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15 Commits

Author SHA1 Message Date
Elena Torro
e0fd8bac81 🔧 Optimize sidebar performance for deeply nested shapes
- Batch hover highlights using RAF to avoid long tasks from rapid events
- Run parent expansion asynchronously to not block selection
- Lazy-load children in layer items using IntersectionObserver
- Clarify expand-all-parents logic with explicit bindings
2026-01-15 13:41:54 +01:00
Elena Torro
34737ddfc9 🔧 Always lookup over a set 2026-01-15 13:41:10 +01:00
Elena Torro
a8dfd19338 🔧 Add performance debugging logs 2026-01-15 13:40:58 +01:00
Elena Torro
e33e8a8c3b 🔧 Lookup page objects only when value changes 2026-01-15 13:40:53 +01:00
Elena Torro
a3119bef5e 🔧 Show message and button to reload the page when WebGL context is lost 2026-01-14 11:10:03 +01:00
Alejandro Alonso
c60d74df62 🐛 Fix nested frames border clipping 2026-01-14 11:10:03 +01:00
Alejandro Alonso
d593e299e3 🐛 Fix mask erros on save/restore optimizations 2026-01-14 11:10:03 +01:00
Alejandro Alonso
4a8e02987f 🐛 Fix mask erros on save/restore optimizations 2026-01-14 11:10:03 +01:00
Alejandro Alonso
ee766e85a0 🎉 Wasm render dirty surfaces 2026-01-14 11:10:03 +01:00
Alejandro Alonso
35e3b7f19a 🎉 Root ids refactor 2026-01-14 11:10:03 +01:00
Alejandro Alonso
1810df232b 🎉 Ignore frames and groups when they have no visual extra information 2026-01-14 11:10:03 +01:00
Alejandro Alonso
3e99ad036c 🎉 Avoid unnecesary saves and restores 2026-01-14 11:10:03 +01:00
Alejandro Alonso
042a3a4080 🐛 Fix wasm playgrounds 2026-01-14 11:10:03 +01:00
Belén Albeza
f0687fd1f7 🎉 Make workspace loader to wait for first render 2026-01-14 11:10:03 +01:00
Aitor Moreno
2c9159288f 🐛 Fix previous styles lost when changing selected text 2026-01-14 11:10:01 +01:00
43 changed files with 2723 additions and 1411 deletions

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@@ -29,7 +29,7 @@
- Fix missing text color token from selected shapes in selected colors list [Taiga #12956](https://tree.taiga.io/project/penpot/issue/12956)
- Fix dropdown option width in Guides columns dropdown [Taiga #12959](https://tree.taiga.io/project/penpot/issue/12959)
- Fix typos on download modal [Taiga #12865](https://tree.taiga.io/project/penpot/issue/12865)
- Fix problem with text editor maintaining previous styles [Taiga #12835](https://tree.taiga.io/project/penpot/issue/12835)
## 2.12.1

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@@ -526,20 +526,25 @@
ids))
(defn clean-loops
"Clean a list of ids from circular references."
"Clean a list of ids from circular references. Optimized fast-path for single selections."
[objects ids]
(let [parent-selected?
(fn [id]
(let [parents (get-parent-ids objects id)]
(some ids parents)))
(if (<= (count ids) 1)
;; For single selection, there can't be circularity; return as ordered-set.
(into (d/ordered-set) ids)
(let [ids-set (if (set? ids) ids (set ids))
parent-selected?
(fn [id]
;; Stop early as soon as we find any selected parent
(let [parents (get-parent-ids objects id)]
(some #(contains? ids-set %) parents)))
add-element
(fn [result id]
(cond-> result
(not (parent-selected? id))
(conj id)))]
add-element
(fn [result id]
(cond-> result
(not (parent-selected? id))
(conj id)))]
(reduce add-element (d/ordered-set) ids)))
(reduce add-element (d/ordered-set) ids))))
(defn- indexed-shapes
"Retrieves a vector with the indexes for each element in the layer

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@@ -19,12 +19,6 @@ desc: Begin with the Penpot user guide! Get quickstarts, shortcuts, and tutorial
<p>Create and manage your teams</p>
</a>
</li>
<li>
<a href="/user-guide/account-teams/projects-files">
<h2>Projects and Files →</h2>
<p>Organize your work with projects and files</p>
</a>
</li>
<li>
<a href="/user-guide/account-teams/comments/">
<h2>Comments →</h2>

