webrender 0.68.0

A GPU accelerated 2D renderer for web content
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

use api::{ColorF, ColorU, ExtendMode, GradientStop, PremultipliedColorF};
use api::units::{LayoutRect, LayoutSize, LayoutVector2D};
use crate::renderer::{GpuBufferAddress, GpuBufferBuilderF, GpuBufferWriterF};
use std::hash;

mod linear;
mod radial;
mod conic;

pub use linear::MAX_CACHED_SIZE as LINEAR_MAX_CACHED_SIZE;

pub use linear::*;
pub use radial::*;
pub use conic::*;

#[repr(u8)]
#[derive(Copy, Clone, Debug)]
pub enum GradientKind {
    Linear = 0,
    Radial = 1,
    Conic = 2,
}

/// A hashable gradient stop that can be used in primitive keys.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Debug, Copy, Clone, MallocSizeOf, PartialEq)]
pub struct GradientStopKey {
    pub offset: f32,
    pub color: ColorU,
}

impl GradientStopKey {
    pub fn empty() -> Self {
        GradientStopKey {
            offset: 0.0,
            color: ColorU::new(0, 0, 0, 0),
        }
    }
}

impl Into<GradientStopKey> for GradientStop {
    fn into(self) -> GradientStopKey {
        GradientStopKey {
            offset: self.offset,
            color: self.color.into(),
        }
    }
}

// Convert `stop_keys` into a vector of `GradientStop`s, which is a more
// convenient representation for the current gradient builder. Compute the
// minimum stop alpha along the way.
fn stops_and_min_alpha(stop_keys: &[GradientStopKey]) -> (Vec<GradientStop>, f32) {
    let mut min_alpha: f32 = 1.0;
    let stops = stop_keys.iter().map(|stop_key| {
        let color: ColorF = stop_key.color.into();
        min_alpha = min_alpha.min(color.a);

        GradientStop {
            offset: stop_key.offset,
            color,
        }
    }).collect();

    (stops, min_alpha)
}

fn write_gpu_gradient_stops_header_and_colors(
    stops: &[GradientStop],
    kind: GradientKind,
    extend_mode: ExtendMode,
    writer: &mut GpuBufferWriterF,
) -> bool {
    // Write the header.
    writer.push_one([
        (kind as u8) as f32,
        stops.len() as f32,
        if extend_mode == ExtendMode::Repeat { 1.0 } else { 0.0 },
        0.0
    ]);

    // Write the stop colors.
    let mut is_opaque = true;
    for stop in stops {
        writer.push_one(stop.color.premultiplied());
        is_opaque &= stop.color.a == 1.0;
    }

    is_opaque
}

/// Builds the gpu representation for common gradient parameters and
/// returns whether the gradient is fully opaque.
///
/// The format is:
///
/// ```ascii
///
/// [count, extend_mode, <padding>, color0.r, color0.g, color0.b, color0.a, ..., offset0, offset1, ..., <padding>]
/// |_____________________________| |__________________________________________| |_______________________________|
///        header: vec4                        colors: [vec4; n]                     offsets: [vec4; ceil(n/4)]
/// ```
///
/// Packed contiguously such that each portion is 4-floats aligned to facilitate
/// reading them from the gpu buffer.
fn write_gpu_gradient_stops_linear(
    stops: &[GradientStop],
    kind: GradientKind,
    extend_mode: ExtendMode,
    writer: &mut GpuBufferWriterF,
) -> bool {
    let is_opaque = write_gpu_gradient_stops_header_and_colors(
        stops,
        kind,
        extend_mode,
        writer
    );

    for chunk in stops.chunks(4) {
        let mut block = [0.0; 4];
        let mut i = 0;
        for stop in chunk {
            block[i] = stop.offset;
            i += 1;
        }
        writer.push_one(block);
    }

