Skip imperceptible shadows and simplify low-scale strokes (#11102)

*  Skip drop shadows that are imperceptible at current scale

Filter drop shadows by on-screen footprint (stricter for recursive
shapes) so overview HQ avoids expensive blur passes that barely show.

*  Simplify Path and Bool strokes at low scale

At overview zooms, Inner/Outer strokes fall back to Center and
dash/dotted styles become solid when the pattern is subpixel.
Strokes are never skipped so stroke-only icons stay visible.

*  Drain GPU work on partial render frames

Partial frames only flushed the Backbuffer, so tile GPU commands
queued until present_frame's flush_and_submit and stalled the
browser on large files. Submit the context each partial frame
without presenting Target or re-composing the tile atlas.

*  Prefer direct painting when effects are imperceptible

Skip the Fills/Strokes layered path when drop/inner shadows would
not paint at the current scale, and allow stroke-only shapes
(fills_none) on the direct path. Apply the same footprint LOD to
inner-shadow painting.
This commit is contained in:
Alejandro Alonso 2026-08-06 15:58:11 +02:00 committed by GitHub
parent de8d8ca401
commit a76401596e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
5 changed files with 333 additions and 63 deletions

View File

@ -935,10 +935,6 @@ impl RenderState {
Ok(())
}
pub fn flush(&mut self) {
self.surfaces.flush(SurfaceId::Backbuffer);
}
pub fn flush_and_submit(&mut self) {
self.surfaces.flush_and_submit(SurfaceId::Target);
}
@ -1229,11 +1225,16 @@ impl RenderState {
}
fn get_inherited_drop_shadows(&self) -> Option<Vec<skia_safe::Paint>> {
let scale = self.get_scale();
let drop_shadows: Vec<&Shadow> = self
.nested_shadows
.iter()
.flat_map(|shadows| shadows.iter())
.filter(|shadow| !shadow.hidden() && shadow.style() == crate::shapes::ShadowStyle::Drop)
.filter(|shadow| {
!shadow.hidden()
&& shadow.style() == crate::shapes::ShadowStyle::Drop
&& shadow.is_perceptible_at_scale(scale)
})
.collect();
if drop_shadows.is_empty() {
@ -1337,6 +1338,7 @@ impl RenderState {
| text_drop_shadows_surface_id as u32;
let fast_mode = self.options.is_fast_mode();
let skip_drop_shadows = self.should_skip_drop_shadows();
// Skip anti-aliasing entirely during fast_mode (interactive
// gestures + pan/zoom). AA edge sampling is per-pixel and adds
// up across many shapes; reverts to full quality on commit.
@ -1367,11 +1369,25 @@ impl RenderState {
return Ok(());
}
// Only perceptible shadows need the layered Fills/Strokes path. Use the
// same footprint LOD as when painting drop and inner shadows.
let scale = self.get_scale();
let shadows_need_layered = !skip_drop_shadows
&& (shape
.drop_shadows_visible()
.any(|s| s.is_perceptible_at_scale_for(scale, shape.is_recursive()))
|| shape
.inner_shadows_visible()
.any(|s| s.is_perceptible_at_scale_for(scale, shape.is_recursive())));
// Clip is allowed: we apply the same stack on Current after scale+translate.
// Opacity < 1 with SrcOver is OK: render_shape_enter already opened a
// save_layer on Current; painting fills/strokes into that layer matches
// the layered path without Fills/Strokes blits.
// Non-SrcOver blend, frame clip blur, and masked groups stay layered.