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@@ -1,107 +0,0 @@
---
title: Projects and Files
order: 3
desc: Learn how to organize your work in Penpot. Create, manage and organize projects and files, work with drafts, and handle deleted items.
---
<h1 id="projects-files">Projects and Files</h1>
<p class="main-paragraph">Projects and files are the core organizational structure in Penpot. Projects work like folders that contain multiple design files, helping you organize your work efficiently. Files are your actual design documents where you create boards, pages, and all your design elements.</p>
<p class="main-paragraph">Understanding how to manage projects and files will help you keep your workspace organized and make it easier to collaborate with your team.</p>
<h2 id="projects-management">Projects</h2>
<p>Projects are containers that help you organize and group related design files together. Think of them as folders in a file system. You can create as many projects as you need to organize your work by client, product, feature, or any other structure that fits your workflow.</p>
<p>If you're working with others, projects should be created inside a team so that team members can collaborate on the files within them. Projects created in your personal space ("Your Penpot") remain private to you.</p>
<figure>
<img src="/img/files-projects/01-projects.webp" alt="Projects view in dashboard" />
</figure>
<h3 id="create-project">Create a project</h3>
<p>To create a new project, use the <strong>+ New project</strong> button in the dashboard. You can also use the keyboard shortcut <kbd>+</kbd> when you're on the dashboard. A dialog will appear where you can enter the project name. Once created, the project will appear in your projects list.</p>
<p>When you create a project, you can immediately start adding files to it, or create files first and move them into the project later.</p>
<h3 id="edit-project">Edit a project</h3>
<p>To edit a project's name, right-click on the project in the sidebar or click the three-dot menu next to the project name. Select <strong>Edit</strong> or <strong>Rename</strong> to change the project name. You can also update the project's profile picture from the same menu.</p>
<h3 id="pin-project">Pin a project</h3>
<p>Projects can be pinned to the sidebar for quick access. Right-click on a project and select <strong>Pin</strong> to keep it visible in the sidebar even when you have many projects. Pinned projects appear at the top of your projects list for easy access.</p>
<p>To unpin a project, right-click on it and select <strong>Unpin</strong>. The project will remain in your list but won't be pinned to the sidebar anymore.</p>
<figure>
<img src="/img/files-projects/04-pin-project.webp" alt="Pin project option" />
</figure>
<h3 id="move-project">Move a project</h3>
<p>Projects can be moved between teams. To move a project, right-click on it and select <strong>Move to</strong> from the context menu. A dialog will appear showing all available teams where you can move the project. Select the destination team and confirm the move.</p>
<figure>
<img src="/img/files-projects/06-move-project.webp" alt="Move project to another team" />
</figure>
<p>When you move a project to another team, all files within the project are moved along with it. Team members of the destination team will gain access to the project and its files according to their permissions.</p>
<p class="advice">Moving a project to another team changes its ownership and access permissions. Make sure the destination team has the appropriate members and permissions for the work contained in the project.</p>
<h3 id="delete-project">Delete a project</h3>
<p>To delete a project, right-click on it and select <strong>Delete</strong> from the menu. You'll be asked to confirm the deletion. Keep in mind that deleting a project will also delete all files within it. Make sure you have backed up any important files before deleting a project.</p>
<p class="advice">Deleted projects and their files are moved to the trash area where they can be restored or permanently deleted.</p>
<h2 id="files-management">Files</h2>
<p>Files are your design documents in Penpot. Each file contains pages, boards, and all the design elements you create. Files can be created within a project or in the drafts section, and you can move them between projects as needed.</p>
<h3 id="create-file">Create a file</h3>
<p>To create a new file, you have several options:</p>
<ul>
<li>Click the <strong>+</strong> button in a project to create a file inside that project</li>
<li>Use the keyboard shortcut <kbd>+</kbd> when you have a project selected</li>
<li>Create a file directly in the drafts section if you're not ready to organize it into a project yet</li>
</ul>
<figure>
<img src="/img/files-projects/05-create-file.webp" alt="Create a new file" />
</figure>
<p>When creating a file, you'll be asked to give it a name. The file will open in the workspace where you can start designing immediately.</p>
<h3 id="edit-file">Edit a file</h3>
<p>To rename a file, right-click on the file card in the dashboard and select <strong>Rename</strong>, or click on the three-dot menu on the file card. Enter the new name and confirm the change. You can also access file settings and other options from the file's context menu.</p>
<h3 id="move-file">Move a file</h3>
<p>Files can be moved between projects, from drafts to a project, or even to projects in other teams. To move a file, right-click on the file card and select <strong>Move to</strong> from the context menu. A dialog will appear showing all available projects across your teams where you can choose the destination. Select the project where you want to move the file and confirm.</p>
<p>You can also drag and drop files between projects in the dashboard for a quick way to reorganize your files within the same team.</p>
<p>When moving a file to a project in another team, the file becomes accessible to members of that team according to their permissions. Moving a file doesn't affect its content or any shared libraries it might be using. Only its location in your project structure changes.</p>
<p class="advice">When moving files between teams, be aware that this changes who has access to the file. Make sure the destination team has the appropriate members and permissions for the work contained in the file.</p>
<h3 id="duplicate-file">Duplicate a file</h3>
<p>To create a copy of an existing file, right-click on the file card and select <strong>Duplicate</strong>. The duplicated file will be created in the same location (project or drafts) with the same name plus "Copy" added to it. You can then rename or move it as needed.</p>
<p>Duplicating a file creates a complete copy including all pages, boards, and design elements. This is useful when you want to create variations of a design or use a file as a starting point for a new project.</p>
<h3 id="delete-file">Delete a file</h3>
<p>To delete a file, right-click on the file card and select <strong>Delete</strong>. You'll be asked to confirm the deletion. The file will be moved to the trash area where it can be restored or permanently deleted later.</p>
<p class="advice">Deleting a file doesn't immediately remove it permanently. You can recover deleted files from the trash area within a certain time period.</p>
<h2 id="drafts">Drafts</h2>
<p>The drafts section is a fixed, non-deletable space in your dashboard where you can create and store files that aren't part of any specific project yet. This is useful for quick sketches, experimental designs, or files you're not ready to organize into projects.</p>
<figure>
<img src="/img/files-projects/02-drafts.webp" alt="Drafts section" />
</figure>
<p>Drafts appear in a dedicated section in the dashboard sidebar, separate from your projects. All team members can see and access files in the drafts section, depending on their permissions.</p>
<p>You can create files directly in drafts, or move existing files from projects into drafts if you want to temporarily remove them from a project's organization. Files in drafts work exactly like files in projects - they have the same functionality and features.</p>
<p>When you're ready to organize a file from drafts, you can move it into an appropriate project using the move option in the file's context menu.</p>
<h2 id="trash-area">Trash area</h2>
<p>When you delete projects or files, they are not removed permanently. Instead, they are moved to a trash area, a dedicated space for deleted content. This allows you to recover mistakenly deleted content or permanently remove items when you're sure you don't need them anymore.</p>
<p>The trash applies to both files and projects. Items in the trash remain there for a certain period depending on your Penpot subscription plan before being automatically deleted permanently.</p>
<h3 id="access-trash">Access the trash</h3>
<p>A <strong>Trash</strong> section is accessible from the dashboard navigation. When you access it, you'll see all your deleted files and projects, each clearly labeled so you can easily identify what you want to restore or permanently delete.</p>
<figure>
<img src="/img/files-projects/03-trash.webp" alt="Trash area" />
</figure>
<h3 id="trash-permissions">Trash permissions</h3>
<p>Access to the trash and the actions you can perform depend on your role in the team:</p>
<ul>
<li><strong>Owner, Admin, and Editor:</strong> Can view the trash, restore deleted items, and permanently delete items from the trash.</li>
<li><strong>Viewer:</strong> Cannot access the trash or manage deleted content.</li>
</ul>
<h3 id="restore-items">Restore items</h3>
<p>To restore a deleted file or project, access the trash area and find the item you want to recover. Select the item and choose <strong>Restore</strong>. The item will be restored to its original location (the project it belonged to, or the drafts section if it wasn't in a project).</p>
<h3 id="permanently-delete">Permanently delete items</h3>
<p>If you're sure you don't need an item anymore, you can permanently delete it from the trash. Select the item and choose <strong>Permanently delete</strong>. This action cannot be undone, so make sure you really want to remove the item permanently.</p>
<p class="advice">Items in the trash are automatically deleted after a certain period depending on your subscription plan. If you want to keep something, restore it before the auto-deletion period expires.</p>

View File

@@ -455,43 +455,6 @@ ExtraBold Italic
<p>A <strong>Typography composite token</strong> can be applied to a full text layer to set all typography properties at once. This lets you manage complete text styles using a single token instead of combining multiple individual ones.</p>
<p>When applying a Typography composite token to a layer, any previously applied <em>Typography composite token</em> or <em>style</em> will be detached. The same happens in reverse. Only one of them can be active at a time.</p>
<h3 id="design-tokens-shadow">Shadow</h3>
<p>Shadow tokens are composite entities that encapsulate the properties of one or more shadows into a single token definition. This token can contain a single shadow or an array of multiple shadows that can be reordered.</p>
<p>Shadow tokens support both <strong>Drop Shadow</strong> and <strong>Inner Shadow</strong> types. When creating or editing a shadow token, you can select the type of shadow you want to use. The default selection is Drop Shadow.</p>
<figure>
<img src="/img/design-tokens/37-tokens-shadow-individual.webp" alt="Shadow token creation with individual values" />
</figure>
<h4 id="design-tokens-shadow-properties">Shadow properties</h4>
<p>Each shadow within a shadow token contains a set of properties that define how the shadow appears:</p>
<ul>
<li><strong>Color:</strong> The color of the shadow. Accepts the same values as <a href="#design-tokens-color">color tokens</a> (Hex, RGB, RGBA, ARGB, HSL, HSLA), and you can reference existing color tokens. The color picker is available when defining the value.</li>
<li><strong>X offset:</strong> The horizontal offset of the shadow. Can be unit or unitless, and accepts negative values. You can use a number or reference a <a href="#design-tokens-number">number</a> or <a href="#design-tokens-dimensions">dimension</a> token.</li>
<li><strong>Y offset:</strong> The vertical offset of the shadow. Can be unit or unitless, and accepts negative values. You can use a number or reference a <a href="#design-tokens-number">number</a> or <a href="#design-tokens-dimensions">dimension</a> token.</li>
<li><strong>Blur:</strong> The blur radius of the shadow. Can be unit or unitless. You can use a number or reference a <a href="#design-tokens-number">number</a> or <a href="#design-tokens-dimensions">dimension</a> token.</li>
<li><strong>Spread:</strong> The spread radius of the shadow. Can be unit or unitless. You can use a number or reference a <a href="#design-tokens-number">number</a> or <a href="#design-tokens-dimensions">dimension</a> token.</li>
<li><strong>Type:</strong> Whether the shadow is a drop shadow or an inner shadow. Selected via a dropdown menu, with Drop Shadow as the default.</li>
</ul>
<p>Each property within a shadow token can reference existing tokens or be assigned hardcoded values. Shadows can also reference other shadow tokens (the type of shadow must match when using references).</p>
<p class="advice">Not all properties are mandatory to save a shadow token. Some can be empty (and will be computed as 0). Only the color property is mandatory. In an array of shadows, if any shadow does not have the color set, the form cannot be saved.</p>
<h4 id="design-tokens-shadow-create">Creating shadow tokens</h4>
<p>To create a shadow token, click on the <strong>+</strong> next to <strong>Shadow</strong> in the Tokens panel. Shadow tokens can be created in two ways:</p>
<ul>
<li><strong>Individual values:</strong> You can create one shadow or multiple shadows with individual property values. Click the <strong>+</strong> button to add more shadows to the array. New shadows are added at the top of the list.</li>
<li><strong>Single reference:</strong> You can reference another existing shadow token. When using a single reference, you cannot add more than one shadow. The resolved value will display the shadow or list of shadows that the referenced token contains.</li>
</ul>
<figure>
<img src="/img/design-tokens/38-tokens-shadow-reference.webp" alt="Shadow token creation with reference" />
</figure>
<p>When creating a shadow with individual values, the color value starts empty, but the other inputs have default values (X: 4, Y: 4, Blur: 4, Spread: 0). You can reorder shadows by hovering over a shadow form and using the reorder button to drag it to a different position.</p>
<p>You can also reference another existing shadow token instead of defining each property manually. When doing so, Penpot resolves all shadow properties from the referenced token.</p>
<h4 id="design-tokens-shadow-apply">Applying shadow tokens</h4>
<p>Shadow tokens can be applied to any layer type. Clicking on a shadow token will apply it to the selected layer. Right-clicking on a shadow token shows the context menu with the <strong>Shadow</strong> option to apply it.</p>
<p class="advice">Text elements in CSS do not support inner shadows, but Penpot does, since it uses the filter property internally instead of the box-shadow property.</p>
<p>When applying a shadow token, any existing shadow on the layer will be overridden (whether it's a raw shadow or an applied token shadow). If the token contains an array of shadows, each shadow will be added in the same order as in the creation form.</p>
<p class="advice">In Penpot, an element can have multiple shadows, but only one token of the same type can be applied. This means that applying a second shadow token would override the first one, regardless of how many shadows the shape currently has.</p>

