1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924
|
/*
* Copyright (C) 2011 Apple Inc. All rights reserved.
* Copyright (C) 2010 Sencha, Inc. All rights reserved.
* Copyright (C) 2010 Igalia S.L. All rights reserved.
* Copyright (C) Research In Motion Limited 2011. All rights reserved.
* Copyright (C) 2015 The Qt Company Ltd.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "ShadowBlur.h"
#include "AffineTransform.h"
#include "FloatQuad.h"
#include "GraphicsContext.h"
#include "ImageBuffer.h"
#include "Timer.h"
#include <wtf/MathExtras.h>
#include <wtf/Noncopyable.h>
using namespace std;
namespace WebCore {
enum {
leftLobe = 0,
rightLobe = 1
};
static inline int roundUpToMultipleOf32(int d)
{
return (1 + (d >> 5)) << 5;
}
// ShadowBlur needs a scratch image as the buffer for the blur filter.
// Instead of creating and destroying the buffer for every operation,
// we create a buffer which will be automatically purged via a timer.
class ScratchBuffer {
WTF_MAKE_FAST_ALLOCATED;
public:
ScratchBuffer()
: m_purgeTimer(this, &ScratchBuffer::timerFired)
, m_lastWasInset(false)
#if !ASSERT_DISABLED
, m_bufferInUse(false)
#endif
{
}
ImageBuffer* getScratchBuffer(const IntSize& size)
{
ASSERT(!m_bufferInUse);
#if !ASSERT_DISABLED
m_bufferInUse = true;
#endif
// We do not need to recreate the buffer if the current buffer is large enough.
if (m_imageBuffer && m_imageBuffer->logicalSize().width() >= size.width() && m_imageBuffer->logicalSize().height() >= size.height())
return m_imageBuffer.get();
// Round to the nearest 32 pixels so we do not grow the buffer for similar sized requests.
IntSize roundedSize(roundUpToMultipleOf32(size.width()), roundUpToMultipleOf32(size.height()));
clearScratchBuffer();
m_imageBuffer = ImageBuffer::create(roundedSize, 1);
return m_imageBuffer.get();
}
bool setCachedShadowValues(const FloatSize& radius, const Color& color, ColorSpace colorSpace, const FloatRect& shadowRect, const RoundedRect::Radii& radii, const FloatSize& layerSize)
{
if (!m_lastWasInset && m_lastRadius == radius && m_lastColor == color && m_lastColorSpace == colorSpace && m_lastShadowRect == shadowRect && m_lastRadii == radii && m_lastLayerSize == layerSize)
return false;
m_lastWasInset = false;
m_lastRadius = radius;
m_lastColor = color;
m_lastColorSpace = colorSpace;
m_lastShadowRect = shadowRect;
m_lastRadii = radii;
m_lastLayerSize = layerSize;
return true;
}
bool setCachedInsetShadowValues(const FloatSize& radius, const Color& color, ColorSpace colorSpace, const FloatRect& bounds, const FloatRect& shadowRect, const RoundedRect::Radii& radii)
{
if (m_lastWasInset && m_lastRadius == radius && m_lastColor == color && m_lastColorSpace == colorSpace && m_lastInsetBounds == bounds && shadowRect == m_lastShadowRect && radii == m_lastRadii)
return false;
m_lastWasInset = true;
m_lastInsetBounds = bounds;
m_lastRadius = radius;
m_lastColor = color;
m_lastColorSpace = colorSpace;
m_lastShadowRect = shadowRect;
m_lastRadii = radii;
return true;
}
void scheduleScratchBufferPurge()
{
#if !ASSERT_DISABLED
m_bufferInUse = false;
#endif
if (m_purgeTimer.isActive())
m_purgeTimer.stop();
const double scratchBufferPurgeInterval = 2;
m_purgeTimer.startOneShot(scratchBufferPurgeInterval);
}
static ScratchBuffer& shared();
private:
void timerFired(Timer<ScratchBuffer>*)
{
clearScratchBuffer();
}
void clearScratchBuffer()
{
m_imageBuffer = nullptr;
m_lastRadius = FloatSize();
}
OwnPtr<ImageBuffer> m_imageBuffer;
Timer<ScratchBuffer> m_purgeTimer;
FloatRect m_lastInsetBounds;
FloatRect m_lastShadowRect;
