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/*
* Copyright (C) 2011 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 COMPUTER, 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 "core/rendering/FilterEffectRenderer.h"
#include "core/dom/Document.h"
#include "core/platform/FloatConversion.h"
#include "core/platform/graphics/ColorSpace.h"
#include "core/platform/graphics/filters/FEColorMatrix.h"
#include "core/platform/graphics/filters/FEComponentTransfer.h"
#include "core/platform/graphics/filters/FEDropShadow.h"
#include "core/platform/graphics/filters/FEGaussianBlur.h"
#include "core/platform/graphics/filters/FEMerge.h"
#include "core/rendering/RenderLayer.h"
#include <algorithm>
#include <wtf/MathExtras.h>
#include "core/platform/graphics/filters/custom/CustomFilterGlobalContext.h"
#include "core/platform/graphics/filters/custom/CustomFilterOperation.h"
#include "core/platform/graphics/filters/custom/CustomFilterProgram.h"
#include "core/platform/graphics/filters/custom/CustomFilterValidatedProgram.h"
#include "core/platform/graphics/filters/custom/FECustomFilter.h"
#include "core/platform/graphics/filters/custom/ValidatedCustomFilterOperation.h"
#include "core/rendering/RenderView.h"
#if ENABLE(SVG)
#include "core/loader/cache/CachedSVGDocument.h"
#include "core/loader/cache/CachedSVGDocumentReference.h"
#include "core/platform/graphics/filters/SourceAlpha.h"
#include "core/svg/SVGElement.h"
#include "core/svg/SVGFilterPrimitiveStandardAttributes.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 bool isFilterSizeValid(FloatRect rect)
{
if (rect.width() < 0 || rect.width() > kMaxFilterSize
|| rect.height() < 0 || rect.height() > kMaxFilterSize)
return false;
return true;
}
static PassRefPtr<FECustomFilter> createCustomFilterEffect(Filter* filter, Document* document, ValidatedCustomFilterOperation* operation)
{
if (!document)
return 0;
CustomFilterGlobalContext* globalContext = document->renderView()->customFilterGlobalContext();
globalContext->prepareContextIfNeeded();
if (!globalContext->context())
return 0;
return FECustomFilter::create(filter, globalContext->context(), operation->validatedProgram(), operation->parameters(),
operation->meshRows(), operation->meshColumns(), operation->meshType());
}
FilterEffectRenderer::FilterEffectRenderer()
: Filter(AffineTransform())
, m_graphicsBufferAttached(false)
, m_hasFilterThatMovesPixels(false)
, m_hasCustomShaderFilter(false)
{
setFilterResolution(FloatSize(1, 1));
m_sourceGraphic = SourceGraphic::create(this);
}
FilterEffectRenderer::~FilterEffectRenderer()
{
}
GraphicsContext* FilterEffectRenderer::inputContext()
{
return sourceImage() ? sourceImage()->context() : 0;
}
PassRefPtr<FilterEffect> FilterEffectRenderer::buildReferenceFilter(RenderObject* renderer, PassRefPtr<FilterEffect> previousEffect, ReferenceFilterOperation* filterOperation)
{
#if ENABLE(SVG)
if (!renderer)
return 0;
Document* document = renderer->document();
ASSERT(document);
CachedSVGDocumentReference* cachedSVGDocumentReference = filterOperation->cachedSVGDocumentReference();
CachedSVGDocument* cachedSVGDocument = cachedSVGDocumentReference ? cachedSVGDocumentReference->document() : 0;
// If we have an SVG document, this is an external reference. Otherwise
// we look up the referenced node in the current document.
if (cachedSVGDocument)
document = cachedSVGDocument->document();
if (!document)
return 0;
Element* filter = document->getElementById(filterOperation->fragment());
if (!filter) {
// Although we did not find the referenced filter, it might exist later
// in the document
document->accessSVGExtensions()->addPendingResource(filterOperation->fragment(), toElement(renderer->node()));
return 0;
}
RefPtr<FilterEffect> effect;
// FIXME: Figure out what to do with SourceAlpha. Right now, we're
// using the alpha of the original input layer, which is obviously
// wrong. We should probably be extracting the alpha from the
// previousEffect, but this requires some more processing.
// This may need a spec clarification.