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
getRandomFloat, useShape, setShapeChildren, setupInteraction, addShapeSolidStrokeFill,

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
getRandomFloat, useShape, setShapeChildren, setupInteraction, set_parent

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
getRandomFloat, useShape, setShapeChildren, setupInteraction, set_parent, draw_star,

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
getRandomFloat, useShape, setShapeChildren, setupInteraction, set_parent, allocBytes,

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, addShapeSolidFill, assignCanvas, hexToU32ARGB, getRandomInt, getRandomColor,
getRandomFloat, useShape, setShapeChildren, setupInteraction, addShapeSolidStrokeFill

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@@ -23,7 +23,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="module">
import initWasmModule from '/js/render_wasm.js';
import initWasmModule from '/js/render-wasm.js';
import {
init, assignCanvas, setupInteraction, useShape, setShapeChildren, addTextShape, hexToU32ARGB,getRandomInt, getRandomColor, getRandomFloat, addShapeSolidFill, addShapeSolidStrokeFill
} from './js/lib.js';
@@ -102,4 +102,4 @@
});
</script>
</body>
</html>
</html>

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@@ -61,6 +61,11 @@
;; Def micro-benchmark iterations
(def micro-benchmark-iterations 1e6)
;; Performance logs
(defonce ^:private longtask-observer* (atom nil))
(defonce ^:private stall-timer* (atom nil))
(defonce ^:private current-op* (atom nil))
;; --- CONTEXT
(defn- collect-context
@@ -464,3 +469,72 @@
(defn event
[props]
(ptk/data-event ::event props))
;; --- DEVTOOLS PERF LOGGING
(defn install-long-task-observer! []
(when (and (some? (.-PerformanceObserver js/window)) (nil? @longtask-observer*))
(let [observer (js/PerformanceObserver.
(fn [list _]
(doseq [entry (.getEntries list)]
(let [dur (.-duration entry)
start (.-startTime entry)
attrib (.-attribution entry)
attrib-count (when attrib (.-length attrib))
first-attrib (when (and attrib-count (> attrib-count 0)) (aget attrib 0))
attrib-name (when first-attrib (.-name first-attrib))
attrib-ctype (when first-attrib (.-containerType first-attrib))
attrib-cid (when first-attrib (.-containerId first-attrib))
attrib-csrc (when first-attrib (.-containerSrc first-attrib))]
(.warn js/console (str "[perf] long task " (Math/round dur) "ms at " (Math/round start) "ms"
(when first-attrib
(str " attrib:name=" attrib-name
" ctype=" attrib-ctype
" cid=" attrib-cid
" csrc=" attrib-csrc))))))))]
(.observe observer #js{:entryTypes #js["longtask"]})
(reset! longtask-observer* observer))))
(defn start-event-loop-stall-logger!
"Log event loop stalls by measuring setInterval drift.
interval-ms: base interval
threshold-ms: drift over which we report"
[interval-ms threshold-ms]
(when (nil? @stall-timer*)
(let [last (atom (.now js/performance))
id (js/setInterval
(fn []
(let [now (.now js/performance)
expected (+ @last interval-ms)
drift (- now expected)
current-op @current-op*
measures (.getEntriesByType js/performance "measure")
mlen (.-length measures)
last-measure (when (> mlen 0) (aget measures (dec mlen)))
meas-name (when last-measure (.-name last-measure))
meas-detail (when last-measure (.-detail last-measure))
meas-count (when meas-detail (unchecked-get meas-detail "count"))]
(reset! last now)
(when (> drift threshold-ms)
(.warn js/console
(str "[perf] event loop stall: " (Math/round drift) "ms"
(when current-op (str " op=" current-op))
(when meas-name (str " last=" meas-name))
(when meas-count (str " count=" meas-count)))))))
interval-ms)]
(reset! stall-timer* id))))
(defn init!
"Install perf observers in dev builds. Safe to call multiple times."
[]
(when ^boolean js/goog.DEBUG
(install-long-task-observer!)
(start-event-loop-stall-logger! 50 100)
;; Expose simple API on window for manual control in devtools
(let [api #js {:reset (fn []
(try
(.clearMarks js/performance)
(.clearMeasures js/performance)
(catch :default _ nil)))}]
(aset js/window "PenpotPerf" api))))

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@@ -347,6 +347,12 @@
(with-meta {:team-id team-id
:file-id file-id}))))))
;; Install dev perf observers once the workspace is ready
(->> stream
(rx/filter (ptk/type? ::workspace-initialized))
(rx/take 1)
(rx/map (fn [_] (ev/init!))))
(->> stream
(rx/filter (ptk/type? ::dps/persistence-notification))
(rx/take 1)

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@@ -18,13 +18,13 @@
ptk/UpdateEvent
(update [_ state]
(let [expand-fn (fn [expanded]
(merge expanded
(->> ids
(map #(cfh/get-parent-ids objects %))
flatten
(remove #(= % uuid/zero))
(map (fn [id] {id true}))
(into {}))))]
(let [parents-seqs (map (fn [x] (cfh/get-parent-ids objects x)) ids)
flat-parents (apply concat parents-seqs)
non-root-parents (remove #(= % uuid/zero) flat-parents)
distinct-parents (into #{} non-root-parents)]
(merge expanded
(into {}
(map (fn [id] {id true}) distinct-parents)))))]
(update-in state [:workspace-local :expanded] expand-fn)))))

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@@ -264,10 +264,13 @@
ptk/WatchEvent
(watch [_ state _]
(let [objects (dsh/lookup-page-objects state)]
(rx/of
(dwc/expand-all-parents ids objects)
::dwsp/interrupt)))))
(let [objects (dsh/lookup-page-objects state)
;; Schedule expanding parents asynchronously to avoid blocking
;; the event loop
expand-s (->> (rx/of (dwc/expand-all-parents ids objects))
(rx/observe-on :async))
interrupt-s (rx/of ::dwsp/interrupt)]
(rx/merge expand-s interrupt-s)))))
(defn select-all
[]

View File

@@ -305,7 +305,7 @@
(l/derived #(dsh/lookup-shape % page-id shape-id) st/state =))
(def workspace-page-objects
(l/derived dsh/lookup-page-objects st/state))
(l/derived dsh/lookup-page-objects st/state identical?))
(def workspace-read-only?
(l/derived :read-only? workspace-global))

View File

@@ -10,6 +10,7 @@ $z-index-200: 200;
$z-index-300: 300;
$z-index-400: 400;
$z-index-500: 500;
$z-index-600: 600;
:global(:root) {
--z-index-auto: #{$z-index-auto}; // Index for elements such as workspace, rulers ...
@@ -18,4 +19,5 @@ $z-index-500: 500;
--z-index-set: #{$z-index-300}; // Index for configuration elements like modals, color picker, grid edition elements
--z-index-dropdown: #{$z-index-400}; // Index for dropdown like elements, selects, menus, dropdowns
--z-index-notifications: #{$z-index-500}; // Index for notification
--z-index-loaders: #{$z-index-600}; // Index for loaders
}

