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/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* Copyright (C) 2003-2021 Apple Inc.
*
* 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.
*/
#include "config.h"
#include "FontCascade.h"
#include "ComplexTextController.h"
#include "DashArray.h"
#include "Font.h"
#include "GlyphBuffer.h"
#include "GraphicsContext.h"
#include "LayoutRect.h"
#include "Logging.h"
#include "RuntimeApplicationChecks.h"
#include <pal/spi/cg/CoreGraphicsSPI.h>
#include <wtf/MathExtras.h>
#if PLATFORM(COCOA)
#include <pal/spi/cf/CoreTextSPI.h>
#else
#include <pal/spi/win/CoreTextSPIWin.h>
#endif
namespace WebCore {
FontCascade::FontCascade(const FontPlatformData& fontData, FontSmoothingMode fontSmoothingMode)
: m_fonts(FontCascadeFonts::createForPlatformFont(fontData))
, m_enableKerning(computeEnableKerning())
, m_requiresShaping(computeRequiresShaping())
{
m_fontDescription.setFontSmoothing(fontSmoothingMode);
m_fontDescription.setSpecifiedSize(CTFontGetSize(fontData.ctFont()));
m_fontDescription.setComputedSize(CTFontGetSize(fontData.ctFont()));
m_fontDescription.setIsItalic(CTFontGetSymbolicTraits(fontData.ctFont()) & kCTFontTraitItalic);
m_fontDescription.setWeight((CTFontGetSymbolicTraits(fontData.ctFont()) & kCTFontTraitBold) ? boldWeightValue() : normalWeightValue());
}
static const AffineTransform& rotateLeftTransform()
{
static AffineTransform result(0, -1, 1, 0, 0, 0);
return result;
}
AffineTransform computeBaseOverallTextMatrix(const std::optional<AffineTransform>& syntheticOblique)
{
AffineTransform result;
// This is a Y-flip, because text's coordinate system is increasing-Y-goes-up,
// but WebKit's coordinate system is increasing-Y-goes-down.
result.setB(-result.b());
result.setD(-result.d());
if (syntheticOblique)
result = *syntheticOblique * result;
return result;
}
AffineTransform computeOverallTextMatrix(const Font& font)
{
std::optional<AffineTransform> syntheticOblique;
auto& platformData = font.platformData();
if (platformData.syntheticOblique()) {
float obliqueSkew = tanf(deg2rad(FontCascade::syntheticObliqueAngle()));
if (platformData.orientation() == FontOrientation::Vertical) {
if (font.isTextOrientationFallback())
syntheticOblique = AffineTransform(1, obliqueSkew, 0, 1, 0, 0);
else
syntheticOblique = AffineTransform(1, -obliqueSkew, 0, 1, 0, 0);
} else
syntheticOblique = AffineTransform(1, 0, -obliqueSkew, 1, 0, 0);
}
return computeBaseOverallTextMatrix(syntheticOblique);
}
AffineTransform computeBaseVerticalTextMatrix(const AffineTransform& previousTextMatrix)
{
// The translation here ("e" and "f" fields) are irrelevant, because
// this matrix is inverted in fillVectorWithVerticalGlyphPositions to place the glyphs in the CTM's coordinate system.
// All we're trying to do here is rotate the text matrix so glyphs appear visually upright.
// We have to include the previous text matrix because it includes things like synthetic oblique.
//
// Because this is a left-multiply, we're taking the points from user coordinates, which are increasing-Y-goes-down,
// and we're rotating the points to the left in that coordinate system, to put them physically upright.
return rotateLeftTransform() * previousTextMatrix;
}
AffineTransform computeVerticalTextMatrix(const Font& font, const AffineTransform& previousTextMatrix)
{
ASSERT_UNUSED(font, font.platformData().orientation() == FontOrientation::Vertical);
return computeBaseVerticalTextMatrix(previousTextMatrix);
}
#if !PLATFORM(WIN)
// Confusingly, even when CGFontRenderingGetFontSmoothingDisabled() returns true, CGContextSetShouldSmoothFonts() still impacts text
// rendering, which is why this function uses the "subpixel antialiasing" rather than "smoothing" terminology.