RefPtr<SVGFilterBuilder> builder = SVGFilterBuilder::create(previousEffect, SourceAlpha::create(this));
for (Node* node = filter->firstChild(); node; node = node->nextSibling()) {
if (!node->isSVGElement())
continue;
SVGElement* element = toSVGElement(node);
if (!element->isFilterEffect())
continue;
SVGFilterPrimitiveStandardAttributes* effectElement = static_cast<SVGFilterPrimitiveStandardAttributes*>(element);
effect = effectElement->build(builder.get(), this);
if (!effect)
continue;
effectElement->setStandardAttributes(effect.get());
builder->add(effectElement->result(), effect);
m_effects.append(effect);
}
return effect;
#else
UNUSED_PARAM(renderer);
UNUSED_PARAM(previousEffect);
UNUSED_PARAM(filterOperation);
return 0;
#endif
}
bool FilterEffectRenderer::build(RenderObject* renderer, const FilterOperations& operations)
{
m_hasCustomShaderFilter = false;
m_hasFilterThatMovesPixels = operations.hasFilterThatMovesPixels();
if (m_hasFilterThatMovesPixels)
m_outsets = operations.outsets();
// Keep the old effects on the stack until we've created the new effects.
// New FECustomFilters can reuse cached resources from old FECustomFilters.
FilterEffectList oldEffects;
m_effects.swap(oldEffects);
RefPtr<FilterEffect> previousEffect = m_sourceGraphic;
for (size_t i = 0; i < operations.operations().size(); ++i) {
RefPtr<FilterEffect> effect;
FilterOperation* filterOperation = operations.operations().at(i).get();
switch (filterOperation->getOperationType()) {
case FilterOperation::REFERENCE: {
ReferenceFilterOperation* referenceOperation = static_cast<ReferenceFilterOperation*>(filterOperation);
effect = buildReferenceFilter(renderer, previousEffect, referenceOperation);
referenceOperation->setFilterEffect(effect);
break;
}
case FilterOperation::GRAYSCALE: {
BasicColorMatrixFilterOperation* colorMatrixOperation = static_cast<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: {
BasicColorMatrixFilterOperation* colorMatrixOperation = static_cast<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: {
BasicColorMatrixFilterOperation* colorMatrixOperation = static_cast<BasicColorMatrixFilterOperation*>(filterOperation);
Vector<float> inputParameters;
inputParameters.append(narrowPrecisionToFloat(colorMatrixOperation->amount()));
effect = FEColorMatrix::create(this, FECOLORMATRIX_TYPE_SATURATE, inputParameters);
break;
}
case FilterOperation::HUE_ROTATE: {
BasicColorMatrixFilterOperation* colorMatrixOperation = static_cast<BasicColorMatrixFilterOperation*>(filterOperation);
Vector<float> inputParameters;
inputParameters.append(narrowPrecisionToFloat(colorMatrixOperation->amount()));
effect = FEColorMatrix::create(this, FECOLORMATRIX_TYPE_HUEROTATE, inputParameters);
break;
}
case FilterOperation::INVERT: {
BasicComponentTransferFilterOperation* componentTransferOperation = static_cast<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: {
BasicComponentTransferFilterOperation* componentTransferOperation = static_cast<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: {
BasicComponentTransferFilterOperation* componentTransferOperation = static_cast<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: {
BasicComponentTransferFilterOperation* componentTransferOperation = static_cast<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: {
BlurFilterOperation* blurOperation = static_cast<BlurFilterOperation*>(filterOperation);
float stdDeviation = floatValueForLength(blurOperation->stdDeviation(), 0);
effect = FEGaussianBlur::create(this, stdDeviation, stdDeviation);
break;
}
case FilterOperation::DROP_SHADOW: {
DropShadowFilterOperation* dropShadowOperation = static_cast<DropShadowFilterOperation*>(filterOperation);
effect = FEDropShadow::create(this, dropShadowOperation->stdDeviation(), dropShadowOperation->stdDeviation(),
dropShadowOperation->x(), dropShadowOperation->y(), dropShadowOperation->color(), 1);
break;
}
case FilterOperation::CUSTOM:
// CUSTOM operations are always converted to VALIDATED_CUSTOM before getting here.
// The conversion happens in RenderLayer::computeFilterOperations.
