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/*
* Copyright (C) 2011-2017 Apple Inc. All rights reserved.
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "FilterEffectRenderer.h"
#include "CachedSVGDocument.h"
#include "CachedSVGDocumentReference.h"
#include "ElementIterator.h"
#include "FEColorMatrix.h"
#include "FEComponentTransfer.h"
#include "FEDropShadow.h"
#include "FEGaussianBlur.h"
#include "FEMerge.h"
#include "RenderLayer.h"
#include "SVGElement.h"
#include "SVGFilterBuilder.h"
#include "SVGFilterPrimitiveStandardAttributes.h"
#include "SourceGraphic.h"
#include <algorithm>
#include <wtf/MathExtras.h>
#if USE(DIRECT2D)
#include <d2d1.h>
#endif
namespace WebCore {
static inline void endMatrixRow(Vector<float>& parameters)
{
parameters.append(0);
parameters.append(0);
}
static inline void lastMatrixRow(Vector<float>& parameters)
{
parameters.append(0);
parameters.append(0);
parameters.append(0);
parameters.append(1);
parameters.append(0);
}
inline FilterEffectRenderer::FilterEffectRenderer()
: Filter(FloatSize { 1, 1 })
, m_sourceGraphic(SourceGraphic::create(*this))
{
}
Ref<FilterEffectRenderer> FilterEffectRenderer::create()
{
return adoptRef(*new FilterEffectRenderer);
}
FilterEffectRenderer::~FilterEffectRenderer() = default;
GraphicsContext* FilterEffectRenderer::inputContext()
{
return sourceImage() ? &sourceImage()->context() : nullptr;
}
RefPtr<FilterEffect> FilterEffectRenderer::buildReferenceFilter(RenderElement& renderer, FilterEffect& previousEffect, ReferenceFilterOperation& filterOperation)
{
auto* cachedSVGDocumentReference = filterOperation.cachedSVGDocumentReference();
auto* cachedSVGDocument = cachedSVGDocumentReference ? cachedSVGDocumentReference->document() : nullptr;
// If we have an SVG document, this is an external reference. Otherwise
// we look up the referenced node in the current document.
Document* document;
if (!cachedSVGDocument)
document = &renderer.document();
else {
document = cachedSVGDocument->document();
if (!document)
return nullptr;
}
auto* filter = document->getElementById(filterOperation.fragment());
if (!filter) {
// Although we did not find the referenced filter, it might exist later in the document.
// FIXME: This skips anonymous RenderObjects. <https://webkit.org/b/131085>
if (auto* element = renderer.element())
document->accessSVGExtensions().addPendingResource(filterOperation.fragment(), element);
return nullptr;
}
RefPtr<FilterEffect> effect;
auto builder = std::make_unique<SVGFilterBuilder>(&previousEffect);
for (auto& effectElement : childrenOfType<SVGFilterPrimitiveStandardAttributes>(*filter)) {
effect = effectElement.build(builder.get(), *this);
if (!effect)
continue;
effectElement.setStandardAttributes(effect.get());
builder->add(effectElement.result(), effect);
m_effects.append(*effect);
}
return effect;
}
bool FilterEffectRenderer::build(RenderElement& renderer, const FilterOperations& operations, FilterConsumer consumer)
{
m_hasFilterThatMovesPixels = operations.hasFilterThatMovesPixels();
m_hasFilterThatShouldBeRestrictedBySecurityOrigin = operations.hasFilterThatShouldBeRestrictedBySecurityOrigin();
if (m_hasFilterThatMovesPixels)
m_outsets = operations.outsets();
m_effects.clear();
RefPtr<FilterEffect> previousEffect = m_sourceGraphic.ptr();
for (auto& operation : operations.operations()) {
RefPtr<FilterEffect> effect;
auto& filterOperation = *operation;
switch (filterOperation.type()) {
case FilterOperation::REFERENCE: {
auto& referenceOperation = downcast<ReferenceFilterOperation>(filterOperation);
effect = buildReferenceFilter(renderer, *previousEffect, referenceOperation);
referenceOperation.setFilterEffect(effect.copyRef());
break;
}
case FilterOperation::GRAYSCALE: {
auto& colorMatrixOperation = downcast<BasicColorMatrixFilterOperation>(filterOperation);
Vector<float> inputParameters;
double oneMinusAmount = clampTo(1 - colorMatrixOperation.amount(), 0.0, 1.0);
// See https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.html#grayscaleEquivalent
// for information on parameters.