View File

@@ -308,6 +308,16 @@
[:div {:class (stl/css :sign-info)}
[:button {:on-click on-click} (tr "labels.retry")]]]))
(mf/defc webgl-context-lost*
[]
(let [on-reload (mf/use-fn #(js/location.reload))]
[:> error-container* {}
[:div {:class (stl/css :main-message)} (tr "labels.webgl-context-lost.main-message")]
[:div {:class (stl/css :desc-message)} (tr "labels.webgl-context-lost.desc-message")]
[:div {:class (stl/css :buttons-container)}
[:> button* {:variant "primary" :on-click on-reload}
(tr "labels.reload-page")]]]))
(defn- generate-report
[data]
(try
@@ -437,6 +447,7 @@
(rx/of default)
(rx/throw cause)))))))
(mf/defc exception-section*
{::mf/private true}
[{:keys [data route] :as props}]
@@ -469,6 +480,9 @@
:service-unavailable
[:> service-unavailable*]
:webgl-context-lost
[:> webgl-context-lost*]
[:> internal-error* props])))
(mf/defc context-wrapper*

View File

@@ -217,6 +217,10 @@
design-tokens? (features/use-feature "design-tokens/v1")
wasm-renderer-enabled? (features/use-feature "render-wasm/v1")
first-frame-rendered? (mf/use-state false)
background-color (:background-color wglobal)]
(mf/with-effect []
@@ -241,6 +245,17 @@
(when (and file-loaded? (not page-id))
(st/emit! (dcm/go-to-workspace :file-id file-id ::rt/replace true))))
(mf/with-effect [file-id page-id]
(reset! first-frame-rendered? false))
(mf/with-effect []
(let [handle-wasm-render
(fn [_]
(reset! first-frame-rendered? true))
listener-key (events/listen globals/document "penpot:wasm:render" handle-wasm-render)]
(fn []
(events/unlistenByKey listener-key))))
[:> (mf/provider ctx/current-project-id) {:value project-id}
[:> (mf/provider ctx/current-file-id) {:value file-id}
[:> (mf/provider ctx/current-page-id) {:value page-id}
@@ -249,15 +264,18 @@
[:> modal-container*]
[:section {:class (stl/css :workspace)
:style {:background-color background-color
:touch-action "none"}}
:touch-action "none"
:position "relative"}}
[:> context-menu*]
(if (and file-loaded? page-id)
(when (and file-loaded? page-id)
[:> workspace-inner*
{:page-id page-id
:file-id file-id
:file file
:wglobal wglobal
:layout layout}]
:layout layout}])
(when (or (not (and file-loaded? page-id))
(and wasm-renderer-enabled? (not @first-frame-rendered?)))
[:> workspace-loader*])]]]]]]))
(mf/defc workspace-page*

View File

@@ -20,7 +20,13 @@
}
.workspace-loader {
grid-area: viewport;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: var(--z-index-loaders);
background-color: var(--color-background-primary);
}
.workspace-content {

View File

@@ -33,9 +33,24 @@
[okulary.core :as l]
[rumext.v2 :as mf]))
;; Coalesce sidebar hover highlights to 1 frame to avoid long tasks
(defonce ^:private sidebar-hover-queue (atom {:enter #{} :leave #{}}))
(defonce ^:private sidebar-hover-pending? (atom false))
(defn- schedule-sidebar-hover-flush []
(when (compare-and-set! sidebar-hover-pending? false true)
(ts/raf
(fn []
(let [{:keys [enter leave]} (swap! sidebar-hover-queue (constantly {:enter #{} :leave #{}}))]
(reset! sidebar-hover-pending? false)
(when (seq leave)
(apply st/emit! (map dw/dehighlight-shape leave)))
(when (seq enter)
(apply st/emit! (map dw/highlight-shape enter))))))))
(mf/defc layer-item-inner
{::mf/wrap-props false}
[{:keys [item depth parent-size name-ref children ref
[{:keys [item depth parent-size name-ref children ref style
;; Flags
read-only? highlighted? selected? component-tree?
filtered? expanded? dnd-over? dnd-over-top? dnd-over-bot? hide-toggle?
@@ -82,7 +97,8 @@
:dnd-over dnd-over?
:dnd-over-top dnd-over-top?
:dnd-over-bot dnd-over-bot?
:root-board parent-board?)}
:root-board parent-board?)
:style style}
[:span {:class (stl/css-case
:tab-indentation true
:filtered filtered?)
@@ -166,10 +182,12 @@
children]))
;; Memoized for performance
(mf/defc layer-item
{::mf/props :obj
::mf/memo true}
[{:keys [index item selected objects sortable? filtered? depth parent-size component-child? highlighted]}]
::mf/wrap [mf/memo]}
[{:keys [index item selected objects sortable? filtered? depth parent-size component-child? highlighted style render-children?]
:or {render-children? true}}]
(let [id (:id item)
blocked? (:blocked item)
hidden? (:hidden item)
@@ -246,13 +264,21 @@
(mf/use-fn
(mf/deps id)
(fn [_]
(st/emit! (dw/highlight-shape id))))
(swap! sidebar-hover-queue (fn [{:keys [enter leave] :as q}]
(-> q
(assoc :enter (conj enter id))
(assoc :leave (disj leave id)))))
(schedule-sidebar-hover-flush)))
on-pointer-leave
(mf/use-fn
(mf/deps id)
(fn [_]
(st/emit! (dw/dehighlight-shape id))))
(swap! sidebar-hover-queue (fn [{:keys [enter leave] :as q}]
(-> q
(assoc :enter (disj enter id))
(assoc :leave (conj leave id)))))
(schedule-sidebar-hover-flush)))
on-context-menu
(mf/use-fn
@@ -338,14 +364,18 @@
component-tree? (or component-child? (ctk/instance-root? item) (ctk/instance-head? item))
enable-drag (mf/use-fn #(reset! drag-disabled* false))
disable-drag (mf/use-fn #(reset! drag-disabled* true))]
disable-drag (mf/use-fn #(reset! drag-disabled* true))
;; Lazy loading of child elements via IntersectionObserver
children-count* (mf/use-state 0)
children-count (deref children-count*)
lazy-ref (mf/use-ref nil)
observer-var (mf/use-var nil)
chunk-size 50]
(mf/with-effect [selected? selected]
(let [single? (= (count selected) 1)
node (mf/ref-val ref)
;; NOTE: Neither get-parent-at nor get-parent-with-selector
;; work if the component template changes, so we need to
;; seek for an alternate solution. Maybe use-context?
scroll-node (dom/get-parent-with-data node "scroll-container")
parent-node (dom/get-parent-at node 2)
first-child-node (dom/get-first-child parent-node)
@@ -363,6 +393,61 @@
#(when (some? subid)
(rx/dispose! subid))))
;; Setup scroll-driven lazy loading when expanded
;; and ensures selected children are loaded immediately
(mf/with-effect [expanded? (:shapes item) selected]
(let [shapes-vec (:shapes item)
total (count shapes-vec)]
(if expanded?
(let [;; Children are rendered in reverse order, so index 0 in render = last in shapes-vec
;; Find if any selected id is a direct child and get its render index
selected-child-render-idx
(when (and (> total chunk-size) (seq selected))
(let [shapes-reversed (vec (reverse shapes-vec))]
(some (fn [sel-id]
(let [idx (.indexOf shapes-reversed sel-id)]
(when (>= idx 0) idx)))
selected)))
;; Load at least enough to include the selected child plus extra
;; for context (so it can be centered in the scroll view)
min-count (if selected-child-render-idx
(+ selected-child-render-idx chunk-size)
chunk-size)
current @children-count*
new-count (min total (max current chunk-size min-count))]
(reset! children-count* new-count))
(reset! children-count* 0)))
(fn []
(when-let [obs ^js @observer-var]
(.disconnect obs)
(reset! observer-var nil))))
;; Re-observe sentinel whenever children-count changes (sentinel moves)
(mf/with-effect [children-count expanded?]
(let [total (count (:shapes item))
node (mf/ref-val ref)
scroll-node (dom/get-parent-with-data node "scroll-container")
lazy-node (mf/ref-val lazy-ref)]
;; Disconnect previous observer
(when-let [obs ^js @observer-var]
(.disconnect obs)
(reset! observer-var nil))
;; Setup new observer if there are more children to load
(when (and expanded?
(< children-count total)
scroll-node
lazy-node)
(let [cb (fn [entries]
(when (and (seq entries)
(.-isIntersecting (first entries)))
;; Load next chunk when sentinel intersects
(let [current @children-count*
next-count (min total (+ current chunk-size))]
(reset! children-count* next-count))))
observer (js/IntersectionObserver. cb #js {:root scroll-node})]
(.observe observer lazy-node)
(reset! observer-var observer)))))
[:& layer-item-inner
{:ref dref
:item item
@@ -387,24 +472,32 @@
:on-enable-drag enable-drag
:on-disable-drag disable-drag
:on-toggle-visibility toggle-visibility
:on-toggle-blocking toggle-blocking}
:on-toggle-blocking toggle-blocking
:style style}
(when (and (:shapes item) expanded?)
(when (and render-children?
(:shapes item)
expanded?)
[:div {:class (stl/css-case
:element-children true
:parent-selected selected?
:sticky-children parent-board?)
:data-testid (dm/str "children-" id)}
(for [[index id] (reverse (d/enumerate (:shapes item)))]
(when-let [item (get objects id)]
[:& layer-item
{:item item
:highlighted highlighted
:selected selected
:index index
:objects objects
:key (dm/str id)
:sortable? sortable?
:depth depth
:parent-size parent-size
:component-child? component-tree?}]))])]))
(let [all-children (reverse (d/enumerate (:shapes item)))
visible (take children-count all-children)]
(for [[index id] visible]
(when-let [item (get objects id)]
[:& layer-item
{:item item
:highlighted highlighted
:selected selected
:index index
:objects objects
:key (dm/str id)
:sortable? sortable?
:depth depth
:parent-size parent-size
:component-child? component-tree?}])))
(when (< children-count (count (:shapes item)))
[:div {:ref lazy-ref
:style {:min-height 1}}])])]))

