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-rw-r--r--WebCore/html/canvas/CanvasRenderingContext2D.cpp78
1 files changed, 67 insertions, 11 deletions
diff --git a/WebCore/html/canvas/CanvasRenderingContext2D.cpp b/WebCore/html/canvas/CanvasRenderingContext2D.cpp
index b3d212a..acd15d2 100644
--- a/WebCore/html/canvas/CanvasRenderingContext2D.cpp
+++ b/WebCore/html/canvas/CanvasRenderingContext2D.cpp
@@ -172,6 +172,9 @@ void CanvasRenderingContext2D::setStrokeStyle(PassRefPtr<CanvasStyle> style)
if (!style)
return;
+ if (state().m_strokeStyle && state().m_strokeStyle->isEquivalentColor(*style))
+ return;
+
if (canvas()->originClean()) {
if (CanvasPattern* pattern = style->canvasPattern()) {
if (!pattern->originClean())
@@ -184,6 +187,7 @@ void CanvasRenderingContext2D::setStrokeStyle(PassRefPtr<CanvasStyle> style)
if (!c)
return;
state().m_strokeStyle->applyStrokeColor(c);
+ state().m_unparsedStrokeColor = String();
}
CanvasStyle* CanvasRenderingContext2D::fillStyle() const
@@ -195,6 +199,9 @@ void CanvasRenderingContext2D::setFillStyle(PassRefPtr<CanvasStyle> style)
{
if (!style)
return;
+
+ if (state().m_fillStyle && state().m_fillStyle->isEquivalentColor(*style))
+ return;
if (canvas()->originClean()) {
if (CanvasPattern* pattern = style->canvasPattern()) {
@@ -208,6 +215,7 @@ void CanvasRenderingContext2D::setFillStyle(PassRefPtr<CanvasStyle> style)
if (!c)
return;
state().m_fillStyle->applyFillColor(c);
+ state().m_unparsedFillColor = String();
}
float CanvasRenderingContext2D::lineWidth() const
@@ -478,7 +486,10 @@ void CanvasRenderingContext2D::setTransform(float m11, float m12, float m21, flo
void CanvasRenderingContext2D::setStrokeColor(const String& color)
{
+ if (color == state().m_unparsedStrokeColor)
+ return;
setStrokeStyle(CanvasStyle::create(color));
+ state().m_unparsedStrokeColor = color;
}
void CanvasRenderingContext2D::setStrokeColor(float grayLevel)
@@ -508,7 +519,10 @@ void CanvasRenderingContext2D::setStrokeColor(float c, float m, float y, float k
void CanvasRenderingContext2D::setFillColor(const String& color)
{
+ if (color == state().m_unparsedFillColor)
+ return;
setFillStyle(CanvasStyle::create(color));
+ state().m_unparsedFillColor = color;
}
void CanvasRenderingContext2D::setFillColor(float grayLevel)
@@ -543,7 +557,12 @@ void CanvasRenderingContext2D::beginPath()
void CanvasRenderingContext2D::closePath()
{
- m_path.closeSubpath();
+ if (m_path.isEmpty())
+ return;
+
+ FloatRect boundRect = m_path.boundingRect();
+ if (boundRect.width() || boundRect.height())
+ m_path.closeSubpath();
}
void CanvasRenderingContext2D::moveTo(float x, float y)
@@ -561,9 +580,11 @@ void CanvasRenderingContext2D::lineTo(float x, float y)
return;
if (!state().m_invertibleCTM)
return;
+
+ FloatPoint p1 = FloatPoint(x, y);
if (!m_path.hasCurrentPoint())
- m_path.moveTo(FloatPoint(x, y));
- else
+ m_path.moveTo(p1);
+ else if (p1 != m_path.currentPoint())
m_path.addLineTo(FloatPoint(x, y));
}
@@ -575,7 +596,10 @@ void CanvasRenderingContext2D::quadraticCurveTo(float cpx, float cpy, float x, f
return;
if (!m_path.hasCurrentPoint())
m_path.moveTo(FloatPoint(cpx, cpy));
- m_path.addQuadCurveTo(FloatPoint(cpx, cpy), FloatPoint(x, y));
