LibWeb: Remove unused shadow painting functions

No longer used after DisplayListPlayerCPU is gone.
This commit is contained in:
Aliaksandr Kalenik 2024-07-20 16:21:13 +02:00 committed by Andreas Kling
parent f3b3b3f5b9
commit 1ad35f4677
Notes: github-actions[bot] 2024-07-21 11:27:01 +00:00
2 changed files with 0 additions and 278 deletions

View file

@ -22,57 +22,6 @@
namespace Web::Painting {
void paint_inner_box_shadow(Gfx::Painter& painter, PaintBoxShadowParams params)
{
auto device_content_rect = params.device_content_rect;
int offset_x = params.offset_x;
int offset_y = params.offset_y;
int blur_radius = params.blur_radius;
int spread_distance = params.spread_distance;
auto shadows_bitmap_rect = device_content_rect.inflated(
blur_radius + offset_y,
blur_radius + abs(offset_x),
blur_radius + abs(offset_y),
blur_radius + offset_x);
auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadows_bitmap_rect.size());
if (shadows_bitmap.is_error()) {
dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", device_content_rect, shadows_bitmap.error());
return;
}
auto shadow_bitmap = shadows_bitmap.release_value();
Gfx::Painter shadow_painter { *shadow_bitmap };
Gfx::AntiAliasingPainter shadow_aa_painter { shadow_painter };
auto device_content_rect_int = device_content_rect;
auto origin_device_content_rect = device_content_rect_int.translated(-device_content_rect_int.x(), -device_content_rect_int.y());
auto outer_shadow_rect = origin_device_content_rect.translated({ offset_x + blur_radius, offset_y + blur_radius });
auto spread_distance_value = spread_distance;
auto inner_shadow_rect = outer_shadow_rect.inflated(-spread_distance_value, -spread_distance_value, -spread_distance_value, -spread_distance_value);
outer_shadow_rect.inflate(
blur_radius + offset_y,
blur_radius + abs(offset_x),
blur_radius + abs(offset_y),
blur_radius + offset_x);
auto top_left_corner = params.corner_radii.top_left;
auto top_right_corner = params.corner_radii.top_right;
auto bottom_right_corner = params.corner_radii.bottom_right;
auto bottom_left_corner = params.corner_radii.bottom_left;
shadow_painter.fill_rect(outer_shadow_rect, params.color.with_alpha(0xff));
if (params.corner_radii.has_any_radius()) {
shadow_aa_painter.fill_rect_with_rounded_corners(inner_shadow_rect, params.color.with_alpha(0xff),
top_left_corner, top_right_corner, bottom_right_corner, bottom_left_corner,
Gfx::AntiAliasingPainter::BlendMode::AlphaSubtract);
} else {
shadow_painter.clear_rect(inner_shadow_rect, Color::Transparent);
}
Gfx::StackBlurFilter filter(*shadow_bitmap);
filter.process_rgba(blur_radius, params.color);
Gfx::PainterStateSaver save { painter };
painter.add_clip_rect(device_content_rect_int);
painter.blit({ device_content_rect_int.left() - blur_radius, device_content_rect_int.top() - blur_radius },
*shadow_bitmap, shadow_bitmap->rect(), params.color.alpha() / 255.);
}
struct OuterBoxShadowMetrics {
Gfx::IntRect shadow_bitmap_rect;
Gfx::IntRect non_blurred_shadow_rect;
@ -305,230 +254,6 @@ Gfx::IntRect get_outer_box_shadow_bounding_rect(PaintBoxShadowParams params)
};
}
void paint_outer_box_shadow(Gfx::Painter& painter, PaintBoxShadowParams params)
{
auto const& device_content_rect = params.device_content_rect;
auto const& top_left_corner = params.corner_radii.top_left;
auto const& top_right_corner = params.corner_radii.top_right;
auto const& bottom_right_corner = params.corner_radii.bottom_right;
auto const& bottom_left_corner = params.corner_radii.bottom_left;
auto offset_x = params.offset_x;
auto offset_y = params.offset_y;
auto shadow_config = get_outer_box_shadow_configuration(params);
auto const& shadow_bitmap_rect = shadow_config.shadow_bitmap_rect;
auto const& non_blurred_shadow_rect = shadow_config.non_blurred_shadow_rect;
auto const& inner_bounding_rect = shadow_config.inner_bounding_rect;
auto const& blurred_edge_thickness = shadow_config.blurred_edge_thickness;
auto const& double_radius = shadow_config.double_radius;
auto const& blur_radius = shadow_config.blur_radius;
auto const& top_left_corner_rect = shadow_config.top_left_corner_rect;
auto const& top_right_corner_rect = shadow_config.top_right_corner_rect;
auto const& bottom_right_corner_rect = shadow_config.bottom_right_corner_rect;
auto const& bottom_left_corner_rect = shadow_config.bottom_left_corner_rect;
auto const& top_left_corner_blit_pos = shadow_config.top_left_corner_blit_pos;
auto const& top_right_corner_blit_pos = shadow_config.top_right_corner_blit_pos;
auto const& bottom_right_corner_blit_pos = shadow_config.bottom_right_corner_blit_pos;
auto const& bottom_left_corner_blit_pos = shadow_config.bottom_left_corner_blit_pos;