    is_opaque
}

// Push stop offsets in rearranged order so that the search can be carried
// out as an implicit tree traversal.
//
// The structure of the tree is:
//  - Each level is plit into 5 partitions.
//  - The root level has one node (4 offsets -> 5 partitions).
//  - Each level has 5 more nodes than the previous one.
//  - Levels are pushed one by one starting from the root
//
// ```ascii
// level : indices
// ------:---------
//   0   :                                                               24     ...
//   1   :          4         9            14             19             |      ...
//   2   :  0,1,2,3,|,5,6,7,8,|10,11,12,13,| ,15,16,17,18,| ,20,21,22,23,| ,25, ...
// ```
//
// In the example above:
// - The first (root) contains a single block containing the stop offsets from
//   indices [24, 49, 74, 99].
// - The second level contains blocks of offsets from indices [4, 9, 14, 19],
//   [29, 34, 39, 44], etc.
// - The third (leaf) level contains blocks from indices [0,1,2,3], [5,6,7,8],
//   [15, 16, 17, 18], etc.
//
// Placeholder offsets (1.0) are used when a level has more capacity than the
// input number of stops.
//
// Conceptually, blocks [0,1,2,3] and [5,6,7,8] are the first two children of
// the node [4,9,14,19], separated by the offset from index 4.
// Links are not explicitly represented via pointers or indices. Instead the
// position in the buffer is sufficient to represent the level and index of the
// stop (at the expense of having to store extra padding to round up each tree
// level to its power-of-5-aligned size).
//
// This scheme is meant to make the traversal efficient loading offsets in
// blocks of 4. The shader can converge to the leaf in very few loads.
fn write_gpu_gradient_stops_tree(
    stops: &[GradientStop],
    kind: GradientKind,
    extend_mode: ExtendMode,
    writer: &mut GpuBufferWriterF,
) -> bool {
    let is_opaque = write_gpu_gradient_stops_header_and_colors(
        stops,
        kind,
        extend_mode,
        writer
    );

    let num_stops = stops.len();
    let mut num_levels = 1;
    let mut index_stride = 5;
    let mut next_index_stride = 1;
    // Number of 4-offsets blocks for the current level.
    // The root has 1, then each level has 5 more than the previous one.
    let mut num_blocks_for_level = 1;
    let mut offset_blocks = 1;
    while offset_blocks * 4 < num_stops {
        num_blocks_for_level *= 5;
        offset_blocks += num_blocks_for_level;

        num_levels += 1;
        index_stride *= 5;
        next_index_stride *= 5;
    }

    // Fix offset_blocks up to account for the fact that we don't
    // store the entirety of the last level;
    let num_blocks_for_last_level = num_blocks_for_level.min(num_stops / 5 + 1);

    // Reset num_blocks_for_level for the traversal.
    num_blocks_for_level = 1;

    // Go over each level, starting from the root.
    for level in 0..num_levels {
        // This scheme rounds up the number of offsets to store for each
        // level to the next power of 5, which can represent a lot of wasted
        // space, especially for the last levels. We need each level to start
        // at a specific power-of-5-aligned offset so we can't get around the
        // wasted space for all levels except the last one (which has the most
        // waste).
        let is_last_level = level == num_levels - 1;
        let num_blocks = if is_last_level {
            num_blocks_for_last_level
        } else {
            num_blocks_for_level
        };

        for block_idx in 0..num_blocks {
            let mut block = [1.0; 4];
            for i in 0..4 {
                let linear_idx = block_idx * index_stride
                    + i * next_index_stride
                    + next_index_stride - 1;

                if linear_idx < num_stops {
                    block[i] = stops[linear_idx].offset;
                }
            }
            writer.push_one(block);
        }

        index_stride = next_index_stride;
        next_index_stride /= 5;
        num_blocks_for_level *= 5;
    }

    return is_opaque;
}

fn gpu_gradient_stops_blocks(num_stops: usize, tree_traversal: bool) -> usize {
    let header_blocks = 1;
    let color_blocks = num_stops;

    // When using a linear traversal we need 1/4th of the number of offsets,
    // rounded up (since we store 4 stop offsets per block).
    let mut offset_blocks = (num_stops + 3) / 4;

    if tree_traversal {
        // If this is changed, matching changes should be made to the
        // equivalent code in write_gpu_gradient_stops_tree.
        let mut num_blocks_for_level = 1;
        offset_blocks = 1;
        while offset_blocks * 4 < num_stops {
            num_blocks_for_level *= 5;
            offset_blocks += num_blocks_for_level;
        }

        // Fix the capacity up to account for the fact that we don't
        // store the entirety of the last level;
        let num_blocks_for_last_level = num_blocks_for_level.min(num_stops / 5 + 1);
        offset_blocks -= num_blocks_for_level;
        offset_blocks += num_blocks_for_last_level;
    }

    header_blocks + color_blocks + offset_blocks
}

impl Eq for GradientStopKey {}

impl hash::Hash for GradientStopKey {
    fn hash<H: hash::Hasher>(&self, state: &mut H) {
        self.offset.to_bits().hash(state);
        self.color.hash(state);
    }
}

