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/*
* Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
* Copyright (C) 2015, 2016 Igalia S.L.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef ClipStack_h
#define ClipStack_h
#include "FloatRoundedRect.h"
#include "IntRect.h"
#include "IntSize.h"
#include "TransformationMatrix.h"
#include <wtf/Vector.h>
namespace WebCore {
// Because GLSL uniform arrays need to have a defined size, we need to put a limit to the number of simultaneous
// rounded rectangle clips that we're going to allow. Currently this is defined to 10.
// This value must be kept in sync with the sizes defined in TextureMapperShaderProgram.cpp.
static const unsigned s_roundedRectMaxClips = 10;
// When converting a rounded rectangle to an array of floats, we need 12 elements. So the size of the array
// required to contain the 10 rectangles is 12 * 10 = 120.
// This value must be kept in sync with the sizes defined in TextureMapperShaderProgram.cpp.
static const unsigned s_roundedRectComponentsPerRect = 12;
static const unsigned s_roundedRectComponentsArraySize = s_roundedRectMaxClips * s_roundedRectComponentsPerRect;
// When converting a transformation matrix to an array of floats, we need 16 elements. So the size of the array
// required to contain the 10 matrices is 16 * 10 = 160.
// This value must be kept in sync with the sizes defined in TextureMapperShaderProgram.cpp.
static const unsigned s_roundedRectInverseTransformComponentsPerRect = 16;
static const unsigned s_roundedRectInverseTransformComponentsArraySize = s_roundedRectMaxClips * s_roundedRectInverseTransformComponentsPerRect;
class ClipStack {
public:
struct State {
explicit State(const IntRect& scissors = IntRect())
: scissorBox(scissors)
{ }
IntRect scissorBox;
int stencilIndex { 1 };
unsigned roundedRectCount { 0 };
};
// Y-axis should be inverted only when painting into the window.
enum class YAxisMode {
Default,
Inverted,
};
void push();
void pop();
State& current() { return clipState; }
void reset(const IntRect&, YAxisMode);
void intersect(const IntRect&);
void setStencilIndex(int);
int getStencilIndex() const { return clipState.stencilIndex; }
void addRoundedRect(const FloatRoundedRect&, const TransformationMatrix&);
const float* roundedRectComponents() const { return m_roundedRectComponents.data(); }
const float* roundedRectInverseTransformComponents() const { return m_roundedRectInverseTransformComponents.data(); }
unsigned roundedRectCount() const { return clipState.roundedRectCount; }
bool isRoundedRectClipEnabled() const { return !!clipState.roundedRectCount; }
bool isRoundedRectClipAllowed() const { return clipState.roundedRectCount < s_roundedRectMaxClips; }
void apply();
void applyIfNeeded();
bool isCurrentScissorBoxEmpty() const { return clipState.scissorBox.isEmpty(); }
private:
Vector<State> clipStack;
State clipState;
IntSize size;
bool clipStateDirty { false };
YAxisMode yAxisMode { YAxisMode::Default };
Vector<float, s_roundedRectComponentsArraySize> m_roundedRectComponents;
Vector<float, s_roundedRectInverseTransformComponentsArraySize> m_roundedRectInverseTransformComponents;
};
} // namespace WebCore
#endif // ClipStack_h