RoundedRect::Radii m_lastRadii;
Color m_lastColor;
ColorSpace m_lastColorSpace;
FloatSize m_lastRadius;
bool m_lastWasInset;
FloatSize m_lastLayerSize;
#if !ASSERT_DISABLED
bool m_bufferInUse;
#endif
};
ScratchBuffer& ScratchBuffer::shared()
{
DEFINE_STATIC_LOCAL(ScratchBuffer, scratchBuffer, ());
return scratchBuffer;
}
static const int templateSideLength = 1;
#if USE(CG)
static float radiusToLegacyRadius(float radius)
{
return radius > 8 ? 8 + 4 * sqrt((radius - 8) / 2) : radius;
}
#endif
ShadowBlur::ShadowBlur(const FloatSize& radius, const FloatSize& offset, const Color& color, ColorSpace colorSpace)
: m_color(color)
, m_colorSpace(colorSpace)
, m_blurRadius(radius)
, m_offset(offset)
, m_layerImage(0)
, m_shadowsIgnoreTransforms(false)
{
updateShadowBlurValues();
}
ShadowBlur::ShadowBlur(const GraphicsContextState& state)
: m_color(state.shadowColor)
, m_colorSpace(state.shadowColorSpace)
, m_blurRadius(state.shadowBlur, state.shadowBlur)
, m_offset(state.shadowOffset)
, m_layerImage(0)
, m_shadowsIgnoreTransforms(state.shadowsIgnoreTransforms)
{
#if USE(CG)
if (state.shadowsUseLegacyRadius) {
float shadowBlur = radiusToLegacyRadius(state.shadowBlur);
m_blurRadius = FloatSize(shadowBlur, shadowBlur);
}
#endif
updateShadowBlurValues();
}
ShadowBlur::ShadowBlur()
: m_type(NoShadow)
, m_blurRadius(0, 0)
, m_shadowsIgnoreTransforms(false)
{
}
void ShadowBlur::setShadowValues(const FloatSize& radius, const FloatSize& offset, const Color& color, ColorSpace colorSpace, bool ignoreTransforms)
{
m_blurRadius = radius;
m_offset = offset;
m_color = color;
m_colorSpace = colorSpace;
m_shadowsIgnoreTransforms = ignoreTransforms;
updateShadowBlurValues();
}
void ShadowBlur::updateShadowBlurValues()
{
// Limit blur radius to 128 to avoid lots of very expensive blurring.
m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128));
// The type of shadow is decided by the blur radius, shadow offset, and shadow color.
if (!m_color.isValid() || !m_color.alpha()) {
// Can't paint the shadow with invalid or invisible color.
m_type = NoShadow;
} else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) {
// Shadow is always blurred, even the offset is zero.
m_type = BlurShadow;
} else if (!m_offset.width() && !m_offset.height()) {
// Without blur and zero offset means the shadow is fully hidden.
m_type = NoShadow;
} else
m_type = SolidShadow;
}
// Instead of integer division, we use 17.15 for fixed-point division.
static const int blurSumShift = 15;
// Takes a two dimensional array with three rows and two columns for the lobes.
static void calculateLobes(int lobes[][2], float blurRadius, bool shadowsIgnoreTransforms)
{
int diameter;
if (shadowsIgnoreTransforms)
diameter = max(2, static_cast<int>(floorf((2 / 3.f) * blurRadius))); // Canvas shadow. FIXME: we should adjust the blur radius higher up.
else {
// http://dev.w3.org/csswg/css3-background/#box-shadow
// Approximate a Gaussian blur with a standard deviation equal to half the blur radius,
// which http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement tell us how to do.
// However, shadows rendered according to that spec will extend a little further than m_blurRadius,
// so we apply a fudge factor to bring the radius down slightly.
float stdDev = blurRadius / 2;
const float gaussianKernelFactor = 3 / 4.f * sqrtf(2 * piFloat);
const float fudgeFactor = 0.88f;
diameter = max(2, static_cast<int>(floorf(stdDev * gaussianKernelFactor * fudgeFactor + 0.5f)));
}
if (diameter & 1) {
// if d is odd, use three box-blurs of size 'd', centered on the output pixel.
