BorderRadiusCornerClipper usage to clip border radius is specific to
CPU painter so it should not be stored in painting commands.
Also with this change bitmaps for corner sampling are allocated during
painting commands replaying instead of commands recording.
Given that we have a glyph run where the position of each glyph is
calculated for text fragments during layout, we can reuse it to avoid
this work during painting.
This change introduces a texture cache for immutable bitmaps in the
GPU painter. The cache is persisted across page repaints, so now, on
page scroll repaint, in many cases, we won't need to upload any new
textures. Also, if the same image is painted more than once on a page,
its texture will only be uploaded once.
Generally, the GPU painter works much faster with this change on all
pages that have images.
Before this change, we used Gfx::Bitmap to represent both decoded
images that are not going to be mutated and bitmaps corresponding
to canvases that could be mutated.
This change introduces a wrapper for bitmaps that are not going to be
mutated, so the painter could do caching: texture caching in the case
of GPU painter and potentially scaled bitmap caching in the case of CPU
painter.
Currently, in CPU painter, border painting is implemented by building
a Gfx::Path that is filled by Gfx::AntiAliasingPainter. In the GPU
painter, we will likely want to do something different, and with a
special command, it becomes possible.
Also, by making this change, the CPU executor also benefits because now
we can skip building paths for borders that are out of the viewport.
The current set of stacking context commands do not encode the
information needed to correctly paint the stacking context, instead,
they're based on the limitations of the current CPU renderer.
Stacking contexts should be able to be transformed by an arbitrary
3D transformation matrix, not just scaled from a source to a destination
rect. The `_with_mask()` stacking context also should not be separate
from the regular stacking context.
```c++
push_stacking_context(
bool semitransparent_or_has_non_identity_transform,
float opacity, Gfx::FloatRect const& source_rect,
Gfx::FloatRect const& transformed_destination_rect,
Gfx::IntPoint const& painter_location);
pop_stacking_context(
bool semitransparent_or_has_non_identity_transform,
Gfx::Painter::ScalingMode scaling_mode);
push_stacking_context_with_mask(
Gfx::IntRect const& paint_rect);
pop_stacking_context_with_mask(
Gfx::IntRect const& paint_rect,
RefPtr<Gfx::Bitmap> const& mask_bitmap,
Gfx::Bitmap::MaskKind mask_kind, float opacity);
```
This patch replaces this APIs with just:
```c++
push_stacking_context(
float opacity,
bool is_fixed_position,
Gfx::IntRect const& source_paintable_rect,
Gfx::IntPoint post_transform_translation,
CSS::ImageRendering image_rendering,
StackingContextTransform transform,
Optional<StackingContextMask> mask);
pop_stacking_context()
```
And moves the implementation details into the executor, this should
allow future backends to implement stacking contexts without these
limitations.
Representing a text run panting command as a vector of glyphs, rather
than as a string simplifies collecting of unique glyphs which is a
prerequisite for `prepare_glyphs_texture()` call.