SVGPaintServer LayoutSVGResourceGradient::preparePaintServer( const LayoutObject& object) { clearInvalidationMask(); // 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 = toSVGGradientElement(element()); if (!gradientElement) return SVGPaintServer::invalid(); if (m_shouldCollectGradientAttributes) { gradientElement->synchronizeAnimatedSVGAttribute(anyQName()); if (!collectGradientAttributes(gradientElement)) return SVGPaintServer::invalid(); 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 (gradientUnits() == SVGUnitTypes::kSvgUnitTypeObjectboundingbox && objectBoundingBox.isEmpty()) return SVGPaintServer::invalid(); std::unique_ptr<GradientData>& gradientData = m_gradientMap.add(&object, nullptr).storedValue->value; if (!gradientData) gradientData = WTF::wrapUnique(new GradientData); // Create gradient object if (!gradientData->gradient) { gradientData->gradient = buildGradient(); // We want the text bounding box applied to the gradient space transform // now, so the gradient shader can use it. if (gradientUnits() == SVGUnitTypes::kSvgUnitTypeObjectboundingbox && !objectBoundingBox.isEmpty()) { gradientData->userspaceTransform.translate(objectBoundingBox.x(), objectBoundingBox.y()); gradientData->userspaceTransform.scaleNonUniform( objectBoundingBox.width(), objectBoundingBox.height()); } AffineTransform gradientTransform = calculateGradientTransform(); gradientData->userspaceTransform *= gradientTransform; } if (!gradientData->gradient) return SVGPaintServer::invalid(); return SVGPaintServer(gradientData->gradient, gradientData->userspaceTransform); }
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->synchronizeAnimatedSVGAttribute(anyQName()); if (!collectGradientAttributes(gradientElement)) return false; 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 (gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX && objectBoundingBox.isEmpty()) return false; OwnPtr<GradientData>& gradientData = m_gradientMap.add(object, nullptr).iterator->value; if (!gradientData) gradientData = adoptPtr(new GradientData); bool isPaintingText = resourceMode & ApplyToTextMode; // Create gradient object if (!gradientData->gradient) { buildGradient(gradientData.get()); // 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 USE(CG) if (gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX && !objectBoundingBox.isEmpty() && !isPaintingText) { #else if (gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX && !objectBoundingBox.isEmpty()) { #endif gradientData->userspaceTransform.translate(objectBoundingBox.x(), objectBoundingBox.y()); gradientData->userspaceTransform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height()); } AffineTransform gradientTransform; calculateGradientTransform(gradientTransform); gradientData->userspaceTransform *= gradientTransform; if (isPaintingText) { // Depending on font scaling factor, we may need to rescale the gradient here since // text painting removes the scale factor from the context. AffineTransform additionalTextTransform; if (shouldTransformOnTextPainting(object, additionalTextTransform)) gradientData->userspaceTransform *= additionalTextTransform; } gradientData->gradient->setGradientSpaceTransform(gradientData->userspaceTransform); } if (!gradientData->gradient) return false; // Draw gradient context->save(); if (isPaintingText) { #if USE(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, const RenderSVGShape* shape) { ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); if (resourceMode & ApplyToTextMode) { #if USE(CG) // CG requires special handling for gradient on text GradientData* gradientData; if (m_savedContext && (gradientData = m_gradientMap.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, gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX, gradientTransform)); context->setFillGradient(gradientData->gradient); context->fillRect(targetRect); m_imageBuffer.clear(); } #else UNUSED_PARAM(object); #endif } else { if (resourceMode & ApplyToFillMode) { if (path) context->fillPath(*path); else if (shape) shape->fillShape(context); } if (resourceMode & ApplyToStrokeMode) { if (path) context->strokePath(*path); else if (shape) shape->strokeShape(context); } } context->restore(); }
bool RenderSVGResourceGradient::applyResource(RenderObject* object, RenderStyle* style, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(object); ASSERT(style); ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); clearInvalidationMask(); // 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 = toSVGGradientElement(element()); if (!gradientElement) return false; if (m_shouldCollectGradientAttributes) { gradientElement->synchronizeAnimatedSVGAttribute(anyQName()); if (!collectGradientAttributes(gradientElement)) return false; 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 (gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX && objectBoundingBox.isEmpty()) return false; OwnPtr<GradientData>& gradientData = m_gradientMap.add(object, nullptr).storedValue->value; if (!gradientData) gradientData = adoptPtr(new GradientData); // Create gradient object if (!gradientData->gradient) { buildGradient(gradientData.get()); // We want the text bounding box applied to the gradient space transform now, so the gradient shader can use it. if (gradientUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX && !objectBoundingBox.isEmpty()) { gradientData->userspaceTransform.translate(objectBoundingBox.x(), objectBoundingBox.y()); gradientData->userspaceTransform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height()); } AffineTransform gradientTransform; calculateGradientTransform(gradientTransform); gradientData->userspaceTransform *= gradientTransform; } if (!gradientData->gradient) return false; const SVGRenderStyle* svgStyle = style->svgStyle(); ASSERT(svgStyle); AffineTransform computedGradientSpaceTransform = computeResourceSpaceTransform(object, gradientData->userspaceTransform, svgStyle, resourceMode); gradientData->gradient->setGradientSpaceTransform(computedGradientSpaceTransform); // Draw gradient context->save(); if (resourceMode & ApplyToTextMode) context->setTextDrawingMode(resourceMode & ApplyToFillMode ? TextModeFill : TextModeStroke); if (resourceMode & ApplyToFillMode) { context->setAlphaAsFloat(svgStyle->fillOpacity()); context->setFillGradient(gradientData->gradient); context->setFillRule(svgStyle->fillRule()); } else if (resourceMode & ApplyToStrokeMode) { context->setAlphaAsFloat(svgStyle->strokeOpacity()); context->setStrokeGradient(gradientData->gradient); SVGRenderSupport::applyStrokeStyleToContext(context, style, object); } return true; }