/* * Copyright (C) 2007, 2008 Rob Buis * Copyright (C) 2007 Nikolas Zimmermann * Copyright (C) 2007 Eric Seidel * Copyright (C) 2009 Google, Inc. All rights reserved. * Copyright (C) 2009 Dirk Schulze * Copyright (C) Research In Motion Limited 2009-2010. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include "config.h" #include "SVGRenderingContext.h" #include "BasicShapes.h" #include "Frame.h" #include "FrameView.h" #include "Page.h" #include "RenderLayer.h" #include "RenderSVGImage.h" #include "RenderSVGResourceClipper.h" #include "RenderSVGResourceFilter.h" #include "RenderSVGResourceMasker.h" #include "RenderView.h" #include "SVGLengthContext.h" #include "SVGResources.h" #include "SVGResourcesCache.h" namespace WebCore { static inline bool isRenderingMaskImage(const RenderObject& object) { return object.view().frameView().paintBehavior() & PaintBehaviorRenderingSVGMask; } SVGRenderingContext::~SVGRenderingContext() { // Fast path if we don't need to restore anything. if (!(m_renderingFlags & ActionsNeeded)) return; ASSERT(m_renderer && m_paintInfo); if (m_renderingFlags & EndFilterLayer) { ASSERT(m_filter); GraphicsContext* contextPtr = &m_paintInfo->context(); m_filter->postApplyResource(*m_renderer, contextPtr, ApplyToDefaultMode, 0, 0); m_paintInfo->setContext(*m_savedContext); m_paintInfo->rect = m_savedPaintRect; } if (m_renderingFlags & EndOpacityLayer) m_paintInfo->context().endTransparencyLayer(); if (m_renderingFlags & EndShadowLayer) m_paintInfo->context().endTransparencyLayer(); if (m_renderingFlags & RestoreGraphicsContext) m_paintInfo->context().restore(); } void SVGRenderingContext::prepareToRenderSVGContent(RenderElement& renderer, PaintInfo& paintInfo, NeedsGraphicsContextSave needsGraphicsContextSave) { #ifndef NDEBUG // This function must not be called twice! ASSERT(!(m_renderingFlags & PrepareToRenderSVGContentWasCalled)); m_renderingFlags |= PrepareToRenderSVGContentWasCalled; #endif m_renderer = &renderer; m_paintInfo = &paintInfo; m_filter = 0; // We need to save / restore the context even if the initialization failed. if (needsGraphicsContextSave == SaveGraphicsContext) { m_paintInfo->context().save(); m_renderingFlags |= RestoreGraphicsContext; } RenderStyle& style = m_renderer->style(); const SVGRenderStyle& svgStyle = style.svgStyle(); // Setup transparency layers before setting up SVG resources! bool isRenderingMask = isRenderingMaskImage(*m_renderer); // RenderLayer takes care of root opacity. float opacity = (renderer.isSVGRoot() || isRenderingMask) ? 1 : style.opacity(); const ShadowData* shadow = svgStyle.shadow(); bool hasBlendMode = style.hasBlendMode(); bool hasIsolation = style.hasIsolation(); bool isolateMaskForBlending = false; #if ENABLE(CSS_COMPOSITING) if (svgStyle.hasMasker() && is(downcast(*renderer.element()))) { SVGGraphicsElement& graphicsElement = downcast(*renderer.element()); isolateMaskForBlending = graphicsElement.shouldIsolateBlending(); } #endif if (opacity < 1 || shadow || hasBlendMode || isolateMaskForBlending || hasIsolation) { FloatRect repaintRect = m_renderer->repaintRectInLocalCoordinates(); m_paintInfo->context().clip(repaintRect); if (opacity < 1 || hasBlendMode || isolateMaskForBlending || hasIsolation) { if (hasBlendMode) m_paintInfo->context().setCompositeOperation(m_paintInfo->context().compositeOperation(), style.blendMode()); m_paintInfo->context().beginTransparencyLayer(opacity); if (hasBlendMode) m_paintInfo->context().setCompositeOperation(m_paintInfo->context().compositeOperation(), BlendModeNormal); m_renderingFlags |= EndOpacityLayer; } if (shadow) { m_paintInfo->context().setShadow(IntSize(roundToInt(shadow->x()), roundToInt(shadow->y())), shadow->radius(), shadow->color()); m_paintInfo->context().beginTransparencyLayer(1); m_renderingFlags |= EndShadowLayer; } } ClipPathOperation* clipPathOperation = style.clipPath(); if (is(clipPathOperation)) { auto& clipPath = downcast(*clipPathOperation); FloatRect referenceBox; if (clipPath.referenceBox() == Stroke) // FIXME: strokeBoundingBox() takes dasharray into account but shouldn't. referenceBox = renderer.strokeBoundingBox(); else if (clipPath.referenceBox() == ViewBox && renderer.element()) { FloatSize viewportSize; SVGLengthContext(downcast(renderer.element())).determineViewport(viewportSize); referenceBox.setWidth(viewportSize.width()); referenceBox.setHeight(viewportSize.height()); } else referenceBox = renderer.objectBoundingBox(); m_paintInfo->context().clipPath(clipPath.pathForReferenceRect(referenceBox), clipPath.windRule()); } auto* resources = SVGResourcesCache::cachedResourcesForRenderer(*m_renderer); if (!resources) { if (style.hasReferenceFilterOnly()) return; m_renderingFlags |= RenderingPrepared; return; } if (!isRenderingMask) { if (RenderSVGResourceMasker* masker = resources->masker()) { GraphicsContext* contextPtr = &m_paintInfo->context(); bool result = masker->applyResource(*m_renderer, style, contextPtr, ApplyToDefaultMode); m_paintInfo->setContext(*contextPtr); if (!result) return; } } RenderSVGResourceClipper* clipper = resources->clipper(); if (!clipPathOperation && clipper) { GraphicsContext* contextPtr = &m_paintInfo->context(); bool result = clipper->applyResource(*m_renderer, style, contextPtr, ApplyToDefaultMode); m_paintInfo->setContext(*contextPtr); if (!result) return; } if (!isRenderingMask) { m_filter = resources->filter(); if (m_filter) { m_savedContext = &m_paintInfo->context(); m_savedPaintRect = m_paintInfo->rect; // Return with false here may mean that we don't need to draw the content // (because it was either drawn before or empty) but we still need to apply the filter. m_renderingFlags |= EndFilterLayer; GraphicsContext* contextPtr = &m_paintInfo->context(); bool result = m_filter->applyResource(*m_renderer, style, contextPtr, ApplyToDefaultMode); m_paintInfo->setContext(*contextPtr); if (!result) return; // Since we're caching the resulting bitmap and do not invalidate it on repaint rect // changes, we need to paint the whole filter region. Otherwise, elements not visible // at the time of the initial paint (due to scrolling, window size, etc.) will never // be drawn. m_paintInfo->rect = IntRect(m_filter->drawingRegion(m_renderer)); } } m_renderingFlags |= RenderingPrepared; } static AffineTransform& currentContentTransformation() { static NeverDestroyed s_currentContentTransformation; return s_currentContentTransformation; } float SVGRenderingContext::calculateScreenFontSizeScalingFactor(const RenderObject& renderer) { AffineTransform ctm = calculateTransformationToOutermostCoordinateSystem(renderer); return narrowPrecisionToFloat(sqrt((pow(ctm.xScale(), 2) + pow(ctm.yScale(), 2)) / 2)); } AffineTransform SVGRenderingContext::calculateTransformationToOutermostCoordinateSystem(const RenderObject& renderer) { AffineTransform absoluteTransform = currentContentTransformation(); float deviceScaleFactor = renderer.document().deviceScaleFactor(); // Walk up the render tree, accumulating SVG transforms. const RenderObject* ancestor = &renderer; while (ancestor) { absoluteTransform = ancestor->localToParentTransform() * absoluteTransform; if (ancestor->isSVGRoot()) break; ancestor = ancestor->parent(); } // Continue walking up the layer tree, accumulating CSS transforms. RenderLayer* layer = ancestor ? ancestor->enclosingLayer() : nullptr; while (layer) { if (TransformationMatrix* layerTransform = layer->transform()) absoluteTransform = layerTransform->toAffineTransform() * absoluteTransform; // We can stop at compositing layers, to match the backing resolution. if (layer->isComposited()) break; layer = layer->parent(); } absoluteTransform.scale(deviceScaleFactor); return absoluteTransform; } std::unique_ptr SVGRenderingContext::createImageBuffer(const FloatRect& targetRect, const AffineTransform& absoluteTransform, ColorSpace colorSpace, RenderingMode renderingMode) { IntRect paintRect = calculateImageBufferRect(targetRect, absoluteTransform); // Don't create empty ImageBuffers. if (paintRect.isEmpty()) return nullptr; FloatSize scale; FloatSize clampedSize = ImageBuffer::clampedSize(paintRect.size(), scale); auto imageBuffer = ImageBuffer::create(clampedSize, renderingMode, 1, colorSpace); if (!imageBuffer) return nullptr; AffineTransform