Only create a single display transform for SVG frames with single child transforms.

This improves performance on repeated scaling of vectors.
This commit is contained in:
wolfbeast 2017-06-28 21:47:18 +02:00 committed by Roy Tam
commit fafc5f0ec1
2 changed files with 36 additions and 13 deletions

View file

@ -979,21 +979,43 @@ nsSVGOuterSVGAnonChildFrame::GetType() const
}
bool
nsSVGOuterSVGAnonChildFrame::HasChildrenOnlyTransform(gfx::Matrix *aTransform) const
nsSVGOuterSVGAnonChildFrame::IsSVGTransformed(Matrix* aOwnTransform,
Matrix* aFromParentTransform) const
{
// We must claim our nsSVGOuterSVGFrame's children-only transforms as our own
// so that the children we are used to wrap are transformed properly.
// Our elements 'transform' attribute is applied to our nsSVGOuterSVGFrame
// parent, and the element's children-only transforms are applied to us, the
// anonymous child frame. Since we are the child frame, we apply the
// children-only transforms as if they are our own transform.
SVGSVGElement *content = static_cast<SVGSVGElement*>(mContent);
SVGSVGElement* content = static_cast<SVGSVGElement*>(mContent);
bool hasTransform = content->HasChildrenOnlyTransform();
if (hasTransform && aTransform) {
// Outer-<svg> doesn't use x/y, so we can pass eChildToUserSpace here.
gfxMatrix identity;
*aTransform = gfx::ToMatrix(
content->PrependLocalTransformsTo(identity, eChildToUserSpace));
if (!content->HasChildrenOnlyTransform()) {
return false;
}
return hasTransform;
// Outer-<svg> doesn't use x/y, so we can pass eChildToUserSpace here.
gfxMatrix ownMatrix =
content->PrependLocalTransformsTo(gfxMatrix(), eChildToUserSpace);
if (ownMatrix.IsIdentity()) {
return false;
}
if (aOwnTransform) {
if (ownMatrix.HasNonTranslation()) {
// Note: viewBox, currentScale and currentTranslate should only
// produce a rectilinear transform.
// The nsDisplayTransform code will apply this transform to our frame,
// including to our frame position. We don't want our frame position to
// be scaled though, so we need to correct for that in the transform.
CSSPoint pos = CSSPixel::FromAppUnits(GetPosition());
CSSPoint scaledPos = CSSPoint(ownMatrix._11 * pos.x, ownMatrix._22 * pos.y);
CSSPoint deltaPos = scaledPos - pos;
ownMatrix *= gfxMatrix::Translation(-deltaPos.x, -deltaPos.y);
}
*aOwnTransform = gfx::ToMatrix(ownMatrix);
}
return true;
}