auto const& top_left_corner_size = shadow_config.top_left_corner_size;
auto const& top_right_corner_size = shadow_config.top_right_corner_size;
auto const& bottom_right_corner_size = shadow_config.bottom_right_corner_size;
auto const& bottom_left_corner_size = shadow_config.bottom_left_corner_size;
auto const& left_start = shadow_config.left_start;
auto const& top_start = shadow_config.top_start;
auto const& right_start = shadow_config.right_start;
auto const& bottom_start = shadow_config.bottom_start;
auto const& left_edge_rect = shadow_config.left_edge_rect;
auto const& right_edge_rect = shadow_config.right_edge_rect;
auto const& top_edge_rect = shadow_config.top_edge_rect;
auto const& bottom_edge_rect = shadow_config.bottom_edge_rect;
auto const& top_left_shadow_corner = shadow_config.top_left_shadow_corner;
auto const& top_right_shadow_corner = shadow_config.top_right_shadow_corner;
auto const& bottom_right_shadow_corner = shadow_config.bottom_right_shadow_corner;
auto const& bottom_left_shadow_corner = shadow_config.bottom_left_shadow_corner;
auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
Gfx::DisjointRectSet<int> rect_set;
rect_set.add(fill_rect);
auto shattered = rect_set.shatter(mask_rect);
for (auto& rect : shattered.rects())
painter.fill_rect(rect, color);
};
// If there's no blurring, nor rounded corners, we can save a lot of effort.
if (blur_radius == 0 && !params.corner_radii.has_any_radius()) {
fill_rect_masked(painter, non_blurred_shadow_rect.translated(offset_x, offset_y), device_content_rect, params.color);
return;
}
auto paint_shadow_infill = [&] {
if (!params.corner_radii.has_any_radius())
return painter.fill_rect(inner_bounding_rect, params.color);
auto top_left_inner_width = top_left_corner_rect.width() - blurred_edge_thickness;
auto top_left_inner_height = top_left_corner_rect.height() - blurred_edge_thickness;
auto top_right_inner_width = top_right_corner_rect.width() - blurred_edge_thickness;
auto top_right_inner_height = top_right_corner_rect.height() - blurred_edge_thickness;
auto bottom_right_inner_width = bottom_right_corner_rect.width() - blurred_edge_thickness;
auto bottom_right_inner_height = bottom_right_corner_rect.height() - blurred_edge_thickness;
auto bottom_left_inner_width = bottom_left_corner_rect.width() - blurred_edge_thickness;
auto bottom_left_inner_height = bottom_left_corner_rect.height() - blurred_edge_thickness;
Gfx::IntRect top_rect {
inner_bounding_rect.x() + top_left_inner_width,
inner_bounding_rect.y(),
inner_bounding_rect.width() - top_left_inner_width - top_right_inner_width,
top_left_inner_height
};
Gfx::IntRect right_rect {
inner_bounding_rect.x() + inner_bounding_rect.width() - top_right_inner_width,
inner_bounding_rect.y() + top_right_inner_height,
top_right_inner_width,
inner_bounding_rect.height() - top_right_inner_height - bottom_right_inner_height
};
Gfx::IntRect bottom_rect {
inner_bounding_rect.x() + bottom_left_inner_width,
inner_bounding_rect.y() + inner_bounding_rect.height() - bottom_right_inner_height,
inner_bounding_rect.width() - bottom_left_inner_width - bottom_right_inner_width,
bottom_right_inner_height
};
Gfx::IntRect left_rect {
inner_bounding_rect.x(),
inner_bounding_rect.y() + top_left_inner_height,
bottom_left_inner_width,
inner_bounding_rect.height() - top_left_inner_height - bottom_left_inner_height
};
Gfx::IntRect inner = {
left_rect.x() + left_rect.width(),
left_rect.y(),
inner_bounding_rect.width() - left_rect.width() - right_rect.width(),
inner_bounding_rect.height() - top_rect.height() - bottom_rect.height()
};
painter.fill_rect(top_rect, params.color);
painter.fill_rect(right_rect, params.color);
painter.fill_rect(bottom_rect, params.color);
painter.fill_rect(left_rect, params.color);
painter.fill_rect(inner, params.color);
};
auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size());
if (shadows_bitmap.is_error()) {
dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", shadow_bitmap_rect, shadows_bitmap.error());
return;
}
auto shadow_bitmap = shadows_bitmap.release_value();
Gfx::Painter corner_painter { *shadow_bitmap };
Gfx::AntiAliasingPainter aa_corner_painter { corner_painter };
aa_corner_painter.fill_rect_with_rounded_corners(
shadow_bitmap_rect.shrunken(double_radius, double_radius, double_radius, double_radius),
params.color, top_left_shadow_corner, top_right_shadow_corner, bottom_right_shadow_corner, bottom_left_shadow_corner);
Gfx::StackBlurFilter filter(*shadow_bitmap);
filter.process_rgba(blur_radius, params.color);
auto paint_shadow = [&](Gfx::IntRect clip_rect) {
Gfx::PainterStateSaver save { painter };
painter.add_clip_rect(clip_rect);
paint_shadow_infill();
// Corners