bool FontCascade::isSubpixelAntialiasingAvailable()
{
#if HAVE(CG_FONT_RENDERING_GET_FONT_SMOOTHING_DISABLED)
static bool subpixelAntialiasingEnabled;
static std::once_flag onceFlag;
std::call_once(onceFlag, [&]() {
ALLOW_DEPRECATED_DECLARATIONS_BEGIN
subpixelAntialiasingEnabled = !CGFontRenderingGetFontSmoothingDisabled();
ALLOW_DEPRECATED_DECLARATIONS_END
});
return subpixelAntialiasingEnabled;
#else
return false;
#endif
}
static void fillVectorWithHorizontalGlyphPositions(Vector<CGPoint, 256>& positions, CGContextRef context, const CGSize* advances, unsigned count, const FloatPoint& point)
{
// Keep this in sync as the inverse of `DrawGlyphsRecorder::recordDrawGlyphs`.
// The input positions are in the context's coordinate system, without the text matrix.
// However, the positions that CT/CG accept are in the text matrix's coordinate system.
// CGContextGetTextMatrix() gives us the matrix that maps from text's coordinate system to the context's (non-text) coordinate system.
// We need to figure out what to deliver CT, inside the text's coordinate system, such that it ends up coincident with the input in the context's coordinate system.
//
// CTM * text matrix * positions we need to deliver to CT = CTM * input positions
// Solving for the positions we need to deliver to CT, we get
// positions we need to deliver to CT = inverse(text matrix) * input positions
CGAffineTransform matrix = CGAffineTransformInvert(CGContextGetTextMatrix(context));
positions[0] = CGPointApplyAffineTransform(point, matrix);
for (unsigned i = 1; i < count; ++i) {
CGSize advance = CGSizeApplyAffineTransform(advances[i - 1], matrix);
positions[i].x = positions[i - 1].x + advance.width;
positions[i].y = positions[i - 1].y + advance.height;
}
}
static void fillVectorWithVerticalGlyphPositions(Vector<CGPoint, 256>& positions, const CGSize translations[], const CGSize advances[], unsigned count, const FloatPoint& point, float ascentDelta, CGAffineTransform textMatrix)
{
// Keep this function in sync as the inverse of `DrawGlyphsRecorder::recordDrawGlyphs`.
// It's important to realize we're dealing with 4 coordinate systems here:
// 1. Physical coordinate system. This is what the user sees.
// 2. User coordinate system. This is the coordinate system of just the CTM. For vertical text, this is just like the normal WebKit increasing-Y-down
// coordinate system, except we're rotated right, so logical right is physical down. (We do this so logical inline progression proceeds in the
// logically increasing-X dimension, just as it would if we weren't doing vertical stuff.)
// 3. Text coordinate system. This is the coordinate of the text matrix concatenated with the CTM. For vertical text, this is rotated such that
// increasing Y goes physically up, and increasing X goes physically right. The control points in font contours are authored according to this
// increasing-Y-up coordinate system.
// 4. Synthetic-oblique-less text coordinate system. This would be identical to the text coordinate system if synthetic oblique was not in effect. This
// is useful because, when we're moving glyphs around, we usually don't want to consider synthetic oblique. Instead, synthetic oblique is just
// a rasterization-time effect, and not used for glyph positioning/layout.
// FIXME: Does this mean that synthetic oblique should always be applied on the result of rotateLeftTransform() in computeVerticalTextMatrix(),
// rather than the other way around?
// Imagine an vertical upright glyph:
// +--------------------------+
// | ___ ___ |
// | \ \ / / |
// | \ \ / / |
// | \ \ / / |
// | \ V / |
// | \ / |
// | | | |
// | | | |
// | | | |
// | | | |
// | |___| |
// | |
// +--------------------------+
//
// The ideographic baseline lies in the center of the glyph, and the alphabetic baseline lies to the left of it:
// | |
// +---|--------|-------------+
// | | ___ | ___ |
// | | \ \ | / / |
// | | \ \ | / / |
// | | \ \|/ / |
// | | \ | / |
// | | \ | / |
// | | | | | |
// | | | | | |
// | | | | | |
// | | | | | |
// | | |_|_| |
// | | | |
// +---|--------|-------------+
// | | <== ideographic baseline
// | <== alphabetic baseline
//
// The glyph itself has a local origin, which is the position sent to Core Text. The control points of the contours are defined relative to this point.