int lobeSize = (diameter - 1) / 2;
lobes[0][leftLobe] = lobeSize;
lobes[0][rightLobe] = lobeSize;
lobes[1][leftLobe] = lobeSize;
lobes[1][rightLobe] = lobeSize;
lobes[2][leftLobe] = lobeSize;
lobes[2][rightLobe] = lobeSize;
} else {
// if d is even, two box-blurs of size 'd' (the first one centered on the pixel boundary
// between the output pixel and the one to the left, the second one centered on the pixel
// boundary between the output pixel and the one to the right) and one box blur of size 'd+1' centered on the output pixel
int lobeSize = diameter / 2;
lobes[0][leftLobe] = lobeSize;
lobes[0][rightLobe] = lobeSize - 1;
lobes[1][leftLobe] = lobeSize - 1;
lobes[1][rightLobe] = lobeSize;
lobes[2][leftLobe] = lobeSize;
lobes[2][rightLobe] = lobeSize;
}
}
void ShadowBlur::clear()
{
m_type = NoShadow;
m_color = Color();
m_blurRadius = FloatSize();
m_offset = FloatSize();
}
void ShadowBlur::blurLayerImage(unsigned char* imageData, const IntSize& size, int rowStride)
{
const int channels[4] = { 3, 0, 1, 3 };
int lobes[3][2]; // indexed by pass, and left/right lobe
calculateLobes(lobes, m_blurRadius.width(), m_shadowsIgnoreTransforms);
// First pass is horizontal.
int stride = 4;
int delta = rowStride;
int final = size.height();
int dim = size.width();
// Two stages: horizontal and vertical
for (int pass = 0; pass < 2; ++pass) {
unsigned char* pixels = imageData;
if (!pass && !m_blurRadius.width())
final = 0; // Do no work if horizonal blur is zero.
for (int j = 0; j < final; ++j, pixels += delta) {
// For each step, we blur the alpha in a channel and store the result
// in another channel for the subsequent step.
// We use sliding window algorithm to accumulate the alpha values.
// This is much more efficient than computing the sum of each pixels
// covered by the box kernel size for each x.
for (int step = 0; step < 3; ++step) {
int side1 = lobes[step][leftLobe];
int side2 = lobes[step][rightLobe];
int pixelCount = side1 + 1 + side2;
int invCount = ((1 << blurSumShift) + pixelCount - 1) / pixelCount;
int ofs = 1 + side2;
int alpha1 = pixels[channels[step]];
int alpha2 = pixels[(dim - 1) * stride + channels[step]];
unsigned char* ptr = pixels + channels[step + 1];
unsigned char* prev = pixels + stride + channels[step];
unsigned char* next = pixels + ofs * stride + channels[step];
int i;
int sum = side1 * alpha1 + alpha1;
int limit = (dim < side2 + 1) ? dim : side2 + 1;
for (i = 1; i < limit; ++i, prev += stride)
sum += *prev;
if (limit <= side2)
sum += (side2 - limit + 1) * alpha2;
limit = (side1 < dim) ? side1 : dim;
for (i = 0; i < limit; ptr += stride, next += stride, ++i, ++ofs) {
*ptr = (sum * invCount) >> blurSumShift;
sum += ((ofs < dim) ? *next : alpha2) - alpha1;
}
prev = pixels + channels[step];
for (; ofs < dim; ptr += stride, prev += stride, next += stride, ++i, ++ofs) {
*ptr = (sum * invCount) >> blurSumShift;
sum += (*next) - (*prev);
}
for (; i < dim; ptr += stride, prev += stride, ++i) {
*ptr = (sum * invCount) >> blurSumShift;
sum += alpha2 - (*prev);
}
}
}
// Last pass is vertical.
stride = rowStride;
delta = 4;
final = size.width();
dim = size.height();
if (!m_blurRadius.height())
break;
if (m_blurRadius.width() != m_blurRadius.height())
calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransforms);
}
}
void ShadowBlur::adjustBlurRadius(GraphicsContext* context)
{
if (!m_shadowsIgnoreTransforms)
return;
AffineTransform transform = context->getCTM();
m_blurRadius.scale(1 / static_cast<float>(transform.xScale()), 1 / static_cast<float>(transform.yScale()));
}
IntSize ShadowBlur::blurredEdgeSize() const
{
IntSize edgeSize = expandedIntSize(m_blurRadius);
// To avoid slowing down blurLayerImage() for radius == 1, we give it two empty pixels on each side.
if (edgeSize.width() == 1)
edgeSize.setWidth(2);
if (edgeSize.height() == 1)
edgeSize.setHeight(2);
return edgeSize;
}
IntRect ShadowBlur::calculateLayerBoundingRect(GraphicsContext* context, const FloatRect& shadowedRect, const IntRect& clipRect)
{
IntSize edgeSize = blurredEdgeSize();
// Calculate the destination of the blurred and/or transformed layer.
