Mix paths

This commit is contained in:
Alejandro Alonso
2026-01-13 09:17:08 +01:00
parent cb86d7af3b
commit 8adf3aec7c
2 changed files with 86 additions and 34 deletions

View File

@@ -87,22 +87,23 @@ struct PathRenderSignature<'a> {
opacity: u32, // Converted to fixed-point for comparison (multiply by 1000)
blend_mode: crate::shapes::BlendMode,
transform: &'a Matrix,
svg_attrs: Option<&'a crate::shapes::SvgAttrs>,
}
impl<'a> PathRenderSignature<'a> {
fn from_shape(shape: &'a Shape, clip_bounds: &'a Option<ClipStack>) -> Option<Self> {
use crate::shapes::Type;
// Only paths can have this signature
if !matches!(shape.shape_type, Type::Path(_) | Type::Bool(_)) {
return None;
}
// Cannot combine paths with shadows or blur
if !shape.shadows.is_empty() || shape.blur.is_some() {
return None;
}
Some(Self {
clip_bounds,
fills: &shape.fills,
@@ -110,36 +111,44 @@ impl<'a> PathRenderSignature<'a> {
opacity: (shape.opacity * 1000.0) as u32, // Convert to fixed-point
blend_mode: shape.blend_mode(),
transform: &shape.transform,
svg_attrs: shape.svg_attrs.as_ref(),
})
}
// Manual comparison since Matrix doesn't implement Eq
fn equals(&self, other: &Self) -> bool {
// Compare clip_bounds
if self.clip_bounds != other.clip_bounds {
return false;
}
// Compare fills (using PartialEq)
if self.fills != other.fills {
return false;
}
// Compare strokes (using PartialEq)
if self.strokes != other.strokes {
return false;
}
// Compare opacity
if self.opacity != other.opacity {
return false;
}
// Compare blend_mode
if self.blend_mode != other.blend_mode {
return false;
}
// Compare svg_attrs (especially fill_rule, which affects rendering when paths overlap)
// Different fill_rules (EvenOdd vs Nonzero) produce different visual results
// when paths are combined, so we must ensure they match
if self.svg_attrs != other.svg_attrs {
return false;
}
// Compare transform (Matrix comparison - check if they're approximately equal)
// For now, use exact equality, but we could add epsilon comparison if needed
self.transform == other.transform
@@ -148,14 +157,41 @@ impl<'a> PathRenderSignature<'a> {
// SIMPLE OPTIMIZATION: Helper to check if two shapes can be rendered together
// Uses render signatures for efficient comparison
fn can_render_paths_together(shape1: &Shape, shape2: &Shape, clip_bounds1: &Option<ClipStack>, clip_bounds2: &Option<ClipStack>) -> bool {
fn can_render_paths_together(
shape1: &Shape,
shape2: &Shape,
clip_bounds1: &Option<ClipStack>,
clip_bounds2: &Option<ClipStack>,
) -> bool {
let sig1 = PathRenderSignature::from_shape(shape1, clip_bounds1);
let sig2 = PathRenderSignature::from_shape(shape2, clip_bounds2);
match (sig1, sig2) {
// First check if signatures match (same rendering properties)
let signatures_match = match (sig1, sig2) {
(Some(sig1), Some(sig2)) => sig1.equals(&sig2),
_ => false,
_ => return false,
};
if !signatures_match {
return false;
}
// Even if signatures match, we cannot combine paths that overlap
// because combining them changes how fill_rule (especially EvenOdd) is applied
// When paths overlap:
// - Rendering separately: each path evaluates its fill_rule independently
// - Combining: the combined path evaluates fill_rule as a single path, which can give different results
let selrect1 = shape1.selrect();
let selrect2 = shape2.selrect();
// Check if the selection rectangles overlap (approximation of path overlap)
if selrect1.intersects(selrect2) {
// Paths overlap, so we cannot safely combine them
// This is especially important for EvenOdd fill_rule, but applies to all fill_rules
return false;
}
true
}
impl NodeRenderState {
@@ -1852,20 +1888,26 @@ impl RenderState {
// SIMPLE OPTIMIZATION: If this is a path, check if consecutive siblings
// are also paths with the same properties and combine them all
// We check BEFORE rendering to avoid rendering the first path twice
let shape_to_render = if matches!(element.shape_type, Type::Path(_) | Type::Bool(_)) {
let shape_to_render = if matches!(element.shape_type, Type::Path(_) | Type::Bool(_))
{
// Collect all consecutive paths with same properties
let mut path_ids = vec![element.id];
let mut path_selrects = vec![element.selrect()];
// Keep checking and collecting consecutive compatible paths