// +--------------------------+
// | ___ ___ |
// | \ \ / / |
// | \ \ / / |
// | \ \ / / |
// | \ V / |
// | \ / |
// | | | |
// | | | |
// | | | |
// * <= here | | |
// | |___| |
// | |
// +--------------------------+
//
// Now, for horizontal text, we can do the simple thing of just:
// 1. Place the pen at a position. Record this position as the local origin of the first glyph
// 2. Move the pen according to the glyph's advance
// 3. Record a new position as the local origin of the next glyph
// 4. Go to 2
// However, for vertical text, we can't get away with this because the glyph origins are not on the baseline.
// This is what the "vertical translation for a glyph" is. It contains this vector:
// +---A--------B-------------+
// | / |
// | / |
// | -- |
// | / |
// | / |
// | -- |
// | / |
// | / |
// ||_ |
// C |
// | |
// | |
// +--------------------------+
// It points from the pen position on the ideographic baseline to the glyph's local origin. This is (usually) physically
// down-and-to-the-left. Core Text gives us these vectors in the text coordinate system, and so therefore these vectors (usually) have
// both X and Y components negative.
// The goal of this function is to produce glyph origins in the text coordinate system, because that's what Core Text expects. The "advances"
// and "point" parameters to this function are in the user coordinate system. The "translations" parameter is in the "synthetic-oblique-less
// text coordinate system."
// CGContextGetTextMatrix() transforms points from text coordinates to user coordinates. However, we're trying to produce text coordinates from
// user coordinates, so we invert it.
CGAffineTransform transform = CGAffineTransformInvert(textMatrix);
// Because the "vertical translation for a glyph" vector starts at the ideographic baseline (the point B in the above diagram), we have to
// adjust the pen position to start there. WebKit's text routines start out using the alphabetic baseline (point A in the diagram above) so we
// adjust the start position here, which has the effect of shifting the whole run altogether.
//
// ascentDelta is (usually) a negative number, and represents the distance between the ideographic baseline to the alphabetic baseline.
// In user coordinates, we want to adjust the Y component to make a horizontal physical change. And, because the user coordinate system is
// logically increasing-Y-down, we add the value, which is negative, to move us logically up, which is physically to the right. Now our position
// is at the point labeled B in the above diagram, in user coordinates.
auto position = CGPointMake(point.x(), point.y() + ascentDelta);
for (unsigned i = 0; i < count; ++i) {
// The "translations" parameter is in the "synthetic-oblique-less text coordinate system" and we want to add it to the position in the user
// coordinate system. Luckily, the text matrix (or, at least the version of the text matrix that doesn't include synthetic oblique) does exactly
// this. So, we just create the synthetic-oblique-less text matrix, and run the translation through it. This gives us the translation in user
// coordinates.
auto translation = CGSizeApplyAffineTransform(translations[i], computeBaseVerticalTextMatrix(computeBaseOverallTextMatrix(std::nullopt)));
// Now we can add the position in user coordinates with the translation in user coordinates.
auto positionInUserCoordinates = CGPointMake(position.x + translation.width, position.y + translation.height);
// And then put it back in font coordinates for submission to Core Text. Yay!
positions[i] = CGPointApplyAffineTransform(positionInUserCoordinates, transform);
// Advance the position to the next position in user coordinates. Both the advances and position are in user coordinates.