FloatRect layerRect;
IntSize inflation;
const AffineTransform transform = context->getCTM();
if (m_shadowsIgnoreTransforms && !transform.isIdentity()) {
FloatQuad transformedPolygon = transform.mapQuad(FloatQuad(shadowedRect));
transformedPolygon.move(m_offset);
layerRect = transform.inverse().mapQuad(transformedPolygon).boundingBox();
} else {
layerRect = shadowedRect;
layerRect.move(m_offset);
}
// We expand the area by the blur radius to give extra space for the blur transition.
if (m_type == BlurShadow) {
layerRect.inflateX(edgeSize.width());
layerRect.inflateY(edgeSize.height());
inflation = edgeSize;
}
FloatRect unclippedLayerRect = layerRect;
if (!clipRect.contains(enclosingIntRect(layerRect))) {
// If we are totally outside the clip region, we aren't painting at all.
if (intersection(layerRect, clipRect).isEmpty())
return IntRect();
IntRect inflatedClip = clipRect;
// Pixels at the edges can be affected by pixels outside the buffer,
// so intersect with the clip inflated by the blur.
if (m_type == BlurShadow) {
inflatedClip.inflateX(edgeSize.width());
inflatedClip.inflateY(edgeSize.height());
} else {
// Enlarge the clipping area 1 pixel so that the fill does not
// bleed (due to antialiasing) even if the unaligned clip rect occurred
inflatedClip.inflateX(1);
inflatedClip.inflateY(1);
}
layerRect.intersect(inflatedClip);
}
IntSize frameSize = inflation;
frameSize.scale(2);
m_sourceRect = FloatRect(0, 0, shadowedRect.width() + frameSize.width(), shadowedRect.height() + frameSize.height());
m_layerOrigin = FloatPoint(layerRect.x(), layerRect.y());
m_layerSize = layerRect.size();
const FloatPoint unclippedLayerOrigin = FloatPoint(unclippedLayerRect.x(), unclippedLayerRect.y());
const FloatSize clippedOut = unclippedLayerOrigin - m_layerOrigin;
// Set the origin as the top left corner of the scratch image, or, in case there's a clipped
// out region, set the origin accordingly to the full bounding rect's top-left corner.
float translationX = -shadowedRect.x() + inflation.width() - fabsf(clippedOut.width());
float translationY = -shadowedRect.y() + inflation.height() - fabsf(clippedOut.height());
m_layerContextTranslation = FloatSize(translationX, translationY);
return enclosingIntRect(layerRect);
}
void ShadowBlur::drawShadowBuffer(GraphicsContext* graphicsContext)
{
if (!m_layerImage)
return;
GraphicsContextStateSaver stateSaver(*graphicsContext);
IntSize bufferSize = m_layerImage->internalSize();
if (bufferSize != m_layerSize) {
// The rect passed to clipToImageBuffer() has to be the size of the entire buffer,
// but we may not have cleared it all, so clip to the filled part first.
graphicsContext->clip(FloatRect(m_layerOrigin, m_layerSize));
}
graphicsContext->clipToImageBuffer(m_layerImage, FloatRect(m_layerOrigin, bufferSize));
graphicsContext->setFillColor(m_color, m_colorSpace);
graphicsContext->clearShadow();
graphicsContext->fillRect(FloatRect(m_layerOrigin, m_sourceRect.size()));
}
static void computeSliceSizesFromRadii(const IntSize& twiceRadius, const RoundedRect::Radii& radii, int& leftSlice, int& rightSlice, int& topSlice, int& bottomSlice)
{
leftSlice = twiceRadius.width() + max(radii.topLeft().width(), radii.bottomLeft().width());
rightSlice = twiceRadius.width() + max(radii.topRight().width(), radii.bottomRight().width());
topSlice = twiceRadius.height() + max(radii.topLeft().height(), radii.topRight().height());
bottomSlice = twiceRadius.height() + max(radii.bottomLeft().height(), radii.bottomRight().height());
}
IntSize ShadowBlur::templateSize(const IntSize& radiusPadding, const RoundedRect::Radii& radii) const
{
const int templateSideLength = 1;
int leftSlice;
int rightSlice;
int topSlice;
int bottomSlice;
IntSize blurExpansion = radiusPadding;
blurExpansion.scale(2);
computeSliceSizesFromRadii(blurExpansion, radii, leftSlice, rightSlice, topSlice, bottomSlice);
return IntSize(templateSideLength + leftSlice + rightSlice,
templateSideLength + topSlice + bottomSlice);
}
void ShadowBlur::drawRectShadow(GraphicsContext* graphicsContext, const FloatRect& shadowedRect, const RoundedRect::Radii& radii)
{
IntRect layerRect = calculateLayerBoundingRect(graphicsContext, shadowedRect, graphicsContext->clipBounds());
if (layerRect.isEmpty())
return;
adjustBlurRadius(graphicsContext);
// drawRectShadowWithTiling does not work with rotations.