// The gradient entry index for the first color stop
pub const GRADIENT_DATA_FIRST_STOP: usize = 0;
// The gradient entry index for the last color stop
pub const GRADIENT_DATA_LAST_STOP: usize = GRADIENT_DATA_SIZE - 1;

// The start of the gradient data table
pub const GRADIENT_DATA_TABLE_BEGIN: usize = GRADIENT_DATA_FIRST_STOP + 1;
// The exclusive bound of the gradient data table
pub const GRADIENT_DATA_TABLE_END: usize = GRADIENT_DATA_LAST_STOP;
// The number of entries in the gradient data table.
pub const GRADIENT_DATA_TABLE_SIZE: usize = 128;

// The number of entries in a gradient data: GRADIENT_DATA_TABLE_SIZE + first stop entry + last stop entry
pub const GRADIENT_DATA_SIZE: usize = GRADIENT_DATA_TABLE_SIZE + 2;

/// An entry in a gradient data table representing a segment of the gradient
/// color space.
#[derive(Debug, Copy, Clone)]
#[repr(C)]
struct GradientDataEntry {
    start_color: PremultipliedColorF,
    end_step: PremultipliedColorF,
}

impl GradientDataEntry {
    fn white() -> Self {
        Self {
            start_color: PremultipliedColorF::WHITE,
            end_step: PremultipliedColorF::TRANSPARENT,
        }
    }
}

// TODO(gw): Tidy this up to be a free function / module?
pub struct GradientGpuBlockBuilder {}

impl GradientGpuBlockBuilder {
    /// Generate a color ramp filling the indices in [start_idx, end_idx) and interpolating
    /// from start_color to end_color.
    fn fill_colors(
        start_idx: usize,
        end_idx: usize,
        start_color: &PremultipliedColorF,
        end_color: &PremultipliedColorF,
        entries: &mut [GradientDataEntry; GRADIENT_DATA_SIZE],
        prev_step: &PremultipliedColorF,
    ) -> PremultipliedColorF {
        // Calculate the color difference for individual steps in the ramp.
        let inv_steps = 1.0 / (end_idx - start_idx) as f32;
        let mut step = PremultipliedColorF {
            r: (end_color.r - start_color.r) * inv_steps,
            g: (end_color.g - start_color.g) * inv_steps,
            b: (end_color.b - start_color.b) * inv_steps,
            a: (end_color.a - start_color.a) * inv_steps,
        };
        // As a subtle form of compression, we ensure that the step values for
        // each stop range are the same if and only if they belong to the same
        // stop range. However, if two different stop ranges have the same step,
        // we need to modify the steps so they compare unequally between ranges.
        // This allows to quickly compare if two adjacent stops belong to the
        // same range by comparing their steps.
        if step == *prev_step {
            // Modify the step alpha value as if by nextafter(). The difference
            // here should be so small as to be unnoticeable, but yet allow it
            // to compare differently.
            step.a = f32::from_bits(if step.a == 0.0 { 1 } else { step.a.to_bits() + 1 });
        }

        let mut cur_color = *start_color;

        // Walk the ramp writing start and end colors for each entry.
        for index in start_idx .. end_idx {
            let entry = &mut entries[index];
            entry.start_color = cur_color;
            cur_color.r += step.r;
            cur_color.g += step.g;
            cur_color.b += step.b;
            cur_color.a += step.a;
            entry.end_step = step;
        }

        step
    }

    /// Compute an index into the gradient entry table based on a gradient stop offset. This
    /// function maps offsets from [0, 1] to indices in [GRADIENT_DATA_TABLE_BEGIN, GRADIENT_DATA_TABLE_END].
    #[inline]
    fn get_index(offset: f32) -> usize {
        (offset.max(0.0).min(1.0) * GRADIENT_DATA_TABLE_SIZE as f32 +
            GRADIENT_DATA_TABLE_BEGIN as f32)
            .round() as usize
    }

    // Build the gradient data from the supplied stops, reversing them if necessary.
    pub fn build(
        reverse_stops: bool,
        gpu_buffer_builder: &mut GpuBufferBuilderF,
        src_stops: &[GradientStop],
    ) -> GpuBufferAddress {
        // Preconditions (should be ensured by DisplayListBuilder):
        // * we have at least two stops
        // * first stop has offset 0.0
        // * last stop has offset 1.0
        let mut src_stops = src_stops.into_iter();
        let mut cur_color = match src_stops.next() {
            Some(stop) => {
                debug_assert_eq!(stop.offset, 0.0);
                stop.color.premultiplied()
            }
            None => {
                error!("Zero gradient stops found!");
                PremultipliedColorF::BLACK
            }
        };

