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⚡ Expand direct shape painting and skip empty drop-shadow blits
Allow clip, frames, non-identity transforms, and SrcOver opacity on the Current-surface fast path; early-out drop-shadow composite when a shape has no visible shadows and warm DropShadows once per tile instead.
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@ -1258,6 +1258,57 @@ impl RenderState {
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)
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}
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/// Apply frame clip stack in document space on the given surface bitmask.
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/// Caller must already have those surfaces in doc transform (Fills-style
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/// scale + tile translation, or Current after the same). Hard (non-AA)
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/// clips avoid alpha seams on semi-transparent overflow.
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fn apply_clip_stack_to_surfaces(
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&mut self,
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clips: &ClipStack,
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surface_ids: u32,
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scale: f32,
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debug_fill_surface: Option<SurfaceId>,
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) {
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for (mut bounds, corners, transform) in clips.iter() {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().concat(transform);
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});
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// Outset clip by ~0.5 to include edge pixels that
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// aliased clip misclassifies as outside (causing artifacts).
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let outset = 0.5 / scale;
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bounds.outset((outset, outset));
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if let Some(corners) = corners {
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let rrect = RRect::new_rect_radii(bounds, corners);
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().clip_rrect(rrect, skia::ClipOp::Intersect, false);
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});
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} else {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().clip_rect(bounds, skia::ClipOp::Intersect, false);
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});
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}
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if self.options.is_debug_visible() {
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if let Some(fills_surface_id) = debug_fill_surface {
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let mut paint = skia::Paint::default();
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paint.set_style(skia::PaintStyle::Stroke);
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paint.set_color(skia::Color::from_argb(255, 255, 0, 0));
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paint.set_stroke_width(4.);
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self.surfaces
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.canvas(fills_surface_id)
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.draw_rect(bounds, &paint);
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}
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}
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas()
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.concat(&transform.invert().unwrap_or(Matrix::default()));
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});
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn render_shape(
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&mut self,
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@ -1281,16 +1332,6 @@ impl RenderState {
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| innershadows_surface_id as u32
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| text_drop_shadows_surface_id as u32;
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// Only save canvas state if we have clipping or transforms
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// For simple shapes without clipping, skip expensive save/restore
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let needs_save =
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clip_bounds.is_some() || offset.is_some() || !shape.transform.is_identity();
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if needs_save {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().save();
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});
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}
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let fast_mode = self.options.is_fast_mode();
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// Skip anti-aliasing entirely during fast_mode (interactive
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// gestures + pan/zoom). AA edge sampling is per-pixel and adds
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@ -1307,19 +1348,39 @@ impl RenderState {
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&& self.nested_blurs.iter().flatten().any(|blur| {
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!blur.hidden && blur.blur_type == BlurType::LayerBlur && blur.value > 0.0
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});
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// Empty non-masked groups paint nothing here (children are separate walker
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// nodes). Skip the layered Fills/Strokes path entirely.
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if matches!(shape.shape_type, Type::Group(g) if !g.masked)
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&& shape.fills.is_empty()
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&& !shape.has_visible_strokes()
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&& shape.shadows.is_empty()
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&& shape.blur.is_none()
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&& shape.background_blur.is_none()
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&& !has_inherited_blur
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&& parent_shadows.is_none()
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{
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return Ok(());
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}
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// Clip is allowed: we apply the same stack on Current after scale+translate.
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// Opacity < 1 with SrcOver is OK: render_shape_enter already opened a
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// save_layer on Current; painting fills/strokes into that layer matches
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// the layered path without Fills/Strokes blits.
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// Non-SrcOver blend, frame clip blur, and masked groups stay layered.
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let can_render_directly = apply_to_current_surface
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&& clip_bounds.is_none()
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&& offset.is_none()
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&& parent_shadows.is_none()
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&& !shape.needs_layer()
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&& shape.blend_mode().0 == skia::BlendMode::SrcOver
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&& !shape.has_frame_clip_layer_blur()
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&& !matches!(shape.shape_type, Type::Group(g) if g.masked)
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&& shape.blur.is_none()
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&& shape.background_blur.is_none()
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&& !has_inherited_blur
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&& shape.shadows.is_empty()
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&& shape.transform.is_identity()
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&& matches!(
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shape.shape_type,
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Type::Rect(_) | Type::Circle | Type::Path(_) | Type::Bool(_)
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Type::Rect(_) | Type::Circle | Type::Path(_) | Type::Bool(_) | Type::Frame(_)
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)
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&& !(shape.fills.is_empty() && has_nested_fills)
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&& !shape
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@ -1341,17 +1402,36 @@ impl RenderState {
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canvas.translate(translation);
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});
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if let Some(clips) = clip_bounds.as_ref() {
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self.apply_clip_stack_to_surfaces(clips, target_surface as u32, scale, None);
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}
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if !shape.transform.is_identity() {
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let center = shape.center();
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let mut matrix = shape.transform;
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matrix.post_translate(center);
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matrix.pre_translate(-center);
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self.surfaces.apply_mut(target_surface as u32, |s| {
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s.canvas().concat(&matrix);
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});
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}
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fills::render(self, shape, &shape.fills, antialias, target_surface, None)?;
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// Pass strokes in natural order; stroke merging handles top-most ordering internally.
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let visible_strokes: Vec<&Stroke> = shape.visible_strokes().collect();
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strokes::render(
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self,
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shape,
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&visible_strokes,
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Some(target_surface),
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antialias,
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outset,
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)?;
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// Clipped frames draw strokes in render_shape_exit over children.
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let skip_strokes = matches!(shape.shape_type, Type::Frame(_)) && shape.clip_content;
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if !skip_strokes {
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// Pass strokes in natural order; stroke merging handles top-most ordering internally.
