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Merge pull request #8259 from penpot/superalex-improve-shadow-rendering
🎉 Improving shadow rendering performance
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90
frontend/resources/wasm-playground/shadows.html
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90
frontend/resources/wasm-playground/shadows.html
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@@ -0,0 +1,90 @@
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<!DOCTYPE html>
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<html lang="es">
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<head>
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<meta charset="UTF-8" />
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<title>WASM + WebGL2 Canvas</title>
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<style>
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body {
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margin: 0;
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background: #111;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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overflow: hidden;
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}
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canvas {
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width: 100%;
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height: 100%;
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position: absolute;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<script type="module">
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import initWasmModule from '/js/render-wasm.js';
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import {
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init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
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getRandomFloat, useShape, setShapeChildren, setupInteraction, addShapeSolidStrokeFill
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} from './js/lib.js';
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const canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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const params = new URLSearchParams(document.location.search);
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const shapes = params.get("shapes") || 1000;
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initWasmModule().then(Module => {
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init(Module);
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assignCanvas(canvas);
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Module._set_canvas_background(hexToU32ARGB("#FABADA", 1));
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Module._init_shapes_pool(shapes + 1);
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setupInteraction(canvas);
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const children = [];
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for (let i = 0; i < shapes; i++) {
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const uuid = crypto.randomUUID();
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children.push(uuid);
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useShape(uuid);
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Module._set_parent(0, 0, 0, 0);
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Module._set_shape_type(3);
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const x1 = getRandomInt(0, canvas.width);
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const y1 = getRandomInt(0, canvas.height);
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const width = getRandomInt(20, 100);
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const height = getRandomInt(20, 100);
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Module._set_shape_selrect(x1, y1, x1 + width, y1 + height);
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const color = getRandomColor();
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const argb = hexToU32ARGB(color, getRandomFloat(0.1, 1.0));
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addShapeSolidFill(argb)
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Module._add_shape_center_stroke(10, 0, 0, 0);
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const argb2 = hexToU32ARGB(color, getRandomFloat(0.1, 1.0));
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addShapeSolidStrokeFill(argb2);
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// Add shadows
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// Shadow 1: drop-shadow, #dedede opacity 0.33, blur 4, spread -2, offsetX 0, offsetY 2
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Module._add_shape_shadow(hexToU32ARGB("#dedede", 0.33), 4, -2, 0, 2, 0, false);
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// Shadow 2: drop-shadow, #dedede opacity 1, blur 12, spread -8, offsetX 0, offsetY 12
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Module._add_shape_shadow(hexToU32ARGB("#dedede", 1), 12, -8, 0, 12, 0, false);
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// Shadow 3: inner-shadow, #002046 opacity 0.12, blur 12, spread -8, offsetX 0, offsetY -4
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Module._add_shape_shadow(hexToU32ARGB("#002046", 0.12), 12, -8, 0, -4, 1, false);
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}
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useShape("00000000-0000-0000-0000-000000000000");
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setShapeChildren(children);
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performance.mark('render:begin');
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Module._set_view(1, 0, 0);
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Module._render(Date.now());
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performance.mark('render:end');
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const { duration } = performance.measure('render', 'render:begin', 'render:end');
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// alert(`render time: ${duration.toFixed(2)}ms`);
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});
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</script>
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</body>
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</html>
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@@ -22,7 +22,7 @@ pub use surfaces::{SurfaceId, Surfaces};
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use crate::performance;
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use crate::shapes::{
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all_with_ancestors, Blur, BlurType, Corners, Fill, Shadow, Shape, SolidColor, Stroke, Type,
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all_with_ancestors, Blur, BlurType, Corners, Fill, Shadow, Shape, SolidColor, Type,
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};
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use crate::state::{ShapesPoolMutRef, ShapesPoolRef};
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use crate::tiles::{self, PendingTiles, TileRect};
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@@ -1512,6 +1512,16 @@ impl RenderState {
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Self::combine_blur_values(self.combined_layer_blur(shape.blur), extra_layer_blur);
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let blur_filter = combined_blur
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.and_then(|blur| skia::image_filters::blur((blur.value, blur.value), None, None, None));
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// Legacy path is only stable up to 1.0 zoom: the canvas is scaled and the shadow
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// filter is evaluated in that scaled space, so for scale > 1 it over-inflates blur/spread.