+
+ FloatPoint p1 = FloatPoint(x, y);
+ if (p1 != m_path.currentPoint())
+ m_path.addQuadCurveTo(FloatPoint(cpx, cpy), p1);
}
void CanvasRenderingContext2D::bezierCurveTo(float cp1x, float cp1y, float cp2x, float cp2y, float x, float y)
@@ -586,22 +610,35 @@ void CanvasRenderingContext2D::bezierCurveTo(float cp1x, float cp1y, float cp2x,
return;
if (!m_path.hasCurrentPoint())
m_path.moveTo(FloatPoint(cp1x, cp1y));
- m_path.addBezierCurveTo(FloatPoint(cp1x, cp1y), FloatPoint(cp2x, cp2y), FloatPoint(x, y));
+
+ FloatPoint p1 = FloatPoint(x, y);
+ if (p1 != m_path.currentPoint())
+ m_path.addBezierCurveTo(FloatPoint(cp1x, cp1y), FloatPoint(cp2x, cp2y), p1);
}
-void CanvasRenderingContext2D::arcTo(float x0, float y0, float x1, float y1, float r, ExceptionCode& ec)
+void CanvasRenderingContext2D::arcTo(float x1, float y1, float x2, float y2, float r, ExceptionCode& ec)
{
ec = 0;
- if (!isfinite(x0) | !isfinite(y0) | !isfinite(x1) | !isfinite(y1) | !isfinite(r))
+ if (!isfinite(x1) | !isfinite(y1) | !isfinite(x2) | !isfinite(y2) | !isfinite(r))
return;
if (r < 0) {
ec = INDEX_SIZE_ERR;
return;
}
+
if (!state().m_invertibleCTM)
return;
- m_path.addArcTo(FloatPoint(x0, y0), FloatPoint(x1, y1), r);
+
+ FloatPoint p1 = FloatPoint(x1, y1);
+ FloatPoint p2 = FloatPoint(x2, y2);
+
+ if (!m_path.hasCurrentPoint())
+ m_path.moveTo(p1);
+ else if (p1 == m_path.currentPoint() || p1 == p2 || !r)
+ lineTo(x1, y1);
+ else
+ m_path.addArcTo(p1, p2, r);
}
void CanvasRenderingContext2D::arc(float x, float y, float r, float sa, float ea, bool anticlockwise, ExceptionCode& ec)
@@ -646,10 +683,27 @@ static bool validateRectForCanvas(float& x, float& y, float& width, float& heigh
void CanvasRenderingContext2D::rect(float x, float y, float width, float height)
{
- if (!validateRectForCanvas(x, y, width, height))
- return;
if (!state().m_invertibleCTM)
return;
+
+ if (!isfinite(x) || !isfinite(y) || !isfinite(width) || !isfinite(height))
+ return;
+
+ if (!width && !height) {
+ m_path.moveTo(FloatPoint(x, y));
+ return;
+ }
+
+ if (width < 0) {
+ width = -width;
+ x -= width;
+ }
+
+ if (height < 0) {
+ height = -height;
+ y -= height;
+ }
+
m_path.addRect(FloatRect(x, y, width, height));
}
@@ -1126,6 +1180,8 @@ void CanvasRenderingContext2D::drawImage(HTMLCanvasElement* sourceCanvas, const
if (!sourceCanvas->originClean())
canvas()->setOriginTainted();
+ sourceCanvas->makeRenderingResultsAvailable();
+
c->drawImage(buffer->image(), DeviceColorSpace, destRect, sourceRect, state().m_globalComposite);
willDraw(destRect); // This call comes after drawImage, since the buffer we draw into may be our own, and we need to make sure it is dirty.
// FIXME: Arguably willDraw should become didDraw and occur after drawing calls and not before them to avoid problems like this.
@@ -1344,7 +1400,7 @@ void CanvasRenderingContext2D::willDraw(const FloatRect& r, unsigned options)
dirtyRect = ctm.mapRect(r);
}
- if (options & CanvasWillDrawApplyShadow) {
+ if (options & CanvasWillDrawApplyShadow && alphaChannel(state().m_shadowColor)) {
// The shadow gets applied after transformation
FloatRect shadowRect(dirtyRect);
shadowRect.move(state().m_shadowOffset);