ASSERT_NOT_REACHED();
break;
case FilterOperation::VALIDATED_CUSTOM: {
ValidatedCustomFilterOperation* customFilterOperation = static_cast<ValidatedCustomFilterOperation*>(filterOperation);
Document* document = renderer ? renderer->document() : 0;
effect = createCustomFilterEffect(this, document, customFilterOperation);
if (effect)
m_hasCustomShaderFilter = true;
break;
}
default:
break;
}
if (effect) {
// Unlike SVG, filters applied here should not clip to their primitive subregions.
effect->setClipsToBounds(false);
effect->setOperatingColorSpace(ColorSpaceDeviceRGB);
if (filterOperation->getOperationType() != FilterOperation::REFERENCE) {
effect->inputEffects().append(previousEffect);
m_effects.append(effect);
}
previousEffect = effect.release();
}
}
// If we didn't make any effects, tell our caller we are not valid
if (!m_effects.size())
return false;
setMaxEffectRects(m_sourceDrawingRegion);
return true;
}
bool FilterEffectRenderer::updateBackingStoreRect(const FloatRect& filterRect)
{
if (!filterRect.isZero() && isFilterSizeValid(filterRect)) {
FloatRect currentSourceRect = sourceImageRect();
if (filterRect != currentSourceRect) {
setSourceImageRect(filterRect);
return true;
}
}
return false;
}
void FilterEffectRenderer::allocateBackingStoreIfNeeded()
{
// 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) {
IntSize logicalSize(m_sourceDrawingRegion.width(), m_sourceDrawingRegion.height());
if (!sourceImage() || sourceImage()->logicalSize() != logicalSize)
setSourceImage(ImageBuffer::create(logicalSize, 1, ColorSpaceDeviceRGB, renderingMode()));
m_graphicsBufferAttached = true;
}
}
void FilterEffectRenderer::clearIntermediateResults()
{
m_sourceGraphic->clearResult();
for (size_t i = 0; i < m_effects.size(); ++i)
m_effects[i]->clearResult();
}
void FilterEffectRenderer::apply()
{
RefPtr<FilterEffect> effect = lastEffect();
effect->apply();
effect->transformResultColorSpace(ColorSpaceDeviceRGB);
}
LayoutRect FilterEffectRenderer::computeSourceImageRectForDirtyRect(const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect)
{
if (hasCustomShaderFilter()) {
// When we have at least a custom shader in the chain, we need to compute the whole source image, because the shader can
// reference any pixel and we cannot control that.
return filterBoxRect;
}
// The result of this function is the area in the "filterBoxRect" that needs to be repainted, so that we fully cover the "dirtyRect".
LayoutRect 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;
}
bool FilterEffectRendererHelper::prepareFilterEffect(RenderLayer* renderLayer, const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect, const LayoutRect& layerRepaintRect)
{
ASSERT(m_haveFilterEffect && renderLayer->filterRenderer());
m_renderLayer = renderLayer;
m_repaintRect = dirtyRect;
FilterEffectRenderer* filter = renderLayer->filterRenderer();
LayoutRect filterSourceRect = filter->computeSourceImageRectForDirtyRect(filterBoxRect, dirtyRect);
m_paintOffset = filterSourceRect.location();
if (filterSourceRect.isEmpty()) {
// The dirty rect is not in view, just bail out.
m_haveFilterEffect = false;
return false;
}
bool hasUpdatedBackingStore = filter->updateBackingStoreRect(filterSourceRect);
if (filter->hasFilterThatMovesPixels()) {
if (hasUpdatedBackingStore)
m_repaintRect = filterSourceRect;
else {
m_repaintRect.unite(layerRepaintRect);
m_repaintRect.intersect(filterSourceRect);
}
}
return true;
}
GraphicsContext* FilterEffectRendererHelper::beginFilterEffect(GraphicsContext* oldContext)
{
ASSERT(m_renderLayer);
FilterEffectRenderer* filter = m_renderLayer->filterRenderer();
filter->allocateBackingStoreIfNeeded();
// Paint into the context that represents the SourceGraphic of the filter.
GraphicsContext* sourceGraphicsContext = filter->inputContext();
if (!sourceGraphicsContext || !isFilterSizeValid(filter->filterRegion())) {
// Disable the filters and continue.
m_haveFilterEffect = false;
return oldContext;
}
m_savedGraphicsContext = oldContext;
// Translate the context so that the contents of the layer is captuterd in the offscreen memory buffer.
sourceGraphicsContext->save();
sourceGraphicsContext->translate(-m_paintOffset.x(), -m_paintOffset.y());
sourceGraphicsContext->clearRect(m_repaintRect);
sourceGraphicsContext->clip(m_repaintRect);
return sourceGraphicsContext;
}
GraphicsContext* FilterEffectRendererHelper::applyFilterEffect()
{
ASSERT(m_haveFilterEffect && m_renderLayer->filterRenderer());
FilterEffectRenderer* 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());
m_savedGraphicsContext->drawImageBuffer(filter->output(), m_renderLayer->renderer()->style()->colorSpace(), pixelSnappedIntRect(destRect), CompositeSourceOver);
filter->clearIntermediateResults();
return m_savedGraphicsContext;
}
} // namespace WebCore