inputParameters.append(narrowPrecisionToFloat(0.2126 + 0.7874 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.7152 - 0.7152 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.0722 - 0.0722 * oneMinusAmount));
endMatrixRow(inputParameters);
inputParameters.append(narrowPrecisionToFloat(0.2126 - 0.2126 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.7152 + 0.2848 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.0722 - 0.0722 * oneMinusAmount));
endMatrixRow(inputParameters);
inputParameters.append(narrowPrecisionToFloat(0.2126 - 0.2126 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.7152 - 0.7152 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.0722 + 0.9278 * oneMinusAmount));
endMatrixRow(inputParameters);
lastMatrixRow(inputParameters);
effect = FEColorMatrix::create(*this, FECOLORMATRIX_TYPE_MATRIX, inputParameters);
break;
}
case FilterOperation::SEPIA: {
auto& colorMatrixOperation = downcast<BasicColorMatrixFilterOperation>(filterOperation);
Vector<float> inputParameters;
double oneMinusAmount = clampTo(1 - colorMatrixOperation.amount(), 0.0, 1.0);
// See https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.html#sepiaEquivalent
// for information on parameters.
inputParameters.append(narrowPrecisionToFloat(0.393 + 0.607 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.769 - 0.769 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.189 - 0.189 * oneMinusAmount));
endMatrixRow(inputParameters);
inputParameters.append(narrowPrecisionToFloat(0.349 - 0.349 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.686 + 0.314 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.168 - 0.168 * oneMinusAmount));
endMatrixRow(inputParameters);
inputParameters.append(narrowPrecisionToFloat(0.272 - 0.272 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.534 - 0.534 * oneMinusAmount));
inputParameters.append(narrowPrecisionToFloat(0.131 + 0.869 * oneMinusAmount));
endMatrixRow(inputParameters);
lastMatrixRow(inputParameters);
effect = FEColorMatrix::create(*this, FECOLORMATRIX_TYPE_MATRIX, inputParameters);
break;
}
case FilterOperation::SATURATE: {
auto& colorMatrixOperation = downcast<BasicColorMatrixFilterOperation>(filterOperation);
Vector<float> inputParameters;
inputParameters.append(narrowPrecisionToFloat(colorMatrixOperation.amount()));
effect = FEColorMatrix::create(*this, FECOLORMATRIX_TYPE_SATURATE, inputParameters);
break;
}
case FilterOperation::HUE_ROTATE: {
auto& colorMatrixOperation = downcast<BasicColorMatrixFilterOperation>(filterOperation);
Vector<float> inputParameters;
inputParameters.append(narrowPrecisionToFloat(colorMatrixOperation.amount()));
effect = FEColorMatrix::create(*this, FECOLORMATRIX_TYPE_HUEROTATE, inputParameters);
break;
}
case FilterOperation::INVERT: {
auto& componentTransferOperation = downcast<BasicComponentTransferFilterOperation>(filterOperation);
ComponentTransferFunction transferFunction;
transferFunction.type = FECOMPONENTTRANSFER_TYPE_TABLE;
Vector<float> transferParameters;
transferParameters.append(narrowPrecisionToFloat(componentTransferOperation.amount()));
transferParameters.append(narrowPrecisionToFloat(1 - componentTransferOperation.amount()));
transferFunction.tableValues = transferParameters;
ComponentTransferFunction nullFunction;
effect = FEComponentTransfer::create(*this, transferFunction, transferFunction, transferFunction, nullFunction);
break;
}
case FilterOperation::OPACITY: {
auto& componentTransferOperation = downcast<BasicComponentTransferFilterOperation>(filterOperation);
ComponentTransferFunction transferFunction;
transferFunction.type = FECOMPONENTTRANSFER_TYPE_TABLE;
Vector<float> transferParameters;
transferParameters.append(0);
transferParameters.append(narrowPrecisionToFloat(componentTransferOperation.amount()));
transferFunction.tableValues = transferParameters;
ComponentTransferFunction nullFunction;