// Stroke-only (fills_none) can go direct: empty fills are a no-op and
// strokes paint into Current. Requires Partial GPU drain (dc1ab) so
// large SVG-icon files do not backlog commands until Full present.
let can_render_directly = apply_to_current_surface
&& offset.is_none()
&& parent_shadows.is_none()
@ -1381,20 +1397,15 @@ impl RenderState {
&& shape.blur.is_none()
&& shape.background_blur.is_none()
&& !has_inherited_blur
&& shape.shadows.is_empty()
&& !shadows_need_layered
&& matches!(
shape.shape_type,
Type::Rect(_) | Type::Circle | Type::Path(_) | Type::Bool(_) | Type::Frame(_)
)
&& !(shape.fills.is_empty() && has_nested_fills)
&& !shape
.svg_attrs
.as_ref()
.is_some_and(|attrs| attrs.fill_none)
&& target_surface != SurfaceId::Export;
if can_render_directly {
let scale = self.get_scale();
let translation = self
.surfaces
.get_render_context_translation(self.render_area, scale);
@ -1661,10 +1672,25 @@ impl RenderState {
);
}
} else {
let mut drop_shadows = shape.drop_shadow_paints();
let shape_scale = self.get_scale();
let mut drop_shadows = if skip_drop_shadows {
Vec::new()
} else {
shape
.drop_shadows_visible()
.filter(|s| s.is_perceptible_at_scale(shape_scale))
.map(|shadow| {
let mut paint = skia_safe::Paint::default();
paint.set_image_filter(shadow.get_drop_shadow_filter());
paint
})
.collect()
};
if let Some(inherited_shadows) = self.get_inherited_drop_shadows() {
drop_shadows.extend(inherited_shadows);
if !skip_drop_shadows {
if let Some(inherited_shadows) = self.get_inherited_drop_shadows() {
drop_shadows.extend(inherited_shadows);
}
}
let inner_shadows = shape.inner_shadow_paints();
@ -1688,32 +1714,34 @@ impl RenderState {
.unzip();
if let Some(parent_shadows) = parent_shadows {
if !shape.has_visible_strokes() {
for shadow in parent_shadows {
text::render(
Some(self),
None,
if !skip_drop_shadows {
if !shape.has_visible_strokes() {
for shadow in parent_shadows {
text::render(
Some(self),
None,
&shape,
&mut paragraphs_with_shadows,
text_drop_shadows_surface_id.into(),
Some(&shadow),
blur_filter.as_ref(),
None,
None,
)?;
}
} else {
shadows::render_text_shadows(
self,
&shape,
&mut paragraphs_with_shadows,
&mut stroke_paragraphs_with_shadows_list,
text_drop_shadows_surface_id.into(),
Some(&shadow),
blur_filter.as_ref(),
None,
None,
&parent_shadows,
&blur_filter,
&stroke_kinds,
text_content,
)?;
}
} else {
shadows::render_text_shadows(
self,
&shape,
&mut paragraphs_with_shadows,
&mut stroke_paragraphs_with_shadows_list,
text_drop_shadows_surface_id.into(),
&parent_shadows,
&blur_filter,
&stroke_kinds,
text_content,
)?;
}
} else {
// 1. Text drop shadows
@ -2433,9 +2461,12 @@ impl RenderState {
panic!("FrameType::None");
}
FrameType::Partial => {
// Partial frame: just flush GPU work. The display shows the last
// fully submitted frame; no need to copy or draw UI overlays here.
self.flush();
// Drain tile GPU work (Current / tile atlas / cache) without
// presenting Target and without re-snapshotting the tile atlas —
// composition stays deferred to Full. A Backbuffer flush alone
// left commands queued until present_frame's flush_and_submit,
// which stalled the browser on large files.
crate::get_gpu_state().context.flush_and_submit();
}