transform; transform.scale(scale).translate(-paintRect.location()).multiply(absoluteTransform); GraphicsContext& imageContext = imageBuffer->context(); imageContext.concatCTM(transform); return imageBuffer; } std::unique_ptr SVGRenderingContext::createImageBuffer(const FloatRect& targetRect, const FloatRect& clampedRect, ColorSpace colorSpace, RenderingMode renderingMode) { IntSize clampedSize = roundedIntSize(clampedRect.size()); IntSize unclampedSize = roundedIntSize(targetRect.size()); // Don't create empty ImageBuffers. if (clampedSize.isEmpty()) return nullptr; auto imageBuffer = ImageBuffer::create(clampedSize, renderingMode, 1, colorSpace); if (!imageBuffer) return nullptr; GraphicsContext& imageContext = imageBuffer->context(); // Compensate rounding effects, as the absolute target rect is using floating-point numbers and the image buffer size is integer. imageContext.scale(FloatSize(unclampedSize.width() / targetRect.width(), unclampedSize.height() / targetRect.height())); return imageBuffer; } void SVGRenderingContext::renderSubtreeToImageBuffer(ImageBuffer* image, RenderElement& item, const AffineTransform& subtreeContentTransformation) { ASSERT(image); // Rendering into a buffer implies we're being used for masking, clipping, patterns or filters. In each of these // cases we don't want to paint the selection. PaintInfo info(image->context(), LayoutRect::infiniteRect(), PaintPhaseForeground, PaintBehaviorSkipSelectionHighlight); AffineTransform& contentTransformation = currentContentTransformation(); AffineTransform savedContentTransformation = contentTransformation; contentTransformation = subtreeContentTransformation * contentTransformation; ASSERT(!item.needsLayout()); item.paint(info, IntPoint()); contentTransformation = savedContentTransformation; } void SVGRenderingContext::clipToImageBuffer(GraphicsContext& context, const AffineTransform& absoluteTransform, const FloatRect& targetRect, std::unique_ptr& imageBuffer, bool safeToClear) { if (!imageBuffer) return; FloatRect absoluteTargetRect = calculateImageBufferRect(targetRect, absoluteTransform); // The mask image has been created in the absolute coordinate space, as the image should not be scaled. // So the actual masking process has to be done in the absolute coordinate space as well. context.concatCTM(absoluteTransform.inverse().valueOr(AffineTransform())); context.clipToImageBuffer(*imageBuffer, absoluteTargetRect); context.concatCTM(absoluteTransform); // When nesting resources, with objectBoundingBox as content unit types, there's no use in caching the // resulting image buffer as the parent resource already caches the result. if (safeToClear && !currentContentTransformation().isIdentity()) imageBuffer.reset(); } void SVGRenderingContext::clear2DRotation(AffineTransform& transform) { AffineTransform::DecomposedType decomposition; transform.decompose(decomposition); decomposition.angle = 0; transform.recompose(decomposition); } bool SVGRenderingContext::bufferForeground(std::unique_ptr& imageBuffer) { ASSERT(m_paintInfo); ASSERT(is(*m_renderer)); FloatRect boundingBox = m_renderer->objectBoundingBox(); // Invalidate an existing buffer if the scale is not correct. if (imageBuffer) { AffineTransform transform = m_paintInfo->context().getCTM(GraphicsContext::DefinitelyIncludeDeviceScale); IntSize expandedBoundingBox = expandedIntSize(boundingBox.size()); IntSize bufferSize(static_cast(ceil(expandedBoundingBox.width() * transform.xScale())), static_cast(ceil(expandedBoundingBox.height() * transform.yScale()))); if (bufferSize != imageBuffer->internalSize()) imageBuffer.reset(); } // Create a new buffer and paint the foreground into it. if (!imageBuffer) { if ((imageBuffer = m_paintInfo->context().createCompatibleBuffer(expandedIntSize(boundingBox.size()), true))) { GraphicsContext& bufferedRenderingContext = imageBuffer->context(); bufferedRenderingContext.translate(-boundingBox.x(), -boundingBox.y()); PaintInfo bufferedInfo(*m_paintInfo); bufferedInfo.setContext(bufferedRenderingContext); downcast(*m_renderer).paintForeground(bufferedInfo); } else return false; } m_paintInfo->context().drawImageBuffer(*imageBuffer, boundingBox); return true; } }