🎉 Ignore frames and groups when they have no visual extra information

This commit is contained in:
Alejandro Alonso 2026-01-13 06:56:06 +01:00
parent 3e99ad036c
commit 1810df232b
2 changed files with 137 additions and 44 deletions

View File

@ -10,7 +10,6 @@ mod shadows;
mod strokes;
mod surfaces;
pub mod text;
mod ui;
use skia_safe::{self as skia, Matrix, RRect, Rect};
@ -53,6 +52,25 @@ pub struct NodeRenderState {
mask: bool,
}
/// Get simplified children of a container, flattening nested flattened containers
fn get_simplified_children<'a>(tree: ShapesPoolRef<'a>, shape: &'a Shape) -> Vec<Uuid> {
let mut result = Vec::new();
for child_id in shape.children_ids_iter(false) {
if let Some(child) = tree.get(child_id) {
if child.can_flatten() {
// Child is flattened: recursively get its simplified children
result.extend(get_simplified_children(tree, child));
} else {
// Child is not flattened: add it directly
result.push(*child_id);
}
}
}
result
}
impl NodeRenderState {
pub fn is_root(&self) -> bool {
self.id.is_nil()
@ -1038,6 +1056,7 @@ impl RenderState {
// reorder by distance to the center.
self.current_tile = None;
self.render_in_progress = true;
self.apply_drawing_to_render_canvas(None);
if sync_render {
@ -1478,31 +1497,42 @@ impl RenderState {
}
if visited_children {
self.render_shape_exit(element, visited_mask);
// Skip render_shape_exit for flattened containers
if !element.can_flatten() {
self.render_shape_exit(element, visited_mask);
}
continue;
}
if !node_render_state.is_root() {
let transformed_element: Cow<Shape> = Cow::Borrowed(element);
// Aggressive early exit: check hidden and selrect first (fastest checks)
// Aggressive early exit: check hidden first (fastest check)
if transformed_element.hidden {
continue;
}
let selrect = transformed_element.selrect();
if !selrect.intersects(self.render_area) {
continue;
}
// For frames and groups, we must use extrect because they can have nested content
// that extends beyond their selrect. Using selrect for early exit would incorrectly
// skip frames/groups that have nested content in the current tile.
let is_container = matches!(
transformed_element.shape_type,
crate::shapes::Type::Frame(_) | crate::shapes::Type::Group(_)
);
// For simple shapes without effects, selrect check is sufficient
// Only calculate expensive extrect for shapes with effects that might extend bounds
let scale = self.get_scale();
let has_effects = transformed_element.has_effects_that_extend_bounds();
let is_visible = if !has_effects {
let is_visible = if is_container {
// Containers (frames/groups) must always use extrect to include nested content
let extrect = transformed_element.extrect(tree, scale);
extrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else if !has_effects {
// Simple shape: selrect check is sufficient, skip expensive extrect
!transformed_element.visually_insignificant(scale, tree)
let selrect = transformed_element.selrect();
selrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else {
// Shape with effects: need extrect for accurate bounds
let extrect = transformed_element.extrect(tree, scale);
@ -1521,7 +1551,12 @@ impl RenderState {
}
}
self.render_shape_enter(element, mask);
// Skip render_shape_enter/exit for flattened containers
// If a container was flattened, it doesn't affect children visually, so we skip
// the expensive enter/exit operations and process children directly
if !element.can_flatten() {
self.render_shape_enter(element, mask);
}
if !node_render_state.is_root() && self.focus_mode.is_active() {
let scale: f32 = self.get_scale();
@ -1725,14 +1760,18 @@ impl RenderState {
self.apply_drawing_to_render_canvas(Some(element));
}
match element.shape_type {
Type::Frame(_) if Self::frame_clip_layer_blur(element).is_some() => {
self.nested_blurs.push(None);
// Skip nested state updates for flattened containers
// Flattened containers don't affect children, so we don't need to track their state
if !element.can_flatten() {
match element.shape_type {
Type::Frame(_) if Self::frame_clip_layer_blur(element).is_some() => {
self.nested_blurs.push(None);
}
Type::Frame(_) | Type::Group(_) => {
self.nested_blurs.push(element.blur);
}
_ => {}
}
Type::Frame(_) | Type::Group(_) => {
self.nested_blurs.push(element.blur);
}
_ => {}
}
// Set the node as visited_children before processing children
@ -1747,24 +1786,35 @@ impl RenderState {
if element.is_recursive() {
let children_clip_bounds =
node_render_state.get_children_clip_bounds(element, None);
let mut children_ids: Vec<_> = element.children_ids_iter(false).collect();
let children_ids: Vec<_> = if element.can_flatten() {
// Container was flattened: get simplified children (which skip this level)
get_simplified_children(tree, element)
} else {
// Container not flattened: use original children
element.children_ids_iter(false).copied().collect()
};
// Z-index ordering on Layouts
if element.has_layout() {
let children_ids = if element.has_layout() {
let mut ids = children_ids;
if element.is_flex() && !element.is_flex_reverse() {
children_ids.reverse();
ids.reverse();
}
children_ids.sort_by(|id1, id2| {
ids.sort_by(|id1, id2| {
let z1 = tree.get(id1).map(|s| s.z_index()).unwrap_or(0);
let z2 = tree.get(id2).map(|s| s.z_index()).unwrap_or(0);
z2.cmp(&z1)
});
}
ids
} else {
children_ids
};
for child_id in children_ids.iter() {
self.pending_nodes.push(NodeRenderState {
id: **child_id,
id: *child_id,
visited_children: false,
clip_bounds: children_clip_bounds.clone(),
visited_mask: false,