FrameType::Full => {
// A full-quality frame is now complete. Rebuild the per-shape crop
@ -2638,6 +2669,19 @@ impl RenderState {
true
}
/// Skip all drop/inner shadows in fast mode, or when even a large design-space
/// shadow would be subpixel. Otherwise filter per shadow via
/// [`Shadow::is_perceptible_at_scale_for`] (stricter for recursive shapes).
#[inline]
pub(crate) fn should_skip_drop_shadows(&self) -> bool {
if self.options.is_fast_mode() {
return true;
}
let scale = self.get_scale();
scale * crate::shapes::DROP_SHADOW_LARGE_DESIGN_PX
< crate::shapes::DROP_SHADOW_MIN_DEVICE_PX
}
#[inline]
fn clip_target_surface_to_stack(
&mut self,
@ -3185,10 +3229,15 @@ impl RenderState {
node_render_state: &NodeRenderState,
target_surface: SurfaceId,
) -> Result<bool> {
// Avoid a blank DropShadows→Current blit + clear on every shape without
// shadows. Callers must still touch DropShadows once per tile when this
// returns false (see `drop_shadows_ops_warmed`).
if element.drop_shadows_visible().next().is_none() {
// Avoid a blank DropShadows→Current blit + clear when nothing will paint
// (no shadows, fast/overview skip, or all footprints subpixel). Callers
// must still touch DropShadows once per tile when this returns false
// (see `drop_shadows_ops_warmed`).
if self.should_skip_drop_shadows()
|| !element
.drop_shadows_visible()
.any(|s| s.is_perceptible_at_scale_for(scale, element.is_recursive()))
{
return Ok(false);
}
@ -3198,7 +3247,13 @@ impl RenderState {
_ => None,
};
let recursive = element.is_recursive();
let mut rendered_any = false;
for shadow in element.drop_shadows_visible() {
if !shadow.is_perceptible_at_scale_for(scale, recursive) {
continue;
}
rendered_any = true;
let paint = skia::Paint::default();
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
self.surfaces
@ -3290,6 +3345,10 @@ impl RenderState {
self.surfaces.canvas(SurfaceId::DropShadows).restore();
}
if !rendered_any {
return Ok(false);
}
if let Some(clips) = clip_bounds.as_ref() {
let antialias = !self.options.is_fast_mode()
&& element.should_use_antialias(scale, self.options.antialias_threshold);
@ -3541,10 +3600,12 @@ impl RenderState {
// the layer blur (which would make it more diffused than without clipping)
let shadow_before_layer = !node_render_state.is_root()
&& self.focus_mode.is_active()
&& !self.options.is_fast_mode()
&& !self.should_skip_drop_shadows()
&& !matches!(element.shape_type, Type::Text(_))
&& Self::frame_clip_layer_blur(element).is_some()
&& element.drop_shadows_visible().next().is_some();
&& element
.drop_shadows_visible()
.any(|s| s.is_perceptible_at_scale_for(scale, element.is_recursive()));
if shadow_before_layer
&& self.render_element_drop_shadows_and_composite(
@ -3570,8 +3631,8 @@ impl RenderState {
}
if !node_render_state.is_root() && self.focus_mode.is_active() {
// Skip expensive drop shadow rendering in fast mode (during pan/zoom).
let skip_shadows = self.options.is_fast_mode();
// Skip expensive drop shadows in fast mode and at overview zooms.
let skip_shadows = self.should_skip_drop_shadows();
// Skip shadow block when already rendered before the layer (frame_clip_layer_blur)
let shadows_already_rendered = Self::frame_clip_layer_blur(element).is_some();

