--- a/servo/components/style/applicable_declarations.rs
+++ b/servo/components/style/applicable_declarations.rs
@@ -4,158 +4,94 @@
//! Applicable declarations management.
use properties::PropertyDeclarationBlock;
use rule_tree::{CascadeLevel, ShadowCascadeOrder, StyleSource};
use servo_arc::Arc;
use shared_lock::Locked;
use smallvec::SmallVec;
-use std::fmt::{self, Debug};
/// List of applicable declarations. This is a transient structure that shuttles
/// declarations between selector matching and inserting into the rule tree, and
/// therefore we want to avoid heap-allocation where possible.
///
/// In measurements on wikipedia, we pretty much never have more than 8 applicable
/// declarations, so we could consider making this 8 entries instead of 16.
/// However, it may depend a lot on workload, and stack space is cheap.
pub type ApplicableDeclarationList = SmallVec<[ApplicableDeclarationBlock; 16]>;
-/// Blink uses 18 bits to store source order, and does not check overflow [1].
-/// That's a limit that could be reached in realistic webpages, so we use
-/// 24 bits and enforce defined behavior in the overflow case.
-///
-/// [1] https://cs.chromium.org/chromium/src/third_party/WebKit/Source/core/css/
-/// RuleSet.h?l=128&rcl=90140ab80b84d0f889abc253410f44ed54ae04f3
-const SOURCE_ORDER_SHIFT: usize = 0;
-const SOURCE_ORDER_BITS: usize = 24;
-const SOURCE_ORDER_MAX: u32 = (1 << SOURCE_ORDER_BITS) - 1;
-const SOURCE_ORDER_MASK: u32 = SOURCE_ORDER_MAX << SOURCE_ORDER_SHIFT;
-
-/// We store up-to-15 shadow order levels.
-///
-/// You'd need an element slotted across 16 components with ::slotted rules to
-/// trigger this as of this writing, which looks... Unlikely.
-const SHADOW_CASCADE_ORDER_SHIFT: usize = SOURCE_ORDER_BITS;
-const SHADOW_CASCADE_ORDER_BITS: usize = 4;
-const SHADOW_CASCADE_ORDER_MAX: u8 = (1 << SHADOW_CASCADE_ORDER_BITS) - 1;
-const SHADOW_CASCADE_ORDER_MASK: u32 = (SHADOW_CASCADE_ORDER_MAX as u32) << SHADOW_CASCADE_ORDER_SHIFT;
-
-const CASCADE_LEVEL_SHIFT: usize = SOURCE_ORDER_BITS + SHADOW_CASCADE_ORDER_BITS;
-const CASCADE_LEVEL_BITS: usize = 4;
-const CASCADE_LEVEL_MAX: u8 = (1 << CASCADE_LEVEL_BITS) - 1;
-const CASCADE_LEVEL_MASK: u32 = (CASCADE_LEVEL_MAX as u32) << CASCADE_LEVEL_SHIFT;
-
-/// Stores the source order of a block, the cascade level it belongs to, and the
-/// counter needed to handle Shadow DOM cascade order properly.
-#[derive(Clone, Copy, Eq, MallocSizeOf, PartialEq)]
-struct ApplicableDeclarationBits(u32);
-
-impl ApplicableDeclarationBits {
- fn new(
- source_order: u32,
- cascade_level: CascadeLevel,
- shadow_cascade_order: ShadowCascadeOrder,
- ) -> Self {
- debug_assert!(
- cascade_level as u8 <= CASCADE_LEVEL_MAX,
- "Gotta find more bits!"