View File

@@ -10,6 +10,7 @@
["react-dom/server" :as rds]
[app.common.data :as d]
[app.common.data.macros :as dm]
[app.common.exceptions :as ex]
[app.common.files.helpers :as cfh]
[app.common.logging :as log]
[app.common.math :as mth]
@@ -21,7 +22,6 @@
[app.common.types.text :as txt]
[app.common.uuid :as uuid]
[app.config :as cf]
[app.main.data.render-wasm :as drw]
[app.main.refs :as refs]
[app.main.render :as render]
[app.main.store :as st]
@@ -1236,7 +1236,8 @@
(dom/prevent-default event)
(reset! wasm/context-lost? true)
(log/warn :hint "WebGL context lost")
(st/emit! (drw/context-lost)))
(ex/raise :type :webgl-context-lost
:hint "WebGL context lost"))
(defn init-canvas-context
[canvas]

View File

@@ -242,7 +242,6 @@ export class SelectionController extends EventTarget {
continue;
}
let styleValue = element.style.getPropertyValue(styleName);
if (styleName === "font-family") {
styleValue = sanitizeFontFamily(styleValue);
}
@@ -277,22 +276,29 @@ export class SelectionController extends EventTarget {
this.#applyDefaultStylesToCurrentStyle();
const root = startNode.parentElement.parentElement.parentElement;
this.#applyStylesFromElementToCurrentStyle(root);
// FIXME: I don't like this approximation. Having to iterate nodes twice
// is bad for performance. I think we need another way of "computing"
// the cascade.
for (const textNode of this.#textNodeIterator.iterateFrom(
startNode,
endNode,
)) {
const paragraph = textNode.parentElement.parentElement;
if (startNode === endNode) {
const paragraph = startNode.parentElement.parentElement;
this.#applyStylesFromElementToCurrentStyle(paragraph);
}
for (const textNode of this.#textNodeIterator.iterateFrom(
startNode,
endNode,
)) {
const textSpan = textNode.parentElement;
this.#mergeStylesFromElementToCurrentStyle(textSpan);
const textSpan = startNode.parentElement;
this.#applyStylesFromElementToCurrentStyle(textSpan);
} else {
// FIXME: I don't like this approximation. Having to iterate nodes twice
// is bad for performance. I think we need another way of "computing"
// the cascade.
for (const textNode of this.#textNodeIterator.iterateFrom(
startNode,
endNode,
)) {
const paragraph = textNode.parentElement.parentElement;
this.#applyStylesFromElementToCurrentStyle(paragraph);
}
for (const textNode of this.#textNodeIterator.iterateFrom(
startNode,
endNode,
)) {
const textSpan = textNode.parentElement;
this.#mergeStylesFromElementToCurrentStyle(textSpan);
}
}
return this;
}

View File

@@ -2521,6 +2521,9 @@ msgstr "Release notes"
msgid "labels.reload-file"
msgstr "Reload file"
msgid "labels.reload-page"
msgstr "Reload page"
#: src/app/main/ui/workspace/libraries.cljs, src/app/main/ui/dashboard/team.cljs
#, unused
msgid "labels.remove"
@@ -8475,6 +8478,12 @@ msgstr "Recent"
msgid "labels.deleted"
msgstr "Deleted"
msgid "labels.webgl-context-lost.main-message"
msgstr "Oops! The canvas context was lost"
msgid "labels.webgl-context-lost.desc-message"
msgstr "WebGL has stopped working. Please reload the page to reset it"
msgid "dashboard.restore-all-deleted-button"
msgstr "Restore All"

View File

@@ -2502,6 +2502,9 @@ msgstr "Notas de versión"
msgid "labels.reload-file"
msgstr "Recargar archivo"
msgid "labels.reload-page"
msgstr "Recargar página"
#: src/app/main/ui/workspace/libraries.cljs, src/app/main/ui/dashboard/team.cljs
#, unused
msgid "labels.remove"
@@ -8328,6 +8331,12 @@ msgstr "Recientes"
msgid "labels.deleted"
msgstr "Eliminados"
msgid "labels.webgl-context-lost.main-message"
msgstr "Ups! Se ha perdido el contexto del canvas"
msgid "labels.webgl-context-lost.desc-message"
msgstr "WebGL ha dejado de funcionar. Por favor, recarga la página para restaurarlo"
msgid "dashboard.restore-all-deleted-button"
msgstr "Restaurar todo"