View File

@ -13,10 +13,16 @@ pub fn render_fill_inner_shadows(
antialias: bool,
surface_id: SurfaceId,
) {
if shape.has_fills() {
for shadow in shape.inner_shadows_visible() {
render_fill_inner_shadow(render_state, shape, shadow, antialias, surface_id);
if !shape.has_fills() || render_state.should_skip_drop_shadows() {
return;
}
let scale = render_state.get_scale();
let recursive = shape.is_recursive();
for shadow in shape.inner_shadows_visible() {
if !shadow.is_perceptible_at_scale_for(scale, recursive) {
continue;
}
render_fill_inner_shadow(render_state, shape, shadow, antialias, surface_id);
}
}
@ -38,19 +44,25 @@ pub fn render_stroke_inner_shadows(
antialias: bool,
surface_id: SurfaceId,
) -> Result<()> {
if !shape.has_fills() {
for shadow in shape.inner_shadows_visible() {
let filter = shadow.get_inner_shadow_filter();
strokes::render_single(
render_state,
shape,
stroke,
Some(surface_id),
filter.as_ref(),
antialias,
None, // Inner shadows don't use spread
)?;
if shape.has_fills() || render_state.should_skip_drop_shadows() {
return Ok(());
}
let scale = render_state.get_scale();
let recursive = shape.is_recursive();
for shadow in shape.inner_shadows_visible() {
if !shadow.is_perceptible_at_scale_for(scale, recursive) {
continue;
}
let filter = shadow.get_inner_shadow_filter();
strokes::render_single(
render_state,
shape,
stroke,
Some(surface_id),
filter.as_ref(),
antialias,
None, // Inner shadows don't use spread
)?;
}
Ok(())
}

View File

@ -561,6 +561,13 @@ fn draw_image_stroke_in_container(
surface_id: SurfaceId,
) -> Result<()> {
let scale = render_state.get_scale();
let lod_stroke;
let stroke = if matches!(shape.shape_type, Type::Path(_) | Type::Bool(_)) {
lod_stroke = stroke.path_lod_at_scale(shape.is_open(), scale);
&lod_stroke
} else {
stroke
};
let Some(image) = get_resources().images.get(&image_fill.id()) else {
return Ok(());
};
@ -938,12 +945,13 @@ fn render_merged(
shape_type @ (Type::Path(_) | Type::Bool(_)) => {
if let Some(path) = shape_type.path() {
let is_open = path.is_open();
let lod_stroke = representative.path_lod_at_scale(is_open, scale);
let mut paint =
representative.to_stroked_paint(is_open, &selrect, svg_attrs, antialias);
lod_stroke.to_stroked_paint(is_open, &selrect, svg_attrs, antialias);
paint.set_shader(merged.shader());
draw_stroke_on_path(
canvas,
representative,
&lod_stroke,
path,
&paint,
path_transform.as_ref(),
@ -1097,6 +1105,8 @@ fn render_single_internal(
shape_type @ (Type::Path(_) | Type::Bool(_)) => {
if let Some(path) = shape_type.path() {
let is_open = path.is_open();
let lod_stroke = stroke.path_lod_at_scale(is_open, scale);
let stroke = &lod_stroke;
let mut paint =
stroke.to_stroked_paint(is_open, &selrect, svg_attrs, antialias);
// Apply outset by increasing stroke width