while let Some(next_node) = self.pending_nodes.last() {
if next_node.visited_children || next_node.is_root() {
break;
}
if let Some(next_element) = tree.get(&next_node.id) {
// Check if next element is also a path with same properties
if can_render_paths_together(element, next_element, &clip_bounds, &next_node.clip_bounds) {
if can_render_paths_together(
element,
next_element,
&clip_bounds,
&next_node.clip_bounds,
) {
// Remove it from pending_nodes and add to our collection
let _next_node = self.pending_nodes.pop().unwrap();
path_ids.push(next_element.id);
@@ -1877,29 +1919,34 @@ impl RenderState {
break;
}
}
// If we collected more than one path, combine them all
if path_ids.len() > 1 {
// Combine paths by joining their segments (simpler than boolean union)
// This avoids the complexity and potential errors of boolean operations
use crate::shapes::{ToPath, Path as ShapePath};
// NOTE: The can_render_paths_together function ensures:
// 1. svg_attrs (including fill_rule) match
// 2. paths don't overlap (checked via selrect intersection)
// When paths overlap, combining them changes how fill_rule is applied
// (especially EvenOdd), producing different visual results than rendering separately.
use crate::shapes::{Path as ShapePath, ToPath};
let mut combined_path = element.to_path(tree);
for path_id in path_ids.iter().skip(1) {
if let Some(path_shape) = tree.get(path_id) {
let other_path = path_shape.to_path(tree);
// Simple join: concatenate segments (like join_paths does)
let mut segments = combined_path.segments().clone();
segments.extend(other_path.segments().iter().cloned());
segments.extend(other_path.segments().iter());
combined_path = ShapePath::new(segments);
}
}
// Create a temporary shape with the combined path
// Use properties from the first shape (they're the same anyway)
let mut combined_shape = element.clone();
combined_shape.shape_type = crate::shapes::Type::Path(combined_path);
// Update selrect to encompass all paths
let mut left = path_selrects[0].left();
let mut top = path_selrects[0].top();
@@ -1912,7 +1959,7 @@ impl RenderState {
bottom = bottom.max(selrect.bottom());
}
combined_shape.set_selrect(left, top, right, bottom);
Some(combined_shape)
} else {
None
@@ -1920,7 +1967,7 @@ impl RenderState {
} else {
None
};
// Render the shape (either combined or original)
let final_shape = shape_to_render.as_ref().unwrap_or(element);
self.render_shape(
@@ -1934,7 +1981,7 @@ impl RenderState {
None,
None,
);
// If we combined paths, skip normal processing of the remaining nodes
if shape_to_render.is_some() {
continue;
@@ -2095,8 +2142,13 @@ impl RenderState {
};
// Check if cache is valid (same root_ids)
let cache_valid = self.cached_root_ids.as_ref()
.map(|cached| cached.len() == root_ids.len() && cached.iter().zip(root_ids.iter()).all(|(a, b)| a == b))
let cache_valid = self
.cached_root_ids
.as_ref()
.map(|cached| {
cached.len() == root_ids.len()
&& cached.iter().zip(root_ids.iter()).all(|(a, b)| a == b)
})
.unwrap_or(false);
if cache_valid {
@@ -2109,10 +2161,10 @@ impl RenderState {
.enumerate()
.map(|(i, id)| (*id, i))
.collect();
self.cached_root_ids = Some(root_ids.clone());
self.cached_root_ids_map = Some(root_ids_map.clone());
(root_ids, root_ids_map)
}
};

View File

@@ -246,7 +246,7 @@ impl Surfaces {
pub fn update_render_context(&mut self, render_area: skia::Rect, scale: f32) {
let translation = self.get_render_context_translation(render_area, scale);
// When context changes (zoom/pan/tile), clear all render surfaces first
// to remove any residual content from previous tiles, then mark as dirty
// so they get redrawn with new transformations
@@ -254,18 +254,18 @@ impl Surfaces {
| SurfaceId::Strokes as u32
| SurfaceId::InnerShadows as u32
| SurfaceId::TextDropShadows as u32;
// Clear surfaces before updating transformations to remove residual content
self.apply_mut(surface_ids, |s| {
s.canvas().clear(skia::Color::TRANSPARENT);
});
// Mark all render surfaces as dirty so they get redrawn
self.mark_dirty(SurfaceId::Fills);
self.mark_dirty(SurfaceId::Strokes);
self.mark_dirty(SurfaceId::InnerShadows);
self.mark_dirty(SurfaceId::TextDropShadows);
// Update transformations
self.apply_mut(surface_ids, |s| {
let canvas = s.canvas();