(), ClipPathOperation::REFERENCE);
  SVGResources* resources =
      SVGResourcesCache::cachedResourcesForLayoutObject(&object);
  if (!resources || !resources->clipper())
    return true;
  return resources->clipper()->hitTestClipContent(object.objectBoundingBox(),
                                                  point);
}
예제 #3
0
bool SVGRenderSupport::prepareToRenderSVGContent(RenderObject* object, PaintInfo& paintInfo)
{
    ASSERT(object);

    RenderStyle* style = object->style();
    ASSERT(style);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    // Setup transparency layers before setting up SVG resources!
    float opacity = style->opacity();
    const ShadowData* shadow = svgStyle->shadow();
    if (opacity < 1 || shadow) {
        FloatRect repaintRect = object->repaintRectInLocalCoordinates();

        if (opacity < 1) {
            paintInfo.context->clip(repaintRect);
            paintInfo.context->beginTransparencyLayer(opacity);
        }

        if (shadow) {
            paintInfo.context->clip(repaintRect);
            paintInfo.context->setShadow(IntSize(shadow->x(), shadow->y()), shadow->blur(), shadow->color(), style->colorSpace());
            paintInfo.context->beginTransparencyLayer(1);
        }
    }

    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(object);
    if (!resources) {
#if ENABLE(FILTERS)
        if (svgStyle->hasFilter())
            return false;
#endif
        return true;
    }

    if (RenderSVGResourceMasker* masker = resources->masker()) {
        if (!masker->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }

    if (RenderSVGResourceClipper* clipper = resources->clipper()) {
        if (!clipper->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter()) {
        if (!filter->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }
#endif

    return true;
}
예제 #4
0
bool SVGClipPainter::applyClippingToContext(const LayoutObject& target, const FloatRect& targetBoundingBox,
    const FloatRect& paintInvalidationRect, GraphicsContext* context, ClipperState& clipperState)
{
    ASSERT(context);
    ASSERT(clipperState == ClipperNotApplied);
    ASSERT_WITH_SECURITY_IMPLICATION(!m_clip.needsLayout());

    if (paintInvalidationRect.isEmpty() || m_clip.hasCycle())
        return false;

    SVGClipExpansionCycleHelper inClipExpansionChange(m_clip);

    AffineTransform animatedLocalTransform = toSVGClipPathElement(m_clip.element())->calculateAnimatedLocalTransform();
    // When drawing a clip for non-SVG elements, the CTM does not include the zoom factor.
    // In this case, we need to apply the zoom scale explicitly - but only for clips with
    // userSpaceOnUse units (the zoom is accounted for objectBoundingBox-resolved lengths).
    if (!target.isSVG() && m_clip.clipPathUnits() == SVGUnitTypes::SVG_UNIT_TYPE_USERSPACEONUSE) {
        ASSERT(m_clip.style());
        animatedLocalTransform.scale(m_clip.style()->effectiveZoom());
    }

    // First, try to apply the clip as a clipPath.
    if (m_clip.tryPathOnlyClipping(target, context, animatedLocalTransform, targetBoundingBox)) {
        clipperState = ClipperAppliedPath;
        return true;
    }

    // Fall back to masking.
    clipperState = ClipperAppliedMask;

    // Begin compositing the clip mask.
    CompositingRecorder::beginCompositing(*context, target, SkXfermode::kSrcOver_Mode, 1, &paintInvalidationRect);
    {
        TransformRecorder recorder(*context, target, animatedLocalTransform);

        // clipPath can also be clipped by another clipPath.
        SVGResources* resources = SVGResourcesCache::cachedResourcesForLayoutObject(&m_clip);
        LayoutSVGResourceClipper* clipPathClipper = resources ? resources->clipper() : 0;
        ClipperState clipPathClipperState = ClipperNotApplied;
        if (clipPathClipper && !SVGClipPainter(*clipPathClipper).applyClippingToContext(m_clip, targetBoundingBox, paintInvalidationRect, context, clipPathClipperState)) {
            // End the clip mask's compositor.
            CompositingRecorder::endCompositing(*context, target);
            return false;
        }

        drawClipMaskContent(context, target, targetBoundingBox);

        if (clipPathClipper)
            SVGClipPainter(*clipPathClipper).postApplyStatefulResource(m_clip, context, clipPathClipperState);
    }

