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[skwasm] Fix platform view occlusion logic. #54061
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flutter:main
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eyebrowsoffire:platform_view_occlusion
Jul 24, 2024
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -21,10 +21,7 @@ class BackdropFilterOperation implements LayerOperation { | |
| final ui.BlendMode mode; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -50,10 +47,7 @@ class ClipPathOperation implements LayerOperation { | |
| final ui.Clip clip; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect.intersect(path.getBounds()); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect.intersect(path.getBounds()); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -89,10 +83,7 @@ class ClipRectOperation implements LayerOperation { | |
| final ui.Clip clip; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect.intersect(rect); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect.intersect(rect); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -128,10 +119,7 @@ class ClipRRectOperation implements LayerOperation { | |
| final ui.Clip clip; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect.intersect(rrect.outerRect); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect.intersect(rrect.outerRect); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -166,10 +154,7 @@ class ColorFilterOperation implements LayerOperation { | |
| final ui.ColorFilter filter; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -195,10 +180,7 @@ class ImageFilterOperation implements LayerOperation { | |
| final ui.Offset offset; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => (filter as SceneImageFilter).filterBounds(contentRect); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => (filter as SceneImageFilter).filterBounds(contentRect); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -241,10 +223,7 @@ class OffsetOperation implements LayerOperation { | |
| final double dy; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect.shift(ui.Offset(dx, dy)); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect.shift(ui.Offset(-dx, -dy)); | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect.shift(ui.Offset(dx, dy)); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect cullRect) { | ||
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@@ -273,10 +252,7 @@ class OpacityOperation implements LayerOperation { | |
| final ui.Offset offset; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect.shift(offset); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect.shift(offset); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect cullRect) { | ||
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@@ -317,13 +293,7 @@ class TransformOperation implements LayerOperation { | |
| Matrix4 getMatrix() => Matrix4.fromFloat32List(toMatrix32(transform)); | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => getMatrix().transformRect(contentRect); | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) { | ||
| final Matrix4 matrix = getMatrix()..invert(); | ||
| return matrix.transformRect(rect); | ||
| } | ||
| ui.Rect mapRect(ui.Rect contentRect) => getMatrix().transformRect(contentRect); | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect cullRect) { | ||
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@@ -353,10 +323,7 @@ class ShaderMaskOperation implements LayerOperation { | |
| final ui.BlendMode blendMode; | ||
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| @override | ||
| ui.Rect cullRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| ui.Rect inverseMapRect(ui.Rect rect) => rect; | ||
| ui.Rect mapRect(ui.Rect contentRect) => contentRect; | ||
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| @override | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect) { | ||
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@@ -444,11 +411,8 @@ abstract class LayerOperation { | |
| // Given an input content rectangle, this returns a conservative estimate of | ||
| // the covering rectangle of the content after it has been processed by the | ||
| // layer operation. | ||
| ui.Rect cullRect(ui.Rect contentRect); | ||
| ui.Rect mapRect(ui.Rect contentRect); | ||
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| // Takes a rectangle in the layer's coordinate space and maps it to the parent | ||
| // coordinate space. | ||
| ui.Rect inverseMapRect(ui.Rect rect); | ||
| void pre(SceneCanvas canvas, ui.Rect contentRect); | ||
| void post(SceneCanvas canvas, ui.Rect contentRect); | ||
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@@ -625,7 +589,7 @@ class LayerBuilder { | |
| // Merge the existing draw commands into a single picture and add a slice | ||
| // with that picture to the slice list. | ||
| final ui.Rect drawnRect = picturesRect ?? ui.Rect.zero; | ||
| final ui.Rect rect = operation?.cullRect(drawnRect) ?? drawnRect; | ||
| final ui.Rect rect = operation?.mapRect(drawnRect) ?? drawnRect; | ||
| final (ui.PictureRecorder recorder, SceneCanvas canvas) = _createRecorder(rect); | ||
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| operation?.pre(canvas, rect); | ||
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@@ -649,7 +613,7 @@ class LayerBuilder { | |
| // slice. | ||
| ui.Rect? occlusionRect = platformViewRect; | ||
| if (occlusionRect != null && operation != null) { | ||
| occlusionRect = operation!.inverseMapRect(occlusionRect); | ||
| occlusionRect = operation!.mapRect(occlusionRect); | ||
| } | ||
| layer.slices.add(PlatformViewSlice(pendingPlatformViews, occlusionRect)); | ||
| } | ||
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Should we cast it in the constructor so we don't have to cast on every usage?