View File

@@ -10,7 +10,6 @@ mod shadows;
mod strokes;
mod surfaces;
pub mod text;
mod ui;
use skia_safe::{self as skia, Matrix, RRect, Rect};
@@ -53,6 +52,25 @@ pub struct NodeRenderState {
mask: bool,
}
/// Get simplified children of a container, flattening nested flattened containers
fn get_simplified_children<'a>(tree: ShapesPoolRef<'a>, shape: &'a Shape) -> Vec<Uuid> {
let mut result = Vec::new();
for child_id in shape.children_ids_iter(false) {
if let Some(child) = tree.get(child_id) {
if child.can_flatten() {
// Child is flattened: recursively get its simplified children
result.extend(get_simplified_children(tree, child));
} else {
// Child is not flattened: add it directly
result.push(*child_id);
}
}
}
result
}
impl NodeRenderState {
pub fn is_root(&self) -> bool {
self.id.is_nil()
@@ -276,6 +294,10 @@ pub(crate) struct RenderState {
/// where we must render shapes without inheriting ancestor layer blurs. Toggle it through
/// `with_nested_blurs_suppressed` to ensure it's always restored.
pub ignore_nested_blurs: bool,
/// Cached root_ids and root_ids_map to avoid recalculating them every frame
/// These are invalidated when the tree structure changes
cached_root_ids: Option<Vec<Uuid>>,
cached_root_ids_map: Option<std::collections::HashMap<Uuid, usize>>,
}
pub fn get_cache_size(viewbox: Viewbox, scale: f32) -> skia::ISize {
@@ -348,6 +370,8 @@ impl RenderState {
focus_mode: FocusMode::new(),
touched_ids: HashSet::default(),
ignore_nested_blurs: false,
cached_root_ids: None,
cached_root_ids_map: None,
}
}
@@ -398,12 +422,7 @@ impl RenderState {
}
fn frame_clip_layer_blur(shape: &Shape) -> Option<Blur> {
match shape.shape_type {
Type::Frame(_) if shape.clip() => shape.blur.filter(|blur| {
!blur.hidden && blur.blur_type == BlurType::LayerBlur && blur.value > 0.
}),
_ => None,
}
shape.frame_clip_layer_blur()
}
/// Runs `f` with `ignore_nested_blurs` temporarily forced to `true`.
@@ -521,38 +540,59 @@ impl RenderState {
let paint = skia::Paint::default();
self.surfaces
.draw_into(SurfaceId::TextDropShadows, SurfaceId::Current, Some(&paint));
// Only draw surfaces that have content (dirty flag optimization)
if self.surfaces.is_dirty(SurfaceId::TextDropShadows) {
self.surfaces
.draw_into(SurfaceId::TextDropShadows, SurfaceId::Current, Some(&paint));
}
self.surfaces
.draw_into(SurfaceId::Fills, SurfaceId::Current, Some(&paint));
if self.surfaces.is_dirty(SurfaceId::Fills) {
self.surfaces
.draw_into(SurfaceId::Fills, SurfaceId::Current, Some(&paint));
}
let mut render_overlay_below_strokes = false;
if let Some(shape) = shape {
render_overlay_below_strokes = shape.has_fills();
}
if render_overlay_below_strokes {
if render_overlay_below_strokes && self.surfaces.is_dirty(SurfaceId::InnerShadows) {
self.surfaces
.draw_into(SurfaceId::InnerShadows, SurfaceId::Current, Some(&paint));
}
self.surfaces
.draw_into(SurfaceId::Strokes, SurfaceId::Current, Some(&paint));
if self.surfaces.is_dirty(SurfaceId::Strokes) {
self.surfaces
.draw_into(SurfaceId::Strokes, SurfaceId::Current, Some(&paint));
}
if !render_overlay_below_strokes {
if !render_overlay_below_strokes && self.surfaces.is_dirty(SurfaceId::InnerShadows) {
self.surfaces
.draw_into(SurfaceId::InnerShadows, SurfaceId::Current, Some(&paint));
}
let surface_ids = SurfaceId::Strokes as u32
| SurfaceId::Fills as u32
| SurfaceId::InnerShadows as u32
| SurfaceId::TextDropShadows as u32;
// Build mask of dirty surfaces that need clearing
let mut dirty_surfaces_to_clear = 0u32;
if self.surfaces.is_dirty(SurfaceId::Strokes) {
dirty_surfaces_to_clear |= SurfaceId::Strokes as u32;
}
if self.surfaces.is_dirty(SurfaceId::Fills) {
dirty_surfaces_to_clear |= SurfaceId::Fills as u32;
}
if self.surfaces.is_dirty(SurfaceId::InnerShadows) {
dirty_surfaces_to_clear |= SurfaceId::InnerShadows as u32;
}
if self.surfaces.is_dirty(SurfaceId::TextDropShadows) {
dirty_surfaces_to_clear |= SurfaceId::TextDropShadows as u32;
}
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().clear(skia::Color::TRANSPARENT);
});
if dirty_surfaces_to_clear != 0 {
self.surfaces.apply_mut(dirty_surfaces_to_clear, |s| {
s.canvas().clear(skia::Color::TRANSPARENT);
});
// Clear dirty flags for surfaces we just cleared
self.surfaces.clear_dirty(dirty_surfaces_to_clear);
}
}
pub fn clear_focus_mode(&mut self) {
@@ -605,9 +645,17 @@ impl RenderState {
| strokes_surface_id as u32
| innershadows_surface_id as u32
| text_drop_shadows_surface_id as u32;
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().save();
});
// Only save canvas state if we have clipping or transforms
// For simple shapes without clipping, skip expensive save/restore
let needs_save =
clip_bounds.is_some() || offset.is_some() || !shape.transform.is_identity();
if needs_save {
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().save();
});
}
let antialias = shape.should_use_antialias(self.get_scale());
@@ -683,16 +731,18 @@ impl RenderState {
matrix.pre_concat(&svg_transform);
}
self.surfaces.canvas(fills_surface_id).concat(&matrix);
self.surfaces
.canvas_and_mark_dirty(fills_surface_id)
.concat(&matrix);
if let Some(svg) = shape.svg.as_ref() {
svg.render(self.surfaces.canvas(fills_surface_id))
svg.render(self.surfaces.canvas_and_mark_dirty(fills_surface_id));
} else {
let font_manager = skia::FontMgr::from(self.fonts().font_provider().clone());
let dom_result = skia::svg::Dom::from_str(&sr.content, font_manager);
match dom_result {
Ok(dom) => {
dom.render(self.surfaces.canvas(fills_surface_id));
dom.render(self.surfaces.canvas_and_mark_dirty(fills_surface_id));
shape.to_mut().set_svg(dom);
}
Err(e) => {
@@ -908,9 +958,13 @@ impl RenderState {
if apply_to_current_surface {
self.apply_drawing_to_render_canvas(Some(&shape));
}
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().restore();
});
// Only restore if we saved (optimization for simple shapes)
if needs_save {
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().restore();
});
}
}
pub fn update_render_context(&mut self, tile: tiles::Tile) {
@@ -1031,6 +1085,7 @@ impl RenderState {
// reorder by distance to the center.
self.current_tile = None;
self.render_in_progress = true;
self.apply_drawing_to_render_canvas(None);
if sync_render {
@@ -1117,18 +1172,6 @@ impl RenderState {
self.nested_fills.push(Vec::new());
}
let mut paint = skia::Paint::default();
paint.set_blend_mode(element.blend_mode().into());
paint.set_alpha_f(element.opacity());
if let Some(frame_blur) = Self::frame_clip_layer_blur(element) {
let scale = self.get_scale();
let sigma = frame_blur.value * scale;
if let Some(filter) = skia::image_filters::blur((sigma, sigma), None, None, None) {
paint.set_image_filter(filter);
}
}
// When we're rendering the mask shape we need to set a special blend mode
// called 'destination-in' that keeps the drawn content within the mask.
// @see https://skia.org/docs/user/api/skblendmode_overview/
@@ -1141,16 +1184,40 @@ impl RenderState {
.save_layer(&mask_rec);
}
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
self.surfaces
.canvas(SurfaceId::Current)
.save_layer(&layer_rec);
// Only create save_layer if actually needed
// For simple shapes with default opacity and blend mode, skip expensive save_layer
// Groups with masks need a layer to properly handle the mask rendering
let needs_layer = element.needs_layer();
if needs_layer {
let mut paint = skia::Paint::default();
paint.set_blend_mode(element.blend_mode().into());
paint.set_alpha_f(element.opacity());
if let Some(frame_blur) = Self::frame_clip_layer_blur(element) {
let scale = self.get_scale();
let sigma = frame_blur.value * scale;
if let Some(filter) = skia::image_filters::blur((sigma, sigma), None, None, None) {
paint.set_image_filter(filter);
}
}
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
self.surfaces
.canvas(SurfaceId::Current)
.save_layer(&layer_rec);
}
self.focus_mode.enter(&element.id);
}
#[inline]
pub fn render_shape_exit(&mut self, element: &Shape, visited_mask: bool) {
pub fn render_shape_exit(
&mut self,
element: &Shape,
visited_mask: bool,
clip_bounds: Option<ClipStack>,
) {
if visited_mask {
// Because masked groups needs two rendering passes (first drawing
// the content and then drawing the mask), we need to do an
@@ -1206,7 +1273,7 @@ impl RenderState {
element_strokes.to_mut().clip_content = false;
self.render_shape(
&element_strokes,
None,
clip_bounds,
SurfaceId::Fills,
SurfaceId::Strokes,
SurfaceId::InnerShadows,
@@ -1217,7 +1284,14 @@ impl RenderState {
);
}
self.surfaces.canvas(SurfaceId::Current).restore();
// Only restore if we created a layer (optimization for simple shapes)
// Groups with masks need restore to properly handle the mask rendering
let needs_layer = element.needs_layer();
if needs_layer {
self.surfaces.canvas(SurfaceId::Current).restore();
}
self.focus_mode.exit(&element.id);
}
@@ -1457,18 +1531,48 @@ impl RenderState {
}
if visited_children {
self.render_shape_exit(element, visited_mask);
// Skip render_shape_exit for flattened containers
if !element.can_flatten() {
self.render_shape_exit(element, visited_mask, clip_bounds);
}
continue;
}
if !node_render_state.is_root() {
let transformed_element: Cow<Shape> = Cow::Borrowed(element);
let scale = self.get_scale();
let extrect = transformed_element.extrect(tree, scale);
let is_visible = extrect.intersects(self.render_area)
&& !transformed_element.hidden
&& !transformed_element.visually_insignificant(scale, tree);
// Aggressive early exit: check hidden first (fastest check)
if transformed_element.hidden {
continue;
}
// For frames and groups, we must use extrect because they can have nested content
// that extends beyond their selrect. Using selrect for early exit would incorrectly
// skip frames/groups that have nested content in the current tile.
let is_container = matches!(
transformed_element.shape_type,
crate::shapes::Type::Frame(_) | crate::shapes::Type::Group(_)
);
let scale = self.get_scale();
let has_effects = transformed_element.has_effects_that_extend_bounds();
let is_visible = if is_container {
// Containers (frames/groups) must always use extrect to include nested content
let extrect = transformed_element.extrect(tree, scale);
extrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else if !has_effects {
// Simple shape: selrect check is sufficient, skip expensive extrect
let selrect = transformed_element.selrect();
selrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else {
// Shape with effects: need extrect for accurate bounds
let extrect = transformed_element.extrect(tree, scale);
extrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
};
if self.options.is_debug_visible() {
let shape_extrect_bounds =
@@ -1481,7 +1585,12 @@ impl RenderState {
}
}
self.render_shape_enter(element, mask);
// Skip render_shape_enter/exit for flattened containers
// If a container was flattened, it doesn't affect children visually, so we skip
// the expensive enter/exit operations and process children directly
if !element.can_flatten() {
self.render_shape_enter(element, mask);
}
if !node_render_state.is_root() && self.focus_mode.is_active() {
let scale: f32 = self.get_scale();
@@ -1515,6 +1624,8 @@ impl RenderState {
_ => None,
};
let element_extrect = element.extrect(tree, scale);
for shadow in element.drop_shadows_visible() {
let paint = skia::Paint::default();
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
@@ -1526,7 +1637,7 @@ impl RenderState {
// First pass: Render shadow in black to establish alpha mask
self.render_drop_black_shadow(
element,
&element.extrect(tree, scale),
&element_extrect,
shadow,
clip_bounds.clone(),
scale,
@@ -1546,9 +1657,10 @@ impl RenderState {
.get_nested_shadow_clip_bounds(element, shadow);
if !matches!(shadow_shape.shape_type, Type::Text(_)) {
let shadow_extrect = shadow_shape.extrect(tree, scale);
self.render_drop_black_shadow(
shadow_shape,
&shadow_shape.extrect(tree, scale),
&shadow_extrect,
shadow,
clip_bounds,
scale,
@@ -1682,14 +1794,18 @@ impl RenderState {
self.apply_drawing_to_render_canvas(Some(element));
}
match element.shape_type {
Type::Frame(_) if Self::frame_clip_layer_blur(element).is_some() => {
self.nested_blurs.push(None);
// Skip nested state updates for flattened containers
// Flattened containers don't affect children, so we don't need to track their state
if !element.can_flatten() {
match element.shape_type {
Type::Frame(_) if Self::frame_clip_layer_blur(element).is_some() => {
self.nested_blurs.push(None);
}
Type::Frame(_) | Type::Group(_) => {
self.nested_blurs.push(element.blur);
}
_ => {}
}
Type::Frame(_) | Type::Group(_) => {
self.nested_blurs.push(element.blur);
}
_ => {}
}
// Set the node as visited_children before processing children
@@ -1704,24 +1820,35 @@ impl RenderState {
if element.is_recursive() {
let children_clip_bounds =
node_render_state.get_children_clip_bounds(element, None);
let mut children_ids: Vec<_> = element.children_ids_iter(false).collect();
let children_ids: Vec<_> = if element.can_flatten() {
// Container was flattened: get simplified children (which skip this level)
get_simplified_children(tree, element)
} else {
// Container not flattened: use original children
element.children_ids_iter(false).copied().collect()
};
// Z-index ordering on Layouts
if element.has_layout() {
let children_ids = if element.has_layout() {
let mut ids = children_ids;
if element.is_flex() && !element.is_flex_reverse() {
children_ids.reverse();
ids.reverse();
}
children_ids.sort_by(|id1, id2| {
ids.sort_by(|id1, id2| {
let z1 = tree.get(id1).map(|s| s.z_index()).unwrap_or(0);
let z2 = tree.get(id2).map(|s| s.z_index()).unwrap_or(0);
z2.cmp(&z1)
});
}
ids
} else {
children_ids
};
for child_id in children_ids.iter() {
self.pending_nodes.push(NodeRenderState {
id: **child_id,
id: *child_id,
visited_children: false,
clip_bounds: children_clip_bounds.clone(),
visited_mask: false,
@@ -1803,14 +1930,39 @@ impl RenderState {
.canvas(SurfaceId::Current)
.clear(self.background_color);
let root_ids = {
if let Some(shape_id) = base_object {
// Get or compute root_ids and root_ids_map (cached to avoid recalculation every frame)
let root_ids_map = {
let root_ids = if let Some(shape_id) = base_object {
vec![*shape_id]
} else {
let Some(root) = tree.get(&Uuid::nil()) else {
return Err(String::from("Root shape not found"));
};
root.children_ids(false)
};
// Check if cache is valid (same root_ids)
let cache_valid = self
.cached_root_ids
.as_ref()
.map(|cached| cached.as_slice() == root_ids.as_slice())
.unwrap_or(false);
if cache_valid {
// Use cached map
self.cached_root_ids_map.as_ref().unwrap().clone()
} else {
// Recompute and cache
let root_ids_map: std::collections::HashMap<Uuid, usize> = root_ids
.iter()
.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_map
}
};
@@ -1821,12 +1973,6 @@ impl RenderState {
if !self.surfaces.has_cached_tile_surface(next_tile) {
if let Some(ids) = self.tiles.get_shapes_at(next_tile) {
let root_ids_map: std::collections::HashMap<Uuid, usize> = root_ids
.iter()
.enumerate()
.map(|(i, id)| (*id, i))
.collect();
// We only need first level shapes
let mut valid_ids: Vec<Uuid> = ids
.iter()