    // Masked content layer start.
    CompositingRecorder::beginCompositing(*context, target, SkXfermode::kSrcIn_Mode, 1, &paintInvalidationRect);

    return true;
}
bool RenderSVGResourceClipper::applyClippingToContext(RenderObject* target, const FloatRect& targetBoundingBox,
    const FloatRect& repaintRect, GraphicsContext* context, ClipperContext& clipperContext)
{
    ASSERT(target);
    ASSERT(context);
    ASSERT(clipperContext.state == ClipperContext::NotAppliedState);
    ASSERT_WITH_SECURITY_IMPLICATION(!needsLayout());

    if (repaintRect.isEmpty() || m_inClipExpansion)
        return false;
    TemporaryChange<bool> inClipExpansionChange(m_inClipExpansion, true);

    // First, try to apply the clip as a clipPath.
    AffineTransform animatedLocalTransform = toSVGClipPathElement(element())->animatedLocalTransform();
    if (tryPathOnlyClipping(context, animatedLocalTransform, targetBoundingBox)) {
        clipperContext.state = ClipperContext::AppliedPathState;
        return true;
    }

    // Fall back to masking.
    clipperContext.state = ClipperContext::AppliedMaskState;

    // Mask layer start
    context->beginTransparencyLayer(1, &repaintRect);
    {
        GraphicsContextStateSaver maskContentSaver(*context);
        context->concatCTM(animatedLocalTransform);

        // clipPath can also be clipped by another clipPath.
        SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(this);
        RenderSVGResourceClipper* clipPathClipper = 0;
        ClipperContext clipPathClipperContext;
        if (resources && (clipPathClipper = resources->clipper())) {
            if (!clipPathClipper->applyClippingToContext(this, targetBoundingBox, repaintRect, context, clipPathClipperContext)) {
                // FIXME: Awkward state micro-management. Ideally, GraphicsContextStateSaver should
                //   a) pop saveLayers also
                //   b) pop multiple states if needed (similarly to SkCanvas::restoreToCount())
                // Then we should be able to replace this mess with a single, top-level GCSS.
                maskContentSaver.restore();
                context->restoreLayer();
                return false;
            }
        }

        drawClipMaskContent(context, targetBoundingBox);

        if (clipPathClipper)
            clipPathClipper->postApplyStatefulResource(this, context, clipPathClipperContext);
    }

    // Masked content layer start.
    context->beginLayer(1, CompositeSourceIn, &repaintRect);

    return true;
}
예제 #6
0
bool RenderSVGResourceClipper::applyClippingToContext(RenderObject* object, const FloatRect& objectBoundingBox,
        const FloatRect& repaintRect, GraphicsContext* context)
{
    bool missingClipperData = !m_clipper.contains(object);
    if (missingClipperData)
        m_clipper.set(object, new ClipperData);

    bool shouldCreateClipData = false;
    AffineTransform animatedLocalTransform = static_cast<SVGClipPathElement*>(node())->animatedLocalTransform();
    ClipperData* clipperData = m_clipper.get(object);
    if (!clipperData->clipMaskImage) {
        if (pathOnlyClipping(context, animatedLocalTransform, objectBoundingBox))
            return true;
        shouldCreateClipData = true;
    }

    AffineTransform absoluteTransform;
    SVGRenderingContext::calculateTransformationToOutermostCoordinateSystem(object, absoluteTransform);

    if (shouldCreateClipData && !repaintRect.isEmpty()) {
        if (!SVGRenderingContext::createImageBuffer(repaintRect, absoluteTransform, clipperData->clipMaskImage, ColorSpaceDeviceRGB, Unaccelerated))
            return false;

        GraphicsContext* maskContext = clipperData->clipMaskImage->context();
        ASSERT(maskContext);

        maskContext->concatCTM(animatedLocalTransform);