- );
- let mut bits = ::std::cmp::min(source_order, SOURCE_ORDER_MAX);
- bits |= ((shadow_cascade_order.unwrap() & SHADOW_CASCADE_ORDER_MAX) as u32) << SHADOW_CASCADE_ORDER_SHIFT;
- bits |= (cascade_level as u8 as u32) << CASCADE_LEVEL_SHIFT;
- ApplicableDeclarationBits(bits)
- }
-
- fn source_order(&self) -> u32 {
- (self.0 & SOURCE_ORDER_MASK) >> SOURCE_ORDER_SHIFT
- }
-
- fn shadow_cascade_order(&self) -> ShadowCascadeOrder {
- ShadowCascadeOrder::wrap(((self.0 & SHADOW_CASCADE_ORDER_MASK) >> SHADOW_CASCADE_ORDER_SHIFT) as u8)
- }
-
- fn level(&self) -> CascadeLevel {
- let byte = ((self.0 & CASCADE_LEVEL_MASK) >> CASCADE_LEVEL_SHIFT) as u8;
- unsafe { CascadeLevel::from_byte(byte) }
- }
-}
-
-impl Debug for ApplicableDeclarationBits {
- fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
- f.debug_struct("ApplicableDeclarationBits")
- .field("source_order", &self.source_order())
- .field("shadow_cascade_order", &self.shadow_cascade_order())
- .field("level", &self.level())
- .finish()
- }
-}
-
/// A property declaration together with its precedence among rules of equal
/// specificity so that we can sort them.
///
/// This represents the declarations in a given declaration block for a given
/// importance.
#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
pub struct ApplicableDeclarationBlock {
/// The style source, either a style rule, or a property declaration block.
#[ignore_malloc_size_of = "Arc"]
pub source: StyleSource,
- /// The bits containing the source order, cascade level, and shadow cascade
- /// order.
- bits: ApplicableDeclarationBits,
+ /// The source order of the selector.
+ source_order: u32,
/// The specificity of the selector this block is represented by.
pub specificity: u32,
+ /// The cascade level of the rule.
+ cascade_level: CascadeLevel,
+ /// The shadow cascade order of the rule.
+ shadow_cascade_order: ShadowCascadeOrder,
}
impl ApplicableDeclarationBlock {
/// Constructs an applicable declaration block from a given property
/// declaration block and importance.
#[inline]
pub fn from_declarations(
declarations: Arc<Locked<PropertyDeclarationBlock>>,
- level: CascadeLevel,
+ cascade_level: CascadeLevel,
) -> Self {
ApplicableDeclarationBlock {
source: StyleSource::from_declarations(declarations),
- bits: ApplicableDeclarationBits::new(0, level, ShadowCascadeOrder::same_tree()),
+ source_order: 0,
+ cascade_level,
+ shadow_cascade_order: ShadowCascadeOrder::same_tree(),
specificity: 0,
}
}
/// Constructs an applicable declaration block from the given components
#[inline]
pub fn new(
source: StyleSource,
- order: u32,
- level: CascadeLevel,
+ source_order: u32,
+ cascade_level: CascadeLevel,
+ shadow_cascade_order: ShadowCascadeOrder,
specificity: u32,
- shadow_cascade_order: ShadowCascadeOrder,
) -> Self {
ApplicableDeclarationBlock {
source,
- bits: ApplicableDeclarationBits::new(order, level, shadow_cascade_order),
+ source_order,
+ cascade_level,
+ shadow_cascade_order,
specificity,
}
}
/// Returns the source order of the block.
#[inline]
pub fn source_order(&self) -> u32 {
- self.bits.source_order()
+ self.source_order
}
/// Returns the cascade level of the block.
#[inline]
pub fn level(&self) -> CascadeLevel {
- self.bits.level()
+ self.cascade_level
}
/// Convenience method to consume self and return the right thing for the
/// rule tree to iterate over.
#[inline]
pub fn for_rule_tree(self) -> (StyleSource, CascadeLevel, ShadowCascadeOrder) {
let level = self.level();
- let cascade_order = self.bits.shadow_cascade_order();
+ let cascade_order = self.shadow_cascade_order;
(self.source, level, cascade_order)
}
}