Move the layout tree from GC allocation to refcounted ownership so removed layout and paint subtrees are destroyed synchronously instead of waiting for the next GC sweep. This dramatically reduces GC memory usage peaks after layout tree churn and makes it easier for memory use to fall back after large document updates. Update layout factories, tree traversal, SVG layout node creation, paintable back-pointers, and pseudo-element layout links to use RefPtr ownership. Make display: contents follow the same shape as Blink and WebKit: the element itself does not create a layout node, and its children are flattened into the nearest layout parent. Wrap direct non-whitespace text in an anonymous inline node when the boxless element contributes inherited style to that text. Use an internal inline wrapper for display: contents pseudo-elements so generated content can still participate in layout, painting, hit testing, and pseudo-element queries. Keep CSSOM reporting the computed display value from the pseudo style, not the internal wrapper. Remove the retained out-of-tree layout node list and its testing hook, since the flattened model does not need a side owner for boxless elements. Add coverage for inherited text style, dynamic insertion order, pseudo-element hit testing, and computed style queries.
64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
/*
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* Copyright (c) 2023, Andreas Kling <andreas@ladybird.org>
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* Copyright (c) 2023, MacDue <macdue@dueutil.tech>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/SVGMaskElement.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/Layout/Node.h>
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#include <LibWeb/SVG/AttributeNames.h>
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#include <LibWeb/SVG/SVGMaskElement.h>
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namespace Web::SVG {
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GC_DEFINE_ALLOCATOR(SVGMaskElement);
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SVGMaskElement::SVGMaskElement(DOM::Document& document, DOM::QualifiedName tag_name)
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: SVGGraphicsElement(document, move(tag_name))
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{
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}
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SVGMaskElement::~SVGMaskElement() = default;
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void SVGMaskElement::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(SVGMaskElement);
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Base::initialize(realm);
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}
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RefPtr<Layout::Node> SVGMaskElement::create_layout_node(CSS::ComputedProperties const&)
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{
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// Masks are handled as a special case in the TreeBuilder.
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return nullptr;
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}
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void SVGMaskElement::attribute_changed(FlyString const& name, Optional<String> const& old_value, Optional<String> const& value, Optional<FlyString> const& namespace_)
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{
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Base::attribute_changed(name, old_value, value, namespace_);
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if (name == AttributeNames::maskUnits) {
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m_mask_units = AttributeParser::parse_units(value.value_or(String {}));
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} else if (name == AttributeNames::maskContentUnits) {
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m_mask_content_units = AttributeParser::parse_units(value.value_or(String {}));
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}
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}
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MaskContentUnits SVGMaskElement::mask_content_units() const
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{
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return m_mask_content_units.value_or(MaskContentUnits::UserSpaceOnUse);
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}
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MaskUnits SVGMaskElement::mask_units() const
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{
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return m_mask_units.value_or(MaskUnits::ObjectBoundingBox);
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}
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CSSPixelRect SVGMaskElement::resolve_masking_area(CSSPixelRect const& mask_target) const
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{
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// TODO: Resolve this based on the x, y, width, and height of the mask.
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return mask_target.inflated(mask_target.size().scaled(CSSPixels(2) / 10));
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}
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}
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