// https://bugs.webkit.org/show_bug.cgi?id=45042
if (!graphicsContext->getCTM().preservesAxisAlignment() || m_type != BlurShadow) {
drawRectShadowWithoutTiling(graphicsContext, shadowedRect, radii, layerRect);
return;
}
IntSize edgeSize = blurredEdgeSize();
IntSize templateSize = this->templateSize(edgeSize, radii);
if (templateSize.width() > shadowedRect.width() || templateSize.height() > shadowedRect.height()
|| (templateSize.width() * templateSize.height() > m_sourceRect.width() * m_sourceRect.height())) {
drawRectShadowWithoutTiling(graphicsContext, shadowedRect, radii, layerRect);
return;
}
drawRectShadowWithTiling(graphicsContext, shadowedRect, radii, templateSize, edgeSize);
}
void ShadowBlur::drawInsetShadow(GraphicsContext* graphicsContext, const FloatRect& rect, const FloatRect& holeRect, const RoundedRect::Radii& holeRadii)
{
IntRect layerRect = calculateLayerBoundingRect(graphicsContext, rect, graphicsContext->clipBounds());
if (layerRect.isEmpty())
return;
adjustBlurRadius(graphicsContext);
// drawInsetShadowWithTiling does not work with rotations.
// https://bugs.webkit.org/show_bug.cgi?id=45042
if (!graphicsContext->getCTM().preservesAxisAlignment() || m_type != BlurShadow) {
drawInsetShadowWithoutTiling(graphicsContext, rect, holeRect, holeRadii, layerRect);
return;
}
IntSize edgeSize = blurredEdgeSize();
IntSize templateSize = this->templateSize(edgeSize, holeRadii);
if (templateSize.width() > holeRect.width() || templateSize.height() > holeRect.height()
|| (templateSize.width() * templateSize.height() > holeRect.width() * holeRect.height())) {
drawInsetShadowWithoutTiling(graphicsContext, rect, holeRect, holeRadii, layerRect);
return;
}
drawInsetShadowWithTiling(graphicsContext, rect, holeRect, holeRadii, templateSize, edgeSize);
}
void ShadowBlur::drawRectShadowWithoutTiling(GraphicsContext* graphicsContext, const FloatRect& shadowedRect, const RoundedRect::Radii& radii, const IntRect& layerRect)
{
m_layerImage = ScratchBuffer::shared().getScratchBuffer(layerRect.size());
if (!m_layerImage)
return;
FloatRect bufferRelativeShadowedRect = shadowedRect;
bufferRelativeShadowedRect.move(m_layerContextTranslation);
// Only redraw in the scratch buffer if its cached contents don't match our needs
bool redrawNeeded = ScratchBuffer::shared().setCachedShadowValues(m_blurRadius, Color::black, ColorSpaceDeviceRGB, bufferRelativeShadowedRect, radii, m_layerSize);
if (redrawNeeded) {
GraphicsContext* shadowContext = m_layerImage->context();
GraphicsContextStateSaver stateSaver(*shadowContext);
// Add a pixel to avoid later edge aliasing when rotated.
shadowContext->clearRect(FloatRect(0, 0, m_layerSize.width() + 1, m_layerSize.height() + 1));
shadowContext->translate(m_layerContextTranslation);
shadowContext->setFillColor(Color::black, ColorSpaceDeviceRGB);
if (radii.isZero())
shadowContext->fillRect(shadowedRect);
else {
Path path;
path.addRoundedRect(shadowedRect, radii.topLeft(), radii.topRight(), radii.bottomLeft(), radii.bottomRight());
shadowContext->fillPath(path);
}
blurShadowBuffer(expandedIntSize(m_layerSize));
}
drawShadowBuffer(graphicsContext);
m_layerImage = 0;
ScratchBuffer::shared().scheduleScratchBufferPurge();
}
void ShadowBlur::drawInsetShadowWithoutTiling(GraphicsContext* graphicsContext, const FloatRect& rect, const FloatRect& holeRect, const RoundedRect::Radii& holeRadii, const IntRect& layerRect)
{
m_layerImage = ScratchBuffer::shared().getScratchBuffer(layerRect.size());
if (!m_layerImage)
return;
FloatRect bufferRelativeRect = rect;
bufferRelativeRect.move(m_layerContextTranslation);
FloatRect bufferRelativeHoleRect = holeRect;
bufferRelativeHoleRect.move(m_layerContextTranslation);
// Only redraw in the scratch buffer if its cached contents don't match our needs
bool redrawNeeded = ScratchBuffer::shared().setCachedInsetShadowValues(m_blurRadius, Color::black, ColorSpaceDeviceRGB, bufferRelativeRect, bufferRelativeHoleRect, holeRadii);
if (redrawNeeded) {
GraphicsContext* shadowContext = m_layerImage->context();
GraphicsContextStateSaver stateSaver(*shadowContext);
// Add a pixel to avoid later edge aliasing when rotated.