View File

@ -4,6 +4,18 @@ use super::blurs::radius_to_sigma;
use super::Color;
use crate::render::filters::compose_filters;
/// Soft visibility floor in device pixels for leaf shapes. Below this, a drop
/// shadow is visual noise relative to its blur cost.
pub const DROP_SHADOW_MIN_DEVICE_PX: f32 = 2.0;
/// Recursive shapes (frames/groups) redraw children into the shadow layer; they
/// need a clearer on-screen footprint before that cost is worthwhile.
pub const DROP_SHADOW_RECURSIVE_MIN_DEVICE_PX: f32 = 4.0;
/// Generous design-space shadow budget used with [`DROP_SHADOW_MIN_DEVICE_PX`]
/// for a hard global early-out (subpixel even for huge shadows).
pub const DROP_SHADOW_LARGE_DESIGN_PX: f32 = 64.0;
#[derive(Debug, Default, Clone, Copy, PartialEq)]
pub enum ShadowStyle {
#[default]
@ -48,6 +60,32 @@ impl Shadow {
self.hidden
}
/// Approximate on-screen footprint (blur/spread + offset) at `scale` (zoom×dpr).
#[inline]
pub fn device_extent(&self, scale: f32) -> f32 {
let soft = self.blur.max(self.spread);
let offset = self.offset.0.abs().max(self.offset.1.abs());
(soft + offset) * scale
}
/// True when this shadow still has a perceptible footprint at `scale`.
/// Recursive shapes use a higher floor because compositing children into
/// the shadow layer is far more expensive than a leaf silhouette.
#[inline]
pub fn is_perceptible_at_scale(&self, scale: f32) -> bool {
self.is_perceptible_at_scale_for(scale, false)
}
#[inline]
pub fn is_perceptible_at_scale_for(&self, scale: f32, recursive: bool) -> bool {
let min = if recursive {
DROP_SHADOW_RECURSIVE_MIN_DEVICE_PX
} else {
DROP_SHADOW_MIN_DEVICE_PX
};
self.device_extent(scale) >= min
}
pub fn get_drop_shadow_filter(&self) -> Option<ImageFilter> {
let sigma = radius_to_sigma(self.blur);
let mut filter = image_filters::drop_shadow_only(
@ -112,3 +150,44 @@ impl Shadow {
self.offset.1 *= value;
}
}
#[cfg(test)]
mod tests {
use super::*;
fn shadow(blur: f32, spread: f32, ox: f32, oy: f32) -> Shadow {
Shadow::new(
skia::Color::BLACK,
blur,
spread,
(ox, oy),
ShadowStyle::Drop,
false,
)
}
#[test]
fn leaf_floor_at_moderate_zoom() {
// blur 16 @ 0.13 ≈ 2.08px → keep leaf
assert!(shadow(16.0, 0.0, 0.0, 0.0).is_perceptible_at_scale_for(0.13, false));
// blur 8 @ 0.13 ≈ 1.04px → skip leaf (below 2px)
assert!(!shadow(8.0, 0.0, 0.0, 0.0).is_perceptible_at_scale_for(0.13, false));
}
#[test]
fn recursive_floor_is_stricter() {
// blur 24 @ 0.13 ≈ 3.12px → keep leaf, skip recursive (needs 4px)
let s = shadow(24.0, 0.0, 0.0, 0.0);
assert!(s.is_perceptible_at_scale_for(0.13, false));
assert!(!s.is_perceptible_at_scale_for(0.13, true));
// blur 32 @ 0.13 ≈ 4.16px → keep recursive
assert!(shadow(32.0, 0.0, 0.0, 0.0).is_perceptible_at_scale_for(0.13, true));
}
#[test]
fn overview_scale_vs_extent() {
// At 0.038 even blur 50 is only ~1.9px — below leaf floor.
assert!(!shadow(50.0, 0.0, 0.0, 0.0).is_perceptible_at_scale_for(0.038, false));
assert!(shadow(60.0, 0.0, 0.0, 0.0).is_perceptible_at_scale_for(0.038, false));
}
}