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let visible_strokes: Vec<&Stroke> = shape.visible_strokes().collect();
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strokes::render(
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self,
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shape,
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&visible_strokes,
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Some(target_surface),
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antialias,
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outset,
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)?;
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}
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self.surfaces.apply_mut(target_surface as u32, |s| {
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s.canvas().restore();
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@ -1362,62 +1442,29 @@ impl RenderState {
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debug::render_debug_shape(self, Some(shape_selrect_bounds), None);
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}
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if needs_save {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().restore();
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});
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}
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return Ok(());
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}
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// Only save canvas state if we have clipping or transforms
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// For simple shapes without clipping, skip expensive save/restore
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let needs_save =
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clip_bounds.is_some() || offset.is_some() || !shape.transform.is_identity();
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if needs_save {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().save();
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});
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}
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// set clipping
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if let Some(clips) = clip_bounds.as_ref() {
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let scale = self.get_scale();
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for (mut bounds, corners, transform) in clips.iter() {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().concat(transform);
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});
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// Outset clip by ~0.5 to include edge pixels that
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// aliased clip misclassifies as outside (causing artifacts).
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let outset = 0.5 / scale;
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bounds.outset((outset, outset));
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// Hard clip edge (antialias = false) to avoid alpha seam when clipping
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// semi-transparent content larger than the frame.
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if let Some(corners) = corners {
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let rrect = RRect::new_rect_radii(bounds, corners);
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().clip_rrect(rrect, skia::ClipOp::Intersect, false);
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});
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} else {
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().clip_rect(bounds, skia::ClipOp::Intersect, false);
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});
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}
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// This renders a red line around clipped
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// shapes (frames).
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if self.options.is_debug_visible() {
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let mut paint = skia::Paint::default();
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paint.set_style(skia::PaintStyle::Stroke);
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paint.set_color(skia::Color::from_argb(255, 255, 0, 0));
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paint.set_stroke_width(4.);
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self.surfaces
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.canvas(fills_surface_id)
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.draw_rect(bounds, &paint);
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}
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// Uncomment to debug the render_position_data
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// if let Type::Text(text_content) = &shape.shape_type {
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// text::render_position_data(self, fills_surface_id, &shape, text_content);
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// }
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas()
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.concat(&transform.invert().unwrap_or(Matrix::default()));
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});
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}
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self.apply_clip_stack_to_surfaces(
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clips,
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surface_ids,
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scale,
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Some(fills_surface_id),
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);
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}
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// We don't want to change the value in the global state
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@ -3156,7 +3203,14 @@ impl RenderState {
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scale: f32,
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node_render_state: &NodeRenderState,
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target_surface: SurfaceId,
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) -> Result<()> {
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) -> Result<bool> {
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// Avoid a blank DropShadows→Current blit + clear on every shape without
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// shadows. Callers must still touch DropShadows once per tile when this
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// returns false (see `drop_shadows_ops_warmed`).
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if element.drop_shadows_visible().next().is_none() {
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return Ok(false);
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}
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let element_extrect = extrect.get_or_insert_with(|| element.extrect(tree, scale));
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let inherited_layer_blur = match element.shape_type {
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Type::Frame(_) | Type::Group(_) => element.blur,
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@ -3271,7 +3325,7 @@ impl RenderState {
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self.surfaces
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.canvas(SurfaceId::DropShadows)
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.clear(skia::Color::TRANSPARENT);
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Ok(())
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Ok(true)
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}
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pub fn render_shape_tree_partial_uncached(
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@ -3512,7 +3566,7 @@ impl RenderState {
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&& element.drop_shadows_visible().next().is_some();
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if shadow_before_layer {
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self.render_element_drop_shadows_and_composite(
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if self.render_element_drop_shadows_and_composite(
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element,
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tree,
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&mut extrect,
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@ -3520,8 +3574,9 @@ impl RenderState {
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scale,
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&node_render_state,
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target_surface,
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)?;
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self.drop_shadows_ops_warmed = true;
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)? {
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self.drop_shadows_ops_warmed = true;
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}
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}
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// Render background blur BEFORE save_layer so it modifies
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@ -3545,7 +3600,7 @@ impl RenderState {
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&& !shadows_already_rendered
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&& !matches!(element.shape_type, Type::Text(_))
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{
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self.render_element_drop_shadows_and_composite(
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if self.render_element_drop_shadows_and_composite(
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element,
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tree,
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&mut extrect,
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@ -3553,15 +3608,25 @@ impl RenderState {
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scale,
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&node_render_state,
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target_surface,
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)?;
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// Real shadow composite already clears DropShadows.
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self.drop_shadows_ops_warmed = true;
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} else if !self.drop_shadows_ops_warmed {
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// Touch DropShadows→Current once per tile when shadows are
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// skipped. Omitting this entirely made flush_and_submit very
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// slow (ops-task ordering); repeating it per shape was waste.
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)? {
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// Real shadow composite already clears DropShadows.
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self.drop_shadows_ops_warmed = true;
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}
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}
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if !self.drop_shadows_ops_warmed {
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// Touch DropShadows→Current once per tile when no shape has
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// composited real shadows yet. Omitting this entirely made
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// flush_and_submit very slow (ops-task ordering); repeating
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// it per shape was waste.
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self.surfaces.draw_into(
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SurfaceId::DropShadows,
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target_surface,
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Some(&skia::Paint::default()),
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);
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self.surfaces
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.draw_into(SurfaceId::DropShadows, target_surface, None);
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.canvas(SurfaceId::DropShadows)
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.clear(skia::Color::TRANSPARENT);
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self.drop_shadows_ops_warmed = true;
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}
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