shadowContext->clearRect(FloatRect(0, 0, m_layerSize.width() + 1, m_layerSize.height() + 1));
shadowContext->translate(m_layerContextTranslation);
Path path;
path.addRect(rect);
if (holeRadii.isZero())
path.addRect(holeRect);
else
path.addRoundedRect(holeRect, holeRadii.topLeft(), holeRadii.topRight(), holeRadii.bottomLeft(), holeRadii.bottomRight());
shadowContext->setFillRule(RULE_EVENODD);
shadowContext->setFillColor(Color::black, ColorSpaceDeviceRGB);
shadowContext->fillPath(path);
blurShadowBuffer(expandedIntSize(m_layerSize));
}
drawShadowBuffer(graphicsContext);
m_layerImage = 0;
ScratchBuffer::shared().scheduleScratchBufferPurge();
}
/*
These functions use tiling to improve the performance of the shadow
drawing of rounded rectangles. The code basically does the following
steps:
1. Calculate the size of the shadow template, a rectangle that
contains all the necessary tiles to draw the complete shadow.
2. If that size is smaller than the real rectangle render the new
template rectangle and its shadow in a new surface, in other case
render the shadow of the real rectangle in the destination
surface.
3. Calculate the sizes and positions of the tiles and their
destinations and use drawPattern to render the final shadow. The
code divides the rendering in 8 tiles:
1 | 2 | 3
-----------
4 | | 5
-----------
6 | 7 | 8
The corners are directly copied from the template rectangle to the
real one and the side tiles are 1 pixel width, we use them as
tiles to cover the destination side. The corner tiles are bigger
than just the side of the rounded corner, we need to increase it
because the modifications caused by the corner over the blur
effect. We fill the central or outer part with solid color to complete
the shadow.
*/
void ShadowBlur::drawInsetShadowWithTiling(GraphicsContext* graphicsContext, const FloatRect& rect, const FloatRect& holeRect, const RoundedRect::Radii& radii, const IntSize& templateSize, const IntSize& edgeSize)
{
m_layerImage = ScratchBuffer::shared().getScratchBuffer(templateSize);
if (!m_layerImage)
return;
// Draw the rectangle with hole.
FloatRect templateBounds(0, 0, templateSize.width(), templateSize.height());
FloatRect templateHole = FloatRect(edgeSize.width(), edgeSize.height(), templateSize.width() - 2 * edgeSize.width(), templateSize.height() - 2 * edgeSize.height());
// Only redraw in the scratch buffer if its cached contents don't match our needs
bool redrawNeeded = ScratchBuffer::shared().setCachedInsetShadowValues(m_blurRadius, m_color, m_colorSpace, templateBounds, templateHole, radii);
if (redrawNeeded) {
// Draw shadow into a new ImageBuffer.
GraphicsContext* shadowContext = m_layerImage->context();
GraphicsContextStateSaver shadowStateSaver(*shadowContext);
shadowContext->clearRect(templateBounds);
shadowContext->setFillRule(RULE_EVENODD);
shadowContext->setFillColor(Color::black, ColorSpaceDeviceRGB);
Path path;
path.addRect(templateBounds);
if (radii.isZero())
path.addRect(templateHole);
else
path.addRoundedRect(templateHole, radii.topLeft(), radii.topRight(), radii.bottomLeft(), radii.bottomRight());
shadowContext->fillPath(path);
blurAndColorShadowBuffer(templateSize);
}
FloatSize offset = m_offset;
if (shadowsIgnoreTransforms()) {
AffineTransform transform = graphicsContext->getCTM();
offset.scale(1 / transform.xScale(), 1 / transform.yScale());
}
FloatRect boundingRect = rect;
boundingRect.move(offset);
FloatRect destHoleRect = holeRect;
destHoleRect.move(offset);
FloatRect destHoleBounds = destHoleRect;
destHoleBounds.inflateX(edgeSize.width());
destHoleBounds.inflateY(edgeSize.height());
// Fill the external part of the shadow (which may be visible because of offset).