painter.blit(top_left_corner_blit_pos, shadow_bitmap, top_left_corner_rect);
painter.blit(top_right_corner_blit_pos, shadow_bitmap, top_right_corner_rect);
painter.blit(bottom_left_corner_blit_pos, shadow_bitmap, bottom_left_corner_rect);
painter.blit(bottom_right_corner_blit_pos, shadow_bitmap, bottom_right_corner_rect);
// Horizontal edges
for (auto x = inner_bounding_rect.left() + (bottom_left_corner_size.width() - double_radius); x < inner_bounding_rect.right() - (bottom_right_corner_size.width() - double_radius); ++x)
painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
for (auto x = inner_bounding_rect.left() + (top_left_corner_size.width() - double_radius); x < inner_bounding_rect.right() - (top_right_corner_size.width() - double_radius); ++x)
painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
// Vertical edges
for (auto y = inner_bounding_rect.top() + (top_right_corner_size.height() - double_radius); y < inner_bounding_rect.bottom() - (bottom_right_corner_size.height() - double_radius); ++y)
painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
for (auto y = inner_bounding_rect.top() + (top_left_corner_size.height() - double_radius); y < inner_bounding_rect.bottom() - (bottom_left_corner_size.height() - double_radius); ++y)
painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
};
// FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want
// a rect which discards drawing inside it. So, we run the draw operations 4 to 8 times with clip-rects
// covering each side of the content_rect exactly once.
// If we were painting a shadow without a border radius we'd want to clip everything inside the box below.
// If painting a shadow with rounded corners (but still rectangular) we want to clip everything inside
// the box except the corners. This gives us an upper bound of 8 shadow paints now :^(.
// (However, this does not seem to be the costly part in profiling).
//
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// │xxx│xxxxxxxx│xxx│
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// │xxx│xxxxxxxx│xxx│
// ├───┼────────┼───┤
// │ │ xxxxxx │ │
// └───┴────────┴───┘
// How many times would you like to paint the shadow sir?
// Yes.
// FIXME: Could reduce the shadow paints from 8 to 4 for shadows with all corner radii 50%.
// FIXME: We use this since we want the clip rect to include everything after a certain x or y.
// Note: Using painter.target().width() or height() does not work, when the painter is a small
// translated bitmap rather than full screen, as the clip rect may not intersect.
constexpr auto really_large_number = NumericLimits<int>::max() / 2;
// Everything above content_rect, including sides
paint_shadow({ 0, 0, really_large_number, device_content_rect.top() });
// Everything below content_rect, including sides
paint_shadow({ 0, device_content_rect.bottom(), really_large_number, really_large_number });
// Everything directly to the left of content_rect
paint_shadow({ 0, device_content_rect.top(), device_content_rect.left(), device_content_rect.height() });
// Everything directly to the right of content_rect
paint_shadow({ device_content_rect.right(), device_content_rect.top(), really_large_number, device_content_rect.height() });
if (top_left_corner) {
// Inside the top left corner (the part outside the border radius)
auto top_left = top_left_corner.as_rect().translated(device_content_rect.top_left());
paint_shadow(top_left);
}
if (top_right_corner) {
// Inside the top right corner (the part outside the border radius)
auto top_right = top_right_corner.as_rect().translated(device_content_rect.top_right().translated(-top_right_corner.horizontal_radius, 0));
paint_shadow(top_right);
}
if (bottom_right_corner) {
// Inside the bottom right corner (the part outside the border radius)
auto bottom_right = bottom_right_corner.as_rect().translated(device_content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius, -bottom_right_corner.vertical_radius));
paint_shadow(bottom_right);
}
if (bottom_left_corner) {
// Inside the bottom left corner (the part outside the border radius)
auto bottom_left = bottom_left_corner.as_rect().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius));
paint_shadow(bottom_left);
}
}
void paint_box_shadow(PaintContext& context,
CSSPixelRect const& bordered_content_rect,
CSSPixelRect const& borderless_content_rect,

View file

@ -15,10 +15,7 @@
namespace Web::Painting {
void paint_inner_box_shadow(Gfx::Painter&, PaintBoxShadowParams params);
Gfx::IntRect get_outer_box_shadow_bounding_rect(PaintBoxShadowParams params);
void paint_outer_box_shadow(Gfx::Painter& painter, PaintBoxShadowParams params);
void paint_box_shadow(
PaintContext&,