* 🐛 Fix shadows derived from imported SVG filters
* 🐛 Fix inherited group fills in exports and group drop shadows
* 🔧 Run exporter tests on render-wasm changes
* 🐛 Fix shadows on a masked group in the WASM renderer
A masked group renders in two passes: its content, then the mask shape
composited with DstIn so everything outside the mask silhouette is
erased. Both happen inside one save_layer, and the group's drop shadow
was composited into that same layer before the mask pass — so the mask
erased it. A drop shadow lives mostly outside the silhouette, so it
disappeared entirely.
Inner shadows never drew at all: render_fill_inner_shadows needs fill
geometry to paint into, and a group has none.
Both now ride on an image filter set on the masked-group layer, which
Skia evaluates after the mask is composited, so the shadow comes from
the real masked pixels rather than the group's own, empty geometry.
The effects compose in the order the SVG renderer uses for a group:
drop shadows, then the source, then inner shadows, with the layer blur
over all of it.
That layer is opened on a canvas carrying no transform, so the filter
is built in device units. Shadow::scale_to_device does that rather
than scale_content, because radius_to_sigma is affine: scaling the
radius applies its constant term once at device scale, while a filter
built in document space has the term scaled by the canvas matrix. The
two would blur differently by 0.5 · (scale - 1) sigma, visible as a
masked group's own shadow being narrower than the same shadow on its
parent. The masked-group layer blur had the same flaw.
Three paths are suppressed for masked groups so nothing is drawn twice:
the silhouette composite, the nested_shadows inheritance that would
reach text descendants, and the fill inner-shadow pass.
Every save and restore around that layer is keyed on the shape alone.
Enter and exit run on different walker passes, and a pan or zoom in
between changes fast mode, so deriving them from render state could
leave the canvas clip stack unbalanced.
Refs #11697
AI-assisted-by: claude-opus-5
* 🐛 Fix a container's drop shadow over a masked group in WASM
A container builds its drop shadow by drawing each descendant as a
black silhouette and blurring the result. The walk descends only
through children that can be flattened, and a masked group never can,
so it stopped there and asked the group to draw its own geometry. A
group has none, so nothing was drawn and the shadow layer stayed
blank: no shadow at all for a group, board or frame holding a masked
group. This is what the file attached to the issue reproduces.
render_drop_black_shadow now draws the masked silhouette for such a
group — content children flat black, DstIn the mask, and only then the
offset, blur and spread. Masking after the blur would trim the shadow
along the wrong edge.
The walk recurses, so it narrows the clip the way the main walker
does: content a clipping container hides must not widen the shadow.
The clip rule now lives in one place, shared with the walker, and a
test pins the two against each other. The shadow layer is sized to the
silhouette plus the shadow's reach rather than falling back to the
clip, so a wide blur is not cut at the tile edge.
Spread keeps the renderer's existing behaviour: the silhouette goes
through the same get_drop_shadow_filter every other shadow uses, so a
masked group gains no ordering of its own.
Closes#11697
AI-assisted-by: claude-opus-5
* ⚡ Capture canvas snapshot only when the renderer is idle
* ⚡ Skip descendant silhouettes for frames with nested drop shadows
* 🔧 Add a profiling build mode for render-wasm
Cached Skia paragraphs bake absolute image/gradient shaders at layout
time. On move, clones reuse those paragraphs while painting at the new
selrect, so glyphs move and the fill stays put. Record the paint origin
when layout is built and translate the canvas when painting from cache
so shaders track the text. Also sync bounds before update_layout so
fills bake against the current container.
SkSVGDevice drops paint image-filters, so re-emit visible layer blur as a
native feGaussianBlur filter on the composite <g>. Match canvas sigma via
radius_to_sigma(value * scale), and skip Skia blur filters on the SVG
VectorRenderer path so shapes do not vanish.
Closes#11380
Upload structural shape attrs (base, children, blur, shadows,
flex, layout-item) via multi-shape `_set_shapes_batch` FFI in
chunks of 512, then apply host attrs with use-shape selection.
* ✨ Improve path operations and edition
* 🐛 Fix floating-point equality issues in path editing
Replace exact equality checks with tolerance-based comparisons
in path editing functions to handle floating-point rounding
differences after transforms, rotations, or curve fitting.
Changes:
- distribute-content: Round coordinates to 0.1 precision before
grouping to ensure coincident nodes move together
- separate-node: Use gpt/close? instead of exact equality to
find nodes with floating-point imprecision
- collision-step: Use mth/close? for tolerance-based comparison
to detect paste collisions correctly
- resolve-edit-fills: Add cycle detection to prevent infinite
loops with corrupted parent chains
Made collision-step, available-offset-step, and resolve-edit-fills
public for better testability.
Added comprehensive tests for all fixes covering both exact and
floating-point coordinate scenarios.
AI-assisted-by: qwen3.7-plus
* 🐛 Fix path editor code review findings
Fix issues identified during code review of path editor enhancements:
- Fix unused binding lint warning in distribute-content that blocked CI
- Fix collision-step floor comparison to use round instead of floor,
correctly detecting collisions when coordinates drift slightly below
integer boundaries
- Fix resolve-edit-fills to recurse through empty parent groups when
searching for inherited fills in nested group hierarchies
- Fix expand-coincident-node-indices to use fuzzy comparison (gpt/close?)
instead of exact equality, handling floating-point divergence after
transforms or rotations
- Remove unreachable dead code in path-point* on-pointer-down handler
- Add tests for collision-step boundary cases, nested group fill
inheritance, and coincident node alignment/flipping
AI-assisted-by: mimo-v2.5-pro
---------
Co-authored-by: Andrey Antukh <niwi@niwi.nz>
Add a direct container-geometry path for eligible frames: inline blur
when the kernel fits the tile margin, otherwise a cached filter-surface
pass reused across tiles via DropShadowFilterCache on both the direct
and slow render_shape paths.
Move frame shadow logic into shadows.rs. Fix nested/clipped frame
shadows by deferring parent clip to composite time, apply negative
spread via inset, and allow rotated/transformed frames on the direct
path. Skip descendant extrect walks for clipped frames when only
nested drop shadows matter, and skip child silhouettes when the
container fill already covers shadow descendants.
* ✨ Add headless wasm render backend to the exporter
* ♻️ Move render-wasm bridge to common and split wasm builds
* 🔧 Upload builtin font variants in the wasm exporter
* ♻️ Move shared font and resources utils out of render_wasm
* ⚡ Fetch only the exported roots in the wasm exporter
* ⚡ Bound save_layer rects in the vector export path
* 🐛 Skip identity transforms in layout reflow propagation
Layout reflow emitted identity transforms for unchanged children, which
fanned out through the whole subtree on every drag frame and froze large
files in the WASM renderer.
* 🐛 Fix exclude boolean rendering in render WASM
* 🎉 Add background blur
* 🎉 Add test
* 🎉 Add background blur info to plugins API
* 🎉 Suport in wasm for both layer and background blur
* 🐛 Fix failing test
* ♻️ Fix comments
---------
Co-authored-by: alonso.torres <alonso.torres@kaleidos.net>
Avoid Vec allocation + reverse for reversed flex layouts.
The new children_ids_iter_forward returns children in original order,
eliminating the need to collect and reverse.