Path exteriorPath;
exteriorPath.addRect(boundingRect);
exteriorPath.addRect(destHoleBounds);
{
GraphicsContextStateSaver fillStateSaver(*graphicsContext);
graphicsContext->setFillRule(RULE_EVENODD);
graphicsContext->setFillColor(m_color, m_colorSpace);
graphicsContext->clearShadow();
graphicsContext->fillPath(exteriorPath);
}
drawLayerPieces(graphicsContext, destHoleBounds, radii, edgeSize, templateSize, InnerShadow);
m_layerImage = 0;
ScratchBuffer::shared().scheduleScratchBufferPurge();
}
void ShadowBlur::drawRectShadowWithTiling(GraphicsContext* graphicsContext, const FloatRect& shadowedRect, const RoundedRect::Radii& radii, const IntSize& templateSize, const IntSize& edgeSize)
{
m_layerImage = ScratchBuffer::shared().getScratchBuffer(templateSize);
if (!m_layerImage)
return;
FloatRect templateShadow = FloatRect(edgeSize.width(), edgeSize.height(), templateSize.width() - 2 * edgeSize.width(), templateSize.height() - 2 * edgeSize.height());
// Only redraw in the scratch buffer if its cached contents don't match our needs
bool redrawNeeded = ScratchBuffer::shared().setCachedShadowValues(m_blurRadius, m_color, m_colorSpace, templateShadow, radii, m_layerSize);
if (redrawNeeded) {
// Draw shadow into the ImageBuffer.
GraphicsContext* shadowContext = m_layerImage->context();
GraphicsContextStateSaver shadowStateSaver(*shadowContext);
shadowContext->clearRect(FloatRect(0, 0, templateSize.width(), templateSize.height()));
shadowContext->setFillColor(Color::black, ColorSpaceDeviceRGB);
if (radii.isZero())
shadowContext->fillRect(templateShadow);
else {
Path path;
path.addRoundedRect(templateShadow, radii.topLeft(), radii.topRight(), radii.bottomLeft(), radii.bottomRight());
shadowContext->fillPath(path);
}
blurAndColorShadowBuffer(templateSize);
}
FloatSize offset = m_offset;
if (shadowsIgnoreTransforms()) {
AffineTransform transform = graphicsContext->getCTM();
offset.scale(1 / transform.xScale(), 1 / transform.yScale());
}
FloatRect shadowBounds = shadowedRect;
shadowBounds.move(offset);
shadowBounds.inflateX(edgeSize.width());
shadowBounds.inflateY(edgeSize.height());
drawLayerPieces(graphicsContext, shadowBounds, radii, edgeSize, templateSize, OuterShadow);
m_layerImage = 0;
ScratchBuffer::shared().scheduleScratchBufferPurge();
}
void ShadowBlur::drawLayerPieces(GraphicsContext* graphicsContext, const FloatRect& shadowBounds, const RoundedRect::Radii& radii, const IntSize& bufferPadding, const IntSize& templateSize, ShadowDirection direction)
{
const IntSize twiceRadius = IntSize(bufferPadding.width() * 2, bufferPadding.height() * 2);
int leftSlice;
int rightSlice;
int topSlice;
int bottomSlice;
computeSliceSizesFromRadii(twiceRadius, radii, leftSlice, rightSlice, topSlice, bottomSlice);
int centerWidth = shadowBounds.width() - leftSlice - rightSlice;
int centerHeight = shadowBounds.height() - topSlice - bottomSlice;
if (direction == OuterShadow) {
FloatRect shadowInterior(shadowBounds.x() + leftSlice, shadowBounds.y() + topSlice, centerWidth, centerHeight);
if (!shadowInterior.isEmpty()) {
GraphicsContextStateSaver stateSaver(*graphicsContext);
graphicsContext->setFillColor(m_color, m_colorSpace);
graphicsContext->clearShadow();
graphicsContext->fillRect(shadowInterior);
}
}
GraphicsContextStateSaver stateSaver(*graphicsContext);
graphicsContext->setFillColor(m_color, m_colorSpace);
graphicsContext->clearShadow();
// Note that drawing the ImageBuffer is faster than creating a Image and drawing that,
// because ImageBuffer::draw() knows that it doesn't have to copy the image bits.
FloatRect centerRect(shadowBounds.x() + leftSlice, shadowBounds.y() + topSlice, centerWidth, centerHeight);
centerRect = graphicsContext->roundToDevicePixels(centerRect);
// Top side.