View File

@ -920,27 +920,15 @@ impl Shape {
}
Type::Group(_) | Type::Frame(_) if !self.clip_content => {
// Use selrect as a fast approximation first, then calculate
// extrect only if needed. This avoids expensive recursive extrect calculations
// for children that don't significantly expand the bounds.
// For frames and groups, we must always calculate extrect for all children
// to ensure accurate bounds that include nested content across all tiles.
// Using selrect for children can cause frames to be incorrectly omitted from
// tiles where they have nested content.
for child_id in self.children_ids_iter(false) {
if let Some(child_shape) = shapes_pool.get(child_id) {
// Fast path: check if child has effects that might expand bounds
// If no effects, selrect is likely sufficient
let has_effects = !child_shape.shadows.is_empty()
|| child_shape.blur.is_some()
|| !child_shape.strokes.is_empty()
|| matches!(child_shape.shape_type, Type::Group(_) | Type::Frame(_));
if has_effects {
// Calculate full extrect for shapes with effects
let child_extrect = child_shape.calculate_extrect(shapes_pool, scale);
rect.join(child_extrect);
} else {
// No effects, selrect is sufficient (much faster)
let child_selrect = child_shape.selrect();
rect.join(child_selrect);
}
// Always calculate full extrect for children to ensure accurate bounds
let child_extrect = child_shape.calculate_extrect(shapes_pool, scale);
rect.join(child_extrect);
}
}
}
@ -1436,6 +1424,61 @@ impl Shape {
!self.fills.is_empty()
}
/// Determines if this frame or group can be flattened (doesn't affect children visually)
/// A container can be flattened if it has no visual effects that affect its children
/// and doesn't render its own content (no fills/strokes)
pub fn can_flatten(&self) -> bool {
// Only frames and groups can be flattened
if !matches!(self.shape_type, Type::Frame(_) | Type::Group(_)) {
return false;
}
// Cannot flatten if it has visual effects that affect children:
if self.clip_content {
return false;
}
if !self.transform.is_identity() {
return false;
}
if self.opacity != 1.0 {
return false;
}
if self.blend_mode() != BlendMode::default() {
return false;
}
if self.blur.is_some() {
return false;
}
if !self.shadows.is_empty() {
return false;
}
if let Type::Group(group) = &self.shape_type {
if group.masked {
return false;
}
}
if self.hidden {
return false;
}
// If the container itself has fills/strokes, it renders something visible
// We cannot flatten containers that render their own background/border
// because they need to be rendered even if they don't affect children
if self.has_fills() || self.has_visible_strokes() {
return false;
}
true
}
/// Checks if this shape needs a layer for rendering due to visual effects
/// (opacity < 1.0, non-default blend mode, or frame clip layer blur)
pub fn needs_layer(&self) -> bool {