        // clipPath can also be clipped by another clipPath.
        SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(this);
        RenderSVGResourceClipper* clipper;
        bool succeeded;
        if (resources && (clipper = resources->clipper())) {
            GraphicsContextStateSaver stateSaver(*maskContext);

            if (!clipper->applyClippingToContext(this, objectBoundingBox, repaintRect, maskContext))
                return false;

            succeeded = drawContentIntoMaskImage(clipperData, objectBoundingBox);
            // The context restore applies the clipping on non-CG platforms.
        } else
            succeeded = drawContentIntoMaskImage(clipperData, objectBoundingBox);

        if (!succeeded)
            clipperData->clipMaskImage.clear();
    }

    if (!clipperData->clipMaskImage)
        return false;

    SVGRenderingContext::clipToImageBuffer(context, absoluteTransform, repaintRect, clipperData->clipMaskImage, missingClipperData);
    return true;
}
예제 #7
0
bool SVGRenderSupport::pointInClippingArea(const RenderElement& renderer, const FloatPoint& point)
{
    // We just take clippers into account to determine if a point is on the node. The Specification may
    // change later and we also need to check maskers.
    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(renderer);
    if (!resources)
        return true;

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        return clipper->hitTestClipContent(renderer.objectBoundingBox(), point);

    return true;
}
예제 #8
0
bool SVGLayoutSupport::pointInClippingArea(LayoutObject* object, const FloatPoint& point)
{
    ASSERT(object);

    // We just take clippers into account to determine if a point is on the node. The Specification may
    // change later and we also need to check maskers.
    SVGResources* resources = SVGResourcesCache::cachedResourcesForLayoutObject(object);
    if (!resources)
        return true;

    if (LayoutSVGResourceClipper* clipper = resources->clipper())
        return clipper->hitTestClipContent(object->objectBoundingBox(), point);

    return true;
}
예제 #9
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderObject* renderer, FloatRect& repaintRect)
{
    ASSERT(renderer);

    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(renderer);
    if (!resources)
        return;

    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));
}
예제 #10
0
void SVGLayoutSupport::intersectPaintInvalidationRectWithResources(const LayoutObject* layoutObject, FloatRect& paintInvalidationRect)
{
    ASSERT(layoutObject);

    SVGResources* resources = SVGResourcesCache::cachedResourcesForLayoutObject(layoutObject);
    if (!resources)
        return;

    if (LayoutSVGResourceFilter* filter = resources->filter())
        paintInvalidationRect = filter->resourceBoundingBox(layoutObject);

    if (LayoutSVGResourceClipper* clipper = resources->clipper())
        paintInvalidationRect.intersect(clipper->resourceBoundingBox(layoutObject));

    if (LayoutSVGResourceMasker* masker = resources->masker())
        paintInvalidationRect.intersect(masker->resourceBoundingBox(layoutObject));
}
예제 #11
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderElement& renderer, FloatRect& repaintRect)
{
    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(&renderer);
    if (!resources)
        return;

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);
#endif

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));
}
bool SVGClipPainter::drawClipAsMask(GraphicsContext& context, const LayoutObject& layoutObject, const FloatRect& targetBoundingBox, const FloatRect& targetPaintInvalidationRect, const AffineTransform& localTransform)
{
    if (LayoutObjectDrawingRecorder::useCachedDrawingIfPossible(context, layoutObject, DisplayItem::SVGClip))
        return true;

    SkPictureBuilder maskPictureBuilder(targetPaintInvalidationRect, nullptr, &context);
    GraphicsContext& maskContext = maskPictureBuilder.context();
    {
        TransformRecorder recorder(maskContext, layoutObject, localTransform);

        // Create a clipPathClipper if this clipPath is clipped by another clipPath.
        SVGResources* resources = SVGResourcesCache::cachedResourcesForLayoutObject(&m_clip);
        LayoutSVGResourceClipper* clipPathClipper = resources ? resources->clipper() : nullptr;
        ClipperState clipPathClipperState = ClipperNotApplied;
        if (clipPathClipper && !SVGClipPainter(*clipPathClipper).prepareEffect(m_clip, targetBoundingBox, targetPaintInvalidationRect, maskContext, clipPathClipperState))
            return false;