FloatRect tileRect = FloatRect(leftSlice, 0, templateSideLength, topSlice);
FloatRect destRect = FloatRect(centerRect.x(), centerRect.y() - topSlice, centerRect.width(), topSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Draw the bottom side.
tileRect.setY(templateSize.height() - bottomSlice);
tileRect.setHeight(bottomSlice);
destRect.setY(centerRect.maxY());
destRect.setHeight(bottomSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Left side.
tileRect = FloatRect(0, topSlice, leftSlice, templateSideLength);
destRect = FloatRect(centerRect.x() - leftSlice, centerRect.y(), leftSlice, centerRect.height());
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Right side.
tileRect.setX(templateSize.width() - rightSlice);
tileRect.setWidth(rightSlice);
destRect.setX(centerRect.maxX());
destRect.setWidth(rightSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Top left corner.
tileRect = FloatRect(0, 0, leftSlice, topSlice);
destRect = FloatRect(centerRect.x() - leftSlice, centerRect.y() - topSlice, leftSlice, topSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Top right corner.
tileRect = FloatRect(templateSize.width() - rightSlice, 0, rightSlice, topSlice);
destRect = FloatRect(centerRect.maxX(), centerRect.y() - topSlice, rightSlice, topSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Bottom right corner.
tileRect = FloatRect(templateSize.width() - rightSlice, templateSize.height() - bottomSlice, rightSlice, bottomSlice);
destRect = FloatRect(centerRect.maxX(), centerRect.maxY(), rightSlice, bottomSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
// Bottom left corner.
tileRect = FloatRect(0, templateSize.height() - bottomSlice, leftSlice, bottomSlice);
destRect = FloatRect(centerRect.x() - leftSlice, centerRect.maxY(), leftSlice, bottomSlice);
graphicsContext->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, destRect, tileRect);
}
void ShadowBlur::blurShadowBuffer(const IntSize& templateSize)
{
if (m_type != BlurShadow)
return;
IntRect blurRect(IntPoint(), templateSize);
RefPtr<Uint8ClampedArray> layerData = m_layerImage->getUnmultipliedImageData(blurRect);
blurLayerImage(layerData->data(), blurRect.size(), blurRect.width() * 4);
m_layerImage->putByteArray(Unmultiplied, layerData.get(), blurRect.size(), blurRect, IntPoint());
}
void ShadowBlur::blurAndColorShadowBuffer(const IntSize& templateSize)
{
blurShadowBuffer(templateSize);
// Mask the image with the shadow color.
GraphicsContext* shadowContext = m_layerImage->context();
GraphicsContextStateSaver stateSaver(*shadowContext);
shadowContext->setCompositeOperation(CompositeSourceIn);
shadowContext->setFillColor(m_color, m_colorSpace);
shadowContext->fillRect(FloatRect(0, 0, templateSize.width(), templateSize.height()));
}
GraphicsContext* ShadowBlur::beginShadowLayer(GraphicsContext *context, const FloatRect& layerArea)
{
adjustBlurRadius(context);
IntRect layerRect = calculateLayerBoundingRect(context, layerArea, context->clipBounds());
if (layerRect.isEmpty())
return 0;
// We reset the scratch buffer values here, because the buffer will no longer contain
// data from any previous rectangle or inset shadows drawn via the tiling path.
ScratchBuffer::shared().setCachedShadowValues(FloatSize(), Color::black, ColorSpaceDeviceRGB, IntRect(), RoundedRect::Radii(), m_layerSize);
m_layerImage = ScratchBuffer::shared().getScratchBuffer(layerRect.size());
GraphicsContext* shadowContext = m_layerImage->context();
shadowContext->save();
// Add a pixel to avoid later edge aliasing when rotated.
shadowContext->clearRect(FloatRect(0, 0, m_layerSize.width() + 1, m_layerSize.height() + 1));
shadowContext->translate(m_layerContextTranslation);
return shadowContext;
}
void ShadowBlur::endShadowLayer(GraphicsContext* context)
{
m_layerImage->context()->restore();
blurAndColorShadowBuffer(expandedIntSize(m_layerSize));
GraphicsContextStateSaver stateSave(*context);
context->clearShadow();
context->drawImageBuffer(m_layerImage, ColorSpaceDeviceRGB, roundedIntPoint(m_layerOrigin), IntRect(0, 0, m_layerSize.width(), m_layerSize.height()), context->compositeOperation());
m_layerImage = 0;
ScratchBuffer::shared().scheduleScratchBufferPurge();
}
} // namespace WebCore
|