WASM receives only the transforms that differ from the parent (bool
operands and masks are kept), rebuilds tiles once per moved subtree
and invalidates only the previous frame coverage.
* 🐛 Fix shadows derived from imported SVG filters
* 🐛 Fix inherited group fills in exports and group drop shadows
* 🔧 Run exporter tests on render-wasm changes
Emit an XHTML foreignObject with CSS backdrop-filter for visible
background blur. The inner div uses clip-path:path(...) for the GPU
fill+stroke silhouette (glyph outlines for text). The FO sits outside
opacity and layer-blur filters. Stacked on the masks SVG export work.
A masked group now closes its focus scope on the mask pass, pops the
nested stacks on the content pass only, and draws its exit strokes on
the content pass. The focus depth also resets when each tile's walk
starts.
Closes#11805
AI-assisted-by: claude-opus-5
Snapshot only the scaled shadow bounds instead of the full reusable
filter surface. This avoids retaining viewport-sized textures for each
small shadow while keeping cached pixels valid when the surface is reused.
Use the bounded snapshot for both shape and frame shadow caches. Add
regression tests for rounding, scaling, surface limits, and snapshot reuse.
AI-assisted-by: gpt-6
* 🐛 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
* ♻️ Share text layout paragraphs across modifier clones
Store Skia paragraphs in Rc so TextContentLayout::clone keeps the
cached layout for rotate/pan modifiers. Add layout.clear() and treat
needs_update as paragraphs-empty only.
* ⚡ Reuse cached Skia paragraphs when painting text
Add try_paint_from_layout_cache to paint from TextContent.layout when
versions match, skipping ParagraphBuilder rebuild and layout on each
frame. Wire into the layered text path for plain fills without strokes
or effects.
* ⚡ Paint plain text directly onto Current
Extend can_render_directly for stroke-free text and skip the empty
save_layer in draw_text when no stroke-group opacity is set. Plain text
paints into Current without the Fills/Strokes blit.
those textures across zoom for progressive previews, and invalidate
by old∪new document coverage so rotate/move edits do not leave
stale fragments on zoom-out.
Present visible tiles via ViewportReady so zoom settle turns sharp
without waiting on the interest ring, and paint at atlas slot size so
DPR 2 does not rasterize 1024 only to downscale into 512 slots.
During view gestures, fast mode renders tiles without shadows or
blur. Writing those tiles into the doc/tile atlas left shadowless
patches when render_from_cache overlayed them on the scaled
preview. Keep the last HQ atlas tiles until the post-gesture
full-quality render completes.
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.
Release packs far more cheap Current draws (e.g. fills_none paths)
into one Partial than debug; a single end-of-Partial
flush_and_submit then stalls the browser. Soft-flush every N walker
nodes (and on Partial yield) keeps ops buffers bounded while Full
still submits via present_frame.
* ⚡ 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.
* ♻️ Extract apply_clip_stack_to_surfaces helper
Share the layered-path clip loop so the Current-surface direct
path can reuse the same hard-clip stack without duplication.
* ⚡ Expand direct shape painting onto Current
Allow clip stacks, frames, non-identity transforms, and SrcOver
opacity on the Current-surface fast path; skip empty non-masked
groups. Avoids Fills/Strokes blits for common shapes.
* ⚡ Skip empty drop-shadow blits; warm DropShadows once
Early-out drop-shadow composite when a shape has no visible
shadows, and touch DropShadows→Current once per tile instead
of per shape to keep flush_and_submit cheap.
Pass performance.now from finalize/debounce and re-anchor the WASM
budget if the stamp is 0 or already past max_blocking_time, so HQ
tiles are not yielded after a few nodes with almost no real work.
* 🔧 Support background blur on PDF render for strokes and text shapes
* ✨ Add LRU eviction to the wasm image store
* ✨ Add RasterFormat to encode png, jpeg and webp from wasm
* 🐛 Fix client-side wasm export encoding jpeg and webp as png