position.x += advances[i].width;
position.y += advances[i].height;
}
}
static void showGlyphsWithAdvances(const FloatPoint& point, const Font& font, CGContextRef context, const CGGlyph* glyphs, const CGSize* advances, unsigned count, const AffineTransform& textMatrix)
{
if (!count)
return;
const FontPlatformData& platformData = font.platformData();
Vector<CGPoint, 256> positions(count);
if (platformData.orientation() == FontOrientation::Vertical) {
ScopedTextMatrix savedMatrix(computeVerticalTextMatrix(font, textMatrix), context);
Vector<CGSize, 256> translations(count);
CTFontGetVerticalTranslationsForGlyphs(platformData.ctFont(), glyphs, translations.data(), count);
auto ascentDelta = font.fontMetrics().floatAscent(IdeographicBaseline) - font.fontMetrics().floatAscent();
fillVectorWithVerticalGlyphPositions(positions, translations.data(), advances, count, point, ascentDelta, CGContextGetTextMatrix(context));
CTFontDrawGlyphs(platformData.ctFont(), glyphs, positions.data(), count, context);
} else {
fillVectorWithHorizontalGlyphPositions(positions, context, advances, count, point);
CTFontDrawGlyphs(platformData.ctFont(), glyphs, positions.data(), count, context);
}
}
static void setCGFontRenderingMode(GraphicsContext& context)
{
CGContextRef cgContext = context.platformContext();
CGContextSetShouldAntialiasFonts(cgContext, true);
CGAffineTransform contextTransform = CGContextGetCTM(cgContext);
bool isTranslationOrIntegralScale = WTF::isIntegral(contextTransform.a) && WTF::isIntegral(contextTransform.d) && contextTransform.b == 0.f && contextTransform.c == 0.f;
bool isRotated = ((contextTransform.b || contextTransform.c) && (contextTransform.a || contextTransform.d));
bool doSubpixelQuantization = isTranslationOrIntegralScale || (!isRotated && context.shouldSubpixelQuantizeFonts());
CGContextSetShouldSubpixelPositionFonts(cgContext, true);
CGContextSetShouldSubpixelQuantizeFonts(cgContext, doSubpixelQuantization);
}
void FontCascade::drawGlyphs(GraphicsContext& context, const Font& font, const GlyphBufferGlyph* glyphs, const GlyphBufferAdvance* advances, unsigned numGlyphs, const FloatPoint& anchorPoint, FontSmoothingMode smoothingMode)
{
const auto& platformData = font.platformData();
if (!platformData.size())
return;
if (isInGPUProcess() && font.hasAnyComplexColorFormatGlyphs(glyphs, numGlyphs)) {
ASSERT_NOT_REACHED();
return;
}
CGContextRef cgContext = context.platformContext();
bool shouldAntialias = true;
bool shouldSmoothFonts = true;
if (!font.allowsAntialiasing())
smoothingMode = FontSmoothingMode::NoSmoothing;
switch (smoothingMode) {
case FontSmoothingMode::Antialiased:
shouldSmoothFonts = false;
break;
case FontSmoothingMode::AutoSmoothing:
case FontSmoothingMode::SubpixelAntialiased:
shouldAntialias = true;
break;
case FontSmoothingMode::NoSmoothing:
shouldAntialias = false;
shouldSmoothFonts = false;
break;
}
#if PLATFORM(IOS_FAMILY)
UNUSED_VARIABLE(shouldSmoothFonts);
#else
if (!shouldUseSmoothing())
shouldSmoothFonts = false;
bool originalShouldUseFontSmoothing = CGContextGetShouldSmoothFonts(cgContext);
if (shouldSmoothFonts != originalShouldUseFontSmoothing)
CGContextSetShouldSmoothFonts(cgContext, shouldSmoothFonts);
#endif
bool originalShouldAntialias = CGContextGetShouldAntialias(cgContext);
if (shouldAntialias != originalShouldAntialias)
CGContextSetShouldAntialias(cgContext, shouldAntialias);
FloatPoint point = anchorPoint;
auto textMatrix = computeOverallTextMatrix(font);
ScopedTextMatrix restorer(textMatrix, cgContext);
setCGFontRenderingMode(context);
CGContextSetFontSize(cgContext, platformData.size());
FloatSize shadowOffset;
float shadowBlur;
Color shadowColor;
context.getShadow(shadowOffset, shadowBlur, shadowColor);
AffineTransform contextCTM = context.getCTM();
float syntheticBoldOffset = font.syntheticBoldOffset();
if (syntheticBoldOffset && !contextCTM.isIdentityOrTranslationOrFlipped()) {
FloatSize horizontalUnitSizeInDevicePixels = contextCTM.mapSize(FloatSize(1, 0));
float horizontalUnitLengthInDevicePixels = sqrtf(horizontalUnitSizeInDevicePixels.width() * horizontalUnitSizeInDevicePixels.width() + horizontalUnitSizeInDevicePixels.height() * horizontalUnitSizeInDevicePixels.height());
if (horizontalUnitLengthInDevicePixels) {
// Make sure that a scaled down context won't blow up the gap between the glyphs.
syntheticBoldOffset = std::min(syntheticBoldOffset, syntheticBoldOffset / horizontalUnitLengthInDevicePixels);
}
};
bool hasSimpleShadow = context.textDrawingMode() == TextDrawingMode::Fill && shadowColor.isValid() && !shadowBlur && !platformData.isColorBitmapFont() && (!context.shadowsIgnoreTransforms() || contextCTM.isIdentityOrTranslationOrFlipped()) && !context.isInTransparencyLayer();
if (hasSimpleShadow) {
// Paint simple shadows ourselves instead of relying on CG shadows, to avoid losing subpixel antialiasing.