View File

@@ -18,7 +18,7 @@ fn draw_image_fill(
}
let size = image.unwrap().dimensions();
let canvas = render_state.surfaces.canvas(surface_id);
let canvas = render_state.surfaces.canvas_and_mark_dirty(surface_id);
let container = &shape.selrect;
let path_transform = shape.to_path_transform();

View File

@@ -41,7 +41,7 @@ where
F: FnOnce(&mut RenderState, SurfaceId),
{
if let Some((image, scale)) = render_into_filter_surface(render_state, bounds, draw_fn) {
let canvas = render_state.surfaces.canvas(target_surface);
let canvas = render_state.surfaces.canvas_and_mark_dirty(target_surface);
// If we scaled down, we need to scale the source rect and adjust the destination
if scale < 1.0 {

View File

@@ -135,7 +135,7 @@ pub fn render_text_shadows(
let canvas = render_state
.surfaces
.canvas(surface_id.unwrap_or(SurfaceId::TextDropShadows));
.canvas_and_mark_dirty(surface_id.unwrap_or(SurfaceId::TextDropShadows));
for shadow in shadows {
let shadow_layer = SaveLayerRec::default().paint(shadow);

View File

@@ -387,7 +387,7 @@ fn draw_image_stroke_in_container(
}
let size = image.unwrap().dimensions();
let canvas = render_state.surfaces.canvas(surface_id);
let canvas = render_state.surfaces.canvas_and_mark_dirty(surface_id);
let container = &shape.selrect;
let path_transform = shape.to_path_transform();
let svg_attrs = shape.svg_attrs.as_ref();
@@ -606,7 +606,7 @@ fn render_internal(
let scale = render_state.get_scale();
let target_surface = surface_id.unwrap_or(SurfaceId::Strokes);
let canvas = render_state.surfaces.canvas(target_surface);
let canvas = render_state.surfaces.canvas_and_mark_dirty(target_surface);
let selrect = shape.selrect;
let path_transform = shape.to_path_transform();
let svg_attrs = shape.svg_attrs.as_ref();
@@ -688,7 +688,7 @@ pub fn render_text_paths(
let scale = render_state.get_scale();
let canvas = render_state
.surfaces
.canvas(surface_id.unwrap_or(SurfaceId::Strokes));
.canvas_and_mark_dirty(surface_id.unwrap_or(SurfaceId::Strokes));
let selrect = &shape.selrect;
let svg_attrs = shape.svg_attrs.as_ref();
let mut paint: skia_safe::Handle<_> =