effect = FEComponentTransfer::create(*this, nullFunction, nullFunction, nullFunction, transferFunction);
break;
}
case FilterOperation::BRIGHTNESS: {
auto& componentTransferOperation = downcast<BasicComponentTransferFilterOperation>(filterOperation);
ComponentTransferFunction transferFunction;
transferFunction.type = FECOMPONENTTRANSFER_TYPE_LINEAR;
transferFunction.slope = narrowPrecisionToFloat(componentTransferOperation.amount());
transferFunction.intercept = 0;
ComponentTransferFunction nullFunction;
effect = FEComponentTransfer::create(*this, transferFunction, transferFunction, transferFunction, nullFunction);
break;
}
case FilterOperation::CONTRAST: {
auto& componentTransferOperation = downcast<BasicComponentTransferFilterOperation>(filterOperation);
ComponentTransferFunction transferFunction;
transferFunction.type = FECOMPONENTTRANSFER_TYPE_LINEAR;
float amount = narrowPrecisionToFloat(componentTransferOperation.amount());
transferFunction.slope = amount;
transferFunction.intercept = -0.5 * amount + 0.5;
ComponentTransferFunction nullFunction;
effect = FEComponentTransfer::create(*this, transferFunction, transferFunction, transferFunction, nullFunction);
break;
}
case FilterOperation::BLUR: {
auto& blurOperation = downcast<BlurFilterOperation>(filterOperation);
float stdDeviation = floatValueForLength(blurOperation.stdDeviation(), 0);
effect = FEGaussianBlur::create(*this, stdDeviation, stdDeviation, consumer == FilterProperty ? EDGEMODE_NONE : EDGEMODE_DUPLICATE);
break;
}
case FilterOperation::DROP_SHADOW: {
auto& dropShadowOperation = downcast<DropShadowFilterOperation>(filterOperation);
effect = FEDropShadow::create(*this, dropShadowOperation.stdDeviation(), dropShadowOperation.stdDeviation(),
dropShadowOperation.x(), dropShadowOperation.y(), dropShadowOperation.color(), 1);
break;
}
default:
break;
}
if (effect) {
// Unlike SVG Filters and CSSFilterImages, filter functions on the filter
// property applied here should not clip to their primitive subregions.
effect->setClipsToBounds(consumer == FilterFunction);
effect->setOperatingColorSpace(ColorSpaceSRGB);
if (filterOperation.type() != FilterOperation::REFERENCE) {
effect->inputEffects().append(WTFMove(previousEffect));
m_effects.append(*effect);
}
previousEffect = WTFMove(effect);
}
}
// If we didn't make any effects, tell our caller we are not valid.
if (m_effects.isEmpty())
return false;
setMaxEffectRects(m_sourceDrawingRegion);
return true;
}
bool FilterEffectRenderer::updateBackingStoreRect(const FloatRect& filterRect)
{
if (filterRect.isEmpty() || ImageBuffer::sizeNeedsClamping(filterRect.size()))
return false;
if (filterRect == sourceImageRect())
return false;
setSourceImageRect(filterRect);
return true;
}
void FilterEffectRenderer::allocateBackingStoreIfNeeded(const GraphicsContext& targetContext)
{
// At this point the effect chain has been built, and the
// source image sizes set. We just need to attach the graphic
// buffer if we have not yet done so.
if (m_graphicsBufferAttached)
return;
IntSize logicalSize { m_sourceDrawingRegion.size() };
if (!sourceImage() || sourceImage()->logicalSize() != logicalSize) {
#if USE(DIRECT2D)
setSourceImage(ImageBuffer::create(logicalSize, renderingMode(), &targetContext, filterScale()));
#else
UNUSED_PARAM(targetContext);
setSourceImage(ImageBuffer::create(logicalSize, renderingMode(), filterScale()));
#endif
}
m_graphicsBufferAttached = true;
}
void FilterEffectRenderer::clearIntermediateResults()
{
m_sourceGraphic->clearResult();
for (auto& effect : m_effects)
effect->clearResult();
}
void FilterEffectRenderer::apply()
{
auto& effect = m_effects.last().get();
effect.apply();
effect.transformResultColorSpace(ColorSpaceSRGB);
}
LayoutRect FilterEffectRenderer::computeSourceImageRectForDirtyRect(const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect)
{
// The result of this function is the area in the "filterBoxRect" that needs to be repainted, so that we fully cover the "dirtyRect".