        {
            AffineTransform contentTransform;
            if (m_clip.clipPathUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX) {
                contentTransform.translate(targetBoundingBox.x(), targetBoundingBox.y());
                contentTransform.scaleNonUniform(targetBoundingBox.width(), targetBoundingBox.height());
            }
            SubtreeContentTransformScope contentTransformScope(contentTransform);

            TransformRecorder contentTransformRecorder(maskContext, layoutObject, contentTransform);
            RefPtr<const SkPicture> clipContentPicture = m_clip.createContentPicture();
            maskContext.getPaintController().createAndAppend<DrawingDisplayItem>(layoutObject, DisplayItem::SVGClip, clipContentPicture.get());
        }

        if (clipPathClipper)
            SVGClipPainter(*clipPathClipper).finishEffect(m_clip, maskContext, clipPathClipperState);
    }

    LayoutObjectDrawingRecorder drawingRecorder(context, layoutObject, DisplayItem::SVGClip, targetPaintInvalidationRect);
    RefPtr<SkPicture> maskPicture = maskPictureBuilder.endRecording();
    context.drawPicture(maskPicture.get());
    return true;
}
예제 #13
0
bool RenderSVGResourceClipper::applyClippingToContext(RenderObject* target, const FloatRect& targetBoundingBox,
    const FloatRect& paintInvalidationRect, GraphicsContext* context, ClipperState& clipperState)
{
    ASSERT(target);
    ASSERT(context);
    ASSERT(clipperState == ClipperNotApplied);
    ASSERT_WITH_SECURITY_IMPLICATION(!needsLayout());

    if (paintInvalidationRect.isEmpty() || m_inClipExpansion)
        return false;
    TemporaryChange<bool> inClipExpansionChange(m_inClipExpansion, true);

    AffineTransform animatedLocalTransform = toSVGClipPathElement(element())->animatedLocalTransform();
    // When drawing a clip for non-SVG elements, the CTM does not include the zoom factor.
    // In this case, we need to apply the zoom scale explicitly - but only for clips with
    // userSpaceOnUse units (the zoom is accounted for objectBoundingBox-resolved lengths).
    if (!target->isSVG() && clipPathUnits() == SVGUnitTypes::SVG_UNIT_TYPE_USERSPACEONUSE) {
        ASSERT(style());
        animatedLocalTransform.scale(style()->effectiveZoom());
    }

    // First, try to apply the clip as a clipPath.
    if (tryPathOnlyClipping(context, animatedLocalTransform, targetBoundingBox)) {
        clipperState = ClipperAppliedPath;
        return true;
    }

    // Fall back to masking.
    clipperState = ClipperAppliedMask;

    // Mask layer start
    context->beginTransparencyLayer(1, &paintInvalidationRect);
    {
        GraphicsContextStateSaver maskContentSaver(*context);
        context->concatCTM(animatedLocalTransform);

        // clipPath can also be clipped by another clipPath.
        SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(this);
        RenderSVGResourceClipper* clipPathClipper = resources ? resources->clipper() : 0;
        ClipperState clipPathClipperState = ClipperNotApplied;
        if (clipPathClipper && !clipPathClipper->applyClippingToContext(this, targetBoundingBox, paintInvalidationRect, context, clipPathClipperState)) {
            // FIXME: Awkward state micro-management. Ideally, GraphicsContextStateSaver should
            //   a) pop saveLayers also
            //   b) pop multiple states if needed (similarly to SkCanvas::restoreToCount())
            // Then we should be able to replace this mess with a single, top-level GCSS.
            maskContentSaver.restore();
            context->restoreLayer();
            return false;
        }

        drawClipMaskContent(context, targetBoundingBox);

        if (clipPathClipper)
            clipPathClipper->postApplyStatefulResource(this, context, clipPathClipperState);
    }

    // Masked content layer start.
    context->beginLayer(1, CompositeSourceIn, &paintInvalidationRect);

    return true;
}