View File

@@ -55,6 +55,8 @@ pub struct Surfaces {
tiles: TileTextureCache,
sampling_options: skia::SamplingOptions,
margins: skia::ISize,
// Tracks which surfaces have content (dirty flag bitmask)
dirty_surfaces: u32,
}
#[allow(dead_code)]
@@ -105,6 +107,7 @@ impl Surfaces {
tiles,
sampling_options,
margins,
dirty_surfaces: 0,
}
}
@@ -147,10 +150,51 @@ impl Surfaces {
None
}
/// Returns a mutable reference to the canvas and automatically marks
/// render surfaces as dirty when accessed. This tracks which surfaces
/// have content for optimization purposes.
pub fn canvas_and_mark_dirty(&mut self, id: SurfaceId) -> &skia::Canvas {
// Automatically mark render surfaces as dirty when accessed
// This tracks which surfaces have content for optimization
match id {
SurfaceId::Fills
| SurfaceId::Strokes
| SurfaceId::InnerShadows
| SurfaceId::TextDropShadows => {
self.mark_dirty(id);
}
_ => {}
}
self.canvas(id)
}
/// Returns a mutable reference to the canvas without any side effects.
/// Use this when you only need to read or manipulate the canvas state
/// without marking the surface as dirty.
pub fn canvas(&mut self, id: SurfaceId) -> &skia::Canvas {
self.get_mut(id).canvas()
}
/// Marks a surface as having content (dirty)
pub fn mark_dirty(&mut self, id: SurfaceId) {
self.dirty_surfaces |= id as u32;
}
/// Checks if a surface has content
pub fn is_dirty(&self, id: SurfaceId) -> bool {
(self.dirty_surfaces & id as u32) != 0
}
/// Clears the dirty flag for a surface or set of surfaces
pub fn clear_dirty(&mut self, ids: u32) {
self.dirty_surfaces &= !ids;
}
/// Clears all dirty flags
pub fn clear_all_dirty(&mut self) {
self.dirty_surfaces = 0;
}
pub fn flush_and_submit(&mut self, gpu_state: &mut GpuState, id: SurfaceId) {
let surface = self.get_mut(id);
gpu_state.context.flush_and_submit_surface(surface, None);
@@ -159,9 +203,12 @@ impl Surfaces {
pub fn draw_into(&mut self, from: SurfaceId, to: SurfaceId, paint: Option<&skia::Paint>) {
let sampling_options = self.sampling_options;
self.get_mut(from)
.clone()
.draw(self.canvas(to), (0.0, 0.0), sampling_options, paint);
self.get_mut(from).clone().draw(
self.canvas_and_mark_dirty(to),
(0.0, 0.0),
sampling_options,
paint,
);
}
pub fn apply_mut(&mut self, ids: u32, mut f: impl FnMut(&mut skia::Surface)) {
@@ -212,18 +259,33 @@ 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);
self.apply_mut(
SurfaceId::Fills as u32
| SurfaceId::Strokes as u32
| SurfaceId::InnerShadows as u32
| SurfaceId::TextDropShadows as u32,
|s| {
let canvas = s.canvas();
canvas.reset_matrix();
canvas.scale((scale, scale));
canvas.translate(translation);
},
);
// 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
let surface_ids = SurfaceId::Fills as u32
| 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();
canvas.reset_matrix();
canvas.scale((scale, scale));
canvas.translate(translation);
});
}
#[inline]
@@ -264,19 +326,21 @@ impl Surfaces {
pub fn draw_rect_to(&mut self, id: SurfaceId, shape: &Shape, paint: &Paint) {
if let Some(corners) = shape.shape_type.corners() {
let rrect = RRect::new_rect_radii(shape.selrect, &corners);
self.canvas(id).draw_rrect(rrect, paint);
self.canvas_and_mark_dirty(id).draw_rrect(rrect, paint);
} else {
self.canvas(id).draw_rect(shape.selrect, paint);
self.canvas_and_mark_dirty(id)
.draw_rect(shape.selrect, paint);
}
}
pub fn draw_circle_to(&mut self, id: SurfaceId, shape: &Shape, paint: &Paint) {
self.canvas(id).draw_oval(shape.selrect, paint);
self.canvas_and_mark_dirty(id)
.draw_oval(shape.selrect, paint);
}
pub fn draw_path_to(&mut self, id: SurfaceId, shape: &Shape, paint: &Paint) {
if let Some(path) = shape.get_skia_path() {
self.canvas(id).draw_path(&path, paint);
self.canvas_and_mark_dirty(id).draw_path(&path, paint);
}
}
@@ -304,6 +368,9 @@ impl Surfaces {
self.canvas(SurfaceId::UI)
.clear(skia::Color::TRANSPARENT)
.reset_matrix();
// Clear all dirty flags after reset
self.clear_all_dirty();
}
pub fn cache_current_tile_texture(

View File

@@ -192,7 +192,7 @@ pub fn render(
}
}
let canvas = render_state.surfaces.canvas(target_surface);
let canvas = render_state.surfaces.canvas_and_mark_dirty(target_surface);
render_text_on_canvas(canvas, shape, paragraph_builders, shadow, blur);
return;
}
@@ -371,7 +371,7 @@ pub fn render_as_path(
) {
let canvas = render_state
.surfaces
.canvas(surface_id.unwrap_or(SurfaceId::Fills));
.canvas_and_mark_dirty(surface_id.unwrap_or(SurfaceId::Fills));
for (path, paint) in paths {
// Note: path can be empty
@@ -397,7 +397,7 @@ pub fn render_position_data(
let rect = Rect::from_xywh(pd.x, pd.y, pd.width, pd.height);
render_state
.surfaces
.canvas(surface_id)
.canvas_and_mark_dirty(surface_id)
.draw_rect(rect, &paint);
}
}

View File

@@ -920,8 +920,13 @@ impl Shape {
}
Type::Group(_) | Type::Frame(_) if !self.clip_content => {
// For frames and groups, we must always calculate extrect for all children
// to ensure accurate bounds that include nested content across all tiles.
// Using selrect for children can cause frames to be incorrectly omitted from
// tiles where they have nested content.
for child_id in self.children_ids_iter(false) {
if let Some(child_shape) = shapes_pool.get(child_id) {
// Always calculate full extrect for children to ensure accurate bounds
let child_extrect = child_shape.calculate_extrect(shapes_pool, scale);
rect.join(child_extrect);
}
@@ -1419,6 +1424,97 @@ impl Shape {
!self.fills.is_empty()
}
/// Determines if this frame or group can be flattened (doesn't affect children visually)
/// A container can be flattened if it has no visual effects that affect its children
/// and doesn't render its own content (no fills/strokes)
pub fn can_flatten(&self) -> bool {
// Only frames and groups can be flattened
if !matches!(self.shape_type, Type::Frame(_) | Type::Group(_)) {
return false;
}
// Cannot flatten if it has visual effects that affect children:
if self.clip_content {
return false;
}
if !self.transform.is_identity() {
return false;
}
if self.opacity != 1.0 {
return false;
}
if self.blend_mode() != BlendMode::default() {
return false;
}
if self.blur.is_some() {
return false;
}
if !self.shadows.is_empty() {
return false;
}
if let Type::Group(group) = &self.shape_type {
if group.masked {
return false;
}
}
if self.hidden {
return false;
}
// If the container itself has fills/strokes, it renders something visible
// We cannot flatten containers that render their own background/border
// because they need to be rendered even if they don't affect children
if self.has_fills() || self.has_visible_strokes() {
return false;
}
true
}
/// Checks if this shape needs a layer for rendering due to visual effects
/// (opacity < 1.0, non-default blend mode, or frame clip layer blur)
pub fn needs_layer(&self) -> bool {
self.opacity() < 1.0
|| self.blend_mode().0 != skia::BlendMode::SrcOver
|| self.has_frame_clip_layer_blur()
|| (matches!(self.shape_type, Type::Group(g) if g.masked))
}
/// Checks if this frame has clip layer blur (affects children)
/// A frame has clip layer blur if it clips content and has layer blur
pub fn has_frame_clip_layer_blur(&self) -> bool {
self.frame_clip_layer_blur().is_some()
}
/// Returns the frame clip layer blur if this frame has one
/// A frame has clip layer blur if it clips content and has layer blur
pub fn frame_clip_layer_blur(&self) -> Option<Blur> {
use crate::shapes::BlurType;
match self.shape_type {
Type::Frame(_) if self.clip_content => self.blur.filter(|blur| {
!blur.hidden && blur.blur_type == BlurType::LayerBlur && blur.value > 0.0
}),
_ => None,
}
}
/// Checks if this shape has visual effects that might extend its bounds beyond selrect
/// Shapes with these effects require expensive extrect calculation for accurate visibility checks
pub fn has_effects_that_extend_bounds(&self) -> bool {
!self.shadows.is_empty()
|| self.blur.is_some()
|| !self.strokes.is_empty()
|| matches!(self.shape_type, Type::Group(_) | Type::Frame(_))
}
pub fn count_visible_inner_strokes(&self) -> usize {
self.visible_strokes()
.filter(|s| s.kind == StrokeKind::Inner)