context.clearShadow();
Color fillColor = context.fillColor();
Color shadowFillColor = shadowColor.colorWithAlphaMultipliedBy(fillColor.alphaAsFloat());
context.setFillColor(shadowFillColor);
float shadowTextX = point.x() + shadowOffset.width();
// If shadows are ignoring transforms, then we haven't applied the Y coordinate flip yet, so down is negative.
float shadowTextY = point.y() + shadowOffset.height() * (context.shadowsIgnoreTransforms() ? -1 : 1);
showGlyphsWithAdvances(FloatPoint(shadowTextX, shadowTextY), font, cgContext, glyphs, advances, numGlyphs, textMatrix);
if (syntheticBoldOffset)
showGlyphsWithAdvances(FloatPoint(shadowTextX + syntheticBoldOffset, shadowTextY), font, cgContext, glyphs, advances, numGlyphs, textMatrix);
context.setFillColor(fillColor);
}
showGlyphsWithAdvances(point, font, cgContext, glyphs, advances, numGlyphs, textMatrix);
if (syntheticBoldOffset)
showGlyphsWithAdvances(FloatPoint(point.x() + syntheticBoldOffset, point.y()), font, cgContext, glyphs, advances, numGlyphs, textMatrix);
if (hasSimpleShadow)
context.setShadow(shadowOffset, shadowBlur, shadowColor);
#if !PLATFORM(IOS_FAMILY)
if (shouldSmoothFonts != originalShouldUseFontSmoothing)
CGContextSetShouldSmoothFonts(cgContext, originalShouldUseFontSmoothing);
#endif
if (shouldAntialias != originalShouldAntialias)
CGContextSetShouldAntialias(cgContext, originalShouldAntialias);
}
bool FontCascade::primaryFontIsSystemFont() const
{
const auto& fontData = primaryFont();
return isSystemFont(fontData.platformData().ctFont());
}
// FIXME: Use this on all ports.
const Font* FontCascade::fontForCombiningCharacterSequence(const UChar* characters, size_t length) const
{
UChar32 baseCharacter;
size_t baseCharacterLength = 0;
U16_NEXT(characters, baseCharacterLength, length, baseCharacter);
GlyphData baseCharacterGlyphData = glyphDataForCharacter(baseCharacter, false, NormalVariant);
if (!baseCharacterGlyphData.glyph)
return nullptr;
if (length == baseCharacterLength)
return baseCharacterGlyphData.font;
bool triedBaseCharacterFont = false;
for (unsigned i = 0; !fallbackRangesAt(i).isNull(); ++i) {
const Font* font = fallbackRangesAt(i).fontForCharacter(baseCharacter);
if (!font)
continue;
#if PLATFORM(IOS_FAMILY)
if (baseCharacter >= 0x0600 && baseCharacter <= 0x06ff && font->shouldNotBeUsedForArabic())
continue;
#endif
if (font->platformData().orientation() == FontOrientation::Vertical) {
if (isCJKIdeographOrSymbol(baseCharacter)) {
if (!font->hasVerticalGlyphs())
font = &font->brokenIdeographFont();
} else if (m_fontDescription.nonCJKGlyphOrientation() == NonCJKGlyphOrientation::Mixed) {
const Font& verticalRightFont = font->verticalRightOrientationFont();
Glyph verticalRightGlyph = verticalRightFont.glyphForCharacter(baseCharacter);
if (verticalRightGlyph == baseCharacterGlyphData.glyph)
font = &verticalRightFont;
} else {
const Font& uprightFont = font->uprightOrientationFont();
Glyph uprightGlyph = uprightFont.glyphForCharacter(baseCharacter);
if (uprightGlyph != baseCharacterGlyphData.glyph)
font = &uprightFont;
}
}
if (font == baseCharacterGlyphData.font)
triedBaseCharacterFont = true;
if (font->canRenderCombiningCharacterSequence(characters, length))
return font;
}
if (!triedBaseCharacterFont && baseCharacterGlyphData.font && baseCharacterGlyphData.font->canRenderCombiningCharacterSequence(characters, length))
return baseCharacterGlyphData.font;
return Font::systemFallback();
}
#endif
}