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// We also disable it when combined layer blur is present to avoid incorrect composition.
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let use_low_zoom_path = scale <= 1.0 && combined_blur.is_none();
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if use_low_zoom_path {
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// Match pre-commit behavior: scale blur/spread with zoom for low zoom levels.
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transformed_shadow.to_mut().blur = shadow.blur * scale;
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transformed_shadow.to_mut().spread = shadow.spread * scale;
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}
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let mut transform_matrix = shape.transform;
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let center = shape.center();
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@@ -1526,28 +1536,20 @@ impl RenderState {
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let world_offset = (mapped.x, mapped.y);
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// The opacity of fills and strokes shouldn't affect the shadow,
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// so we paint everything black with the same opacity
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plain_shape.to_mut().clear_fills();
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// so we paint everything black with the same opacity.
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let plain_shape_mut = plain_shape.to_mut();
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plain_shape_mut.clear_fills();
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if shape.has_fills() {
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plain_shape
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.to_mut()
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.add_fill(Fill::Solid(SolidColor(skia::Color::BLACK)));
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plain_shape_mut.add_fill(Fill::Solid(SolidColor(skia::Color::BLACK)));
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}
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plain_shape.to_mut().clear_strokes();
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for stroke in shape.strokes.iter() {
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plain_shape.to_mut().add_stroke(Stroke {
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fill: Fill::Solid(SolidColor(skia::Color::BLACK)),
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width: stroke.width,
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style: stroke.style,
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cap_end: stroke.cap_end,
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cap_start: stroke.cap_start,
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kind: stroke.kind,
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});
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// Reuse existing strokes and only override their fill color.
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for stroke in plain_shape_mut.strokes.iter_mut() {
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stroke.fill = Fill::Solid(SolidColor(skia::Color::BLACK));
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}
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plain_shape.to_mut().clear_shadows();
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plain_shape.to_mut().blur = None;
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plain_shape_mut.clear_shadows();
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plain_shape_mut.blur = None;
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let Some(drop_filter) = transformed_shadow.get_drop_shadow_filter() else {
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return;
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@@ -1556,6 +1558,39 @@ impl RenderState {
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let mut bounds = drop_filter.compute_fast_bounds(shape_bounds);
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// Account for the shadow offset so the temporary surface fully contains the shifted blur.
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bounds.offset(world_offset);
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// Early cull if the shadow bounds are outside the render area.
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if !bounds.intersects(self.render_area) {
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return;
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}
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if use_low_zoom_path {
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let mut shadow_paint = skia::Paint::default();
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shadow_paint.set_image_filter(drop_filter);
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shadow_paint.set_blend_mode(skia::BlendMode::SrcOver);
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let layer_rec = skia::canvas::SaveLayerRec::default().paint(&shadow_paint);
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let drop_canvas = self.surfaces.canvas(SurfaceId::DropShadows);
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drop_canvas.save_layer(&layer_rec);
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drop_canvas.scale((scale, scale));
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drop_canvas.translate(translation);
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self.with_nested_blurs_suppressed(|state| {
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state.render_shape(
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&plain_shape,
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clip_bounds,
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SurfaceId::DropShadows,
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SurfaceId::DropShadows,
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SurfaceId::DropShadows,
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SurfaceId::DropShadows,
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false,
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Some(shadow.offset),
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None,
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);
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});
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self.surfaces.canvas(SurfaceId::DropShadows).restore();
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return;
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}
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let filter_result =
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filters::render_into_filter_surface(self, bounds, |state, temp_surface| {
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