View File

@ -7,6 +7,14 @@ use super::StrokeLineCap;
use super::StrokeLineJoin;
use super::SvgAttrs;
/// Soft floor in device pixels for dropping dash/dotted PathEffects when the
/// pattern period is effectively invisible.
pub const STROKE_MIN_DEVICE_PX: f32 = 0.75;
/// When Inner/Outer doubled-width footprint is below this (device px), paint
/// as Center to avoid save_layer / Clear paths.
pub const STROKE_INNER_OUTER_SIMPLIFY_DEVICE_PX: f32 = 2.0;
#[derive(Debug, Clone, PartialEq, Copy)]
pub enum StrokeStyle {
Solid,
@ -69,6 +77,62 @@ impl Stroke {
}
}
/// Inner/Outer use a doubled-width Center stroke plus clip/clear. When that
/// footprint is thin on screen, fall back to a plain Center stroke.
#[inline]
pub fn simplified_kind_at_scale(&self, is_open: bool, scale: f32) -> StrokeKind {
let kind = self.render_kind(is_open);
match kind {
StrokeKind::Inner | StrokeKind::Outer
if 2.0 * self.max_width() * scale < STROKE_INNER_OUTER_SIMPLIFY_DEVICE_PX =>
{
StrokeKind::Center
}
other => other,
}
}
/// Drop dash/dotted PathEffects when the pattern period is subpixel.
#[inline]
pub fn style_at_scale(&self, scale: f32) -> StrokeStyle {
if self.style == StrokeStyle::Solid {
return StrokeStyle::Solid;
}
let period = match self.style {
StrokeStyle::Dotted => self.width + 5.0,
StrokeStyle::Dashed => {
let dash = self.dash.unwrap_or(self.width + 10.);
let gap = self.gap.unwrap_or(self.width + 10.);
dash.min(gap)
}
StrokeStyle::Mixed => self.width + 1.0,
StrokeStyle::Solid => return StrokeStyle::Solid,
};
if period * scale < STROKE_MIN_DEVICE_PX {
StrokeStyle::Solid
} else {
self.style
}
}
/// Path/Bool overview LOD: simplify Inner/Outer and dash/dotted at low
/// scale. Never skips painting; stroke-only icons would otherwise go blank.
pub fn path_lod_at_scale(&self, is_open: bool, scale: f32) -> Stroke {
let kind = self.simplified_kind_at_scale(is_open, scale);
let style = self.style_at_scale(scale);
let kind_unchanged = kind == self.render_kind(is_open);
let style_unchanged = style == self.style;
if kind_unchanged && style_unchanged {
return self.clone();
}
let mut stroke = self.clone();
if !is_open {
stroke.kind = kind;
}
stroke.style = style;
stroke
}
/// Per-side widths [top, right, bottom, left] when they actually differ.
/// Returns `None` when unset or when all sides are equal, so the uniform
/// render path (which supports dashed/dotted styles) keeps handling that
@ -493,4 +557,48 @@ mod tests {
assert_eq!(stroke.widths, Some([2.0, 4.0, 6.0, 8.0]));
assert_eq!(stroke.width, 4.0);
}
fn solid_center(width: f32) -> Stroke {
Stroke::new_center_stroke(width, StrokeStyle::Solid, None, None, None, None)
}
#[test]
fn inner_outer_simplify_to_center_when_thin() {
let inner = Stroke::new_inner_stroke(8.0, StrokeStyle::Solid, None, None, None, None);
// 2 * 8 * 0.1 = 1.6 < 2.0, simplify to Center
assert_eq!(
inner.simplified_kind_at_scale(false, 0.1),
StrokeKind::Center
);
// 2 * 8 * 0.2 = 3.2 >= 2.0, keep Inner
assert_eq!(
inner.simplified_kind_at_scale(false, 0.2),
StrokeKind::Inner
);
}
#[test]
fn dash_becomes_solid_when_period_subpixel() {
let dashed =
Stroke::new_center_stroke(2.0, StrokeStyle::Dashed, None, None, Some(20.0), Some(20.0));
// period 20 * 0.03 = 0.6 < 0.75, solid
assert_eq!(dashed.style_at_scale(0.03), StrokeStyle::Solid);
// period 20 * 0.05 = 1.0 >= 0.75, keep dashed
assert_eq!(dashed.style_at_scale(0.05), StrokeStyle::Dashed);
}
#[test]
fn path_lod_never_drops_thin_stroke() {
// Hairline strokes must still paint (stroke-only icons).
let thin = solid_center(1.0).path_lod_at_scale(false, 0.5);
assert_eq!(thin.width, 1.0);
assert_eq!(thin.kind, StrokeKind::Center);
}
#[test]
fn path_lod_simplifies_inner_at_overview() {
let inner = Stroke::new_inner_stroke(8.0, StrokeStyle::Solid, None, None, None, None);
let lod = inner.path_lod_at_scale(false, 0.1);
assert_eq!(lod.kind, StrokeKind::Center);
}
}