auto rectForRepaint = dirtyRect;
if (hasFilterThatMovesPixels()) {
// Note that the outsets are reversed here because we are going backwards -> we have the dirty rect and
// need to find out what is the rectangle that might influence the result inside that dirty rect.
rectForRepaint.move(-m_outsets.right(), -m_outsets.bottom());
rectForRepaint.expand(m_outsets.left() + m_outsets.right(), m_outsets.top() + m_outsets.bottom());
}
rectForRepaint.intersect(filterBoxRect);
return rectForRepaint;
}
ImageBuffer* FilterEffectRenderer::output() const
{
return m_effects.last()->imageBufferResult();
}
void FilterEffectRenderer::setMaxEffectRects(const FloatRect& effectRect)
{
for (auto& effect : m_effects)
effect->setMaxEffectRect(effectRect);
}
IntRect FilterEffectRenderer::outputRect() const
{
auto& lastEffect = m_effects.last().get();
if (!lastEffect.hasResult())
return { };
return lastEffect.requestedRegionOfInputImageData(IntRect { m_filterRegion });
}
bool FilterEffectRendererHelper::prepareFilterEffect(RenderLayer& layer, const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect, const LayoutRect& layerRepaintRect)
{
ASSERT(m_haveFilterEffect);
ASSERT(layer.filterRenderer());
auto& filter = *layer.filterRenderer();
auto filterSourceRect = filter.computeSourceImageRectForDirtyRect(filterBoxRect, dirtyRect);
if (filterSourceRect.isEmpty()) {
// The dirty rect is not in view, just bail out.
m_haveFilterEffect = false;
return false;
}
bool hasUpdatedBackingStore = filter.updateBackingStoreRect(filterSourceRect);
m_renderLayer = &layer;
if (!filter.hasFilterThatMovesPixels())
m_repaintRect = dirtyRect;
else {
if (hasUpdatedBackingStore)
m_repaintRect = filterSourceRect;
else {
m_repaintRect = dirtyRect;
m_repaintRect.unite(layerRepaintRect);
m_repaintRect.intersect(filterSourceRect);
}
}
m_paintOffset = filterSourceRect.location();
return true;
}
GraphicsContext* FilterEffectRendererHelper::filterContext() const
{
if (!m_haveFilterEffect)
return nullptr;
return m_renderLayer->filterRenderer()->inputContext();
}
bool FilterEffectRendererHelper::beginFilterEffect()
{
ASSERT(m_renderLayer);
ASSERT(m_renderLayer->filterRenderer());
auto& filter = *m_renderLayer->filterRenderer();
filter.allocateBackingStoreIfNeeded(m_targetContext);
// Paint into the context that represents the SourceGraphic of the filter.
auto* sourceGraphicsContext = filter.inputContext();
if (!sourceGraphicsContext || filter.filterRegion().isEmpty() || ImageBuffer::sizeNeedsClamping(filter.filterRegion().size())) {
// Disable the filters and continue.
m_haveFilterEffect = false;
return false;
}
// Translate the context so that the contents of the layer is captured in the offscreen memory buffer.
sourceGraphicsContext->save();
sourceGraphicsContext->translate(-m_paintOffset);
sourceGraphicsContext->clearRect(m_repaintRect);
sourceGraphicsContext->clip(m_repaintRect);
m_startedFilterEffect = true;
return true;
}
void FilterEffectRendererHelper::applyFilterEffect(GraphicsContext& destinationContext)
{
ASSERT(m_haveFilterEffect);
ASSERT(m_renderLayer);
ASSERT(m_renderLayer->filterRenderer());
ASSERT(m_renderLayer->filterRenderer()->inputContext());
auto& filter = *m_renderLayer->filterRenderer();
filter.inputContext()->restore();
filter.apply();
// Get the filtered output and draw it in place.
LayoutRect destRect = filter.outputRect();
destRect.move(m_paintOffset.x(), m_paintOffset.y());
if (auto* outputBuffer = filter.output())
destinationContext.drawImageBuffer(*outputBuffer, snapRectToDevicePixels(destRect, m_renderLayer->renderer().document().deviceScaleFactor()));
filter.clearIntermediateResults();
}
} // namespace WebCore