        // A table of gradient entries, with two colors per entry, that specify the start and end color
        // within the segment of the gradient space represented by that entry. To lookup a gradient result,
        // first the entry index is calculated to determine which two colors to interpolate between, then
        // the offset within that entry bucket is used to interpolate between the two colors in that entry.
        // This layout is motivated by the fact that if one naively tries to store a single color per entry
        // and interpolate directly between entries, then hard stops will become softened because the end
        // color of an entry actually differs from the start color of the next entry, even though they fall
        // at the same edge offset in the gradient space. Instead, the two-color-per-entry layout preserves
        // hard stops, as the end color for a given entry can differ from the start color for the following
        // entry.
        // Colors are stored in RGBA32F format (in the GPU cache). This table requires the gradient color
        // stops to be normalized to the range [0, 1]. The first and last entries hold the first and last
        // color stop colors respectively, while the entries in between hold the interpolated color stop
        // values for the range [0, 1].
        // As a further optimization, rather than directly storing the end color, the difference of the end
        // color from the start color is stored instead, so that an entry can be evaluated more cheaply
        // with start+diff*offset instead of mix(start,end,offset). Further, the color difference in two
        // adjacent entries will always be the same if they were generated from the same set of stops/run.
        // To allow fast searching of the table, if two adjacent entries generated from different sets of
        // stops (a boundary) have the same difference, the floating-point bits of the stop will be nudged
        // so that they compare differently without perceptibly altering the interpolation result. This way,
        // one can quickly scan the table and recover runs just by comparing the color differences of the
        // current and next entry.
        // For example, a table with 2 inside entries (startR,startG,startB):(diffR,diffG,diffB) might look
        // like so:
        //     first           | 0.0              | 0.5              | last
        //     (0,0,0):(0,0,0) | (1,0,0):(-1,1,0) | (0,0,1):(0,1,-1) | (1,1,1):(0,0,0)
        //     ^ solid black     ^ red to green     ^ blue to green    ^ solid white
        let mut entries = [GradientDataEntry::white(); GRADIENT_DATA_SIZE];
        let mut prev_step = cur_color;
        if reverse_stops {
            // Fill in the first entry (for reversed stops) with the first color stop
            prev_step = GradientGpuBlockBuilder::fill_colors(
                GRADIENT_DATA_LAST_STOP,
                GRADIENT_DATA_LAST_STOP + 1,
                &cur_color,
                &cur_color,
                &mut entries,
                &prev_step,
            );

            // Fill in the center of the gradient table, generating a color ramp between each consecutive pair
            // of gradient stops. Each iteration of a loop will fill the indices in [next_idx, cur_idx). The
            // loop will then fill indices in [GRADIENT_DATA_TABLE_BEGIN, GRADIENT_DATA_TABLE_END).
            let mut cur_idx = GRADIENT_DATA_TABLE_END;
            for next in src_stops {
                let next_color = next.color.premultiplied();
                let next_idx = Self::get_index(1.0 - next.offset);

                if next_idx < cur_idx {
                    prev_step = GradientGpuBlockBuilder::fill_colors(
                        next_idx,
                        cur_idx,
                        &next_color,
                        &cur_color,
                        &mut entries,
                        &prev_step,
                    );
                    cur_idx = next_idx;
                }

                cur_color = next_color;
            }
            if cur_idx != GRADIENT_DATA_TABLE_BEGIN {
                error!("Gradient stops abruptly at {}, auto-completing to white", cur_idx);
            }

            // Fill in the last entry (for reversed stops) with the last color stop
            GradientGpuBlockBuilder::fill_colors(
                GRADIENT_DATA_FIRST_STOP,
                GRADIENT_DATA_FIRST_STOP + 1,
                &cur_color,
                &cur_color,
                &mut entries,
                &prev_step,
            );
        } else {
            // Fill in the first entry with the first color stop
            prev_step = GradientGpuBlockBuilder::fill_colors(
                GRADIENT_DATA_FIRST_STOP,
                GRADIENT_DATA_FIRST_STOP + 1,
                &cur_color,
                &cur_color,
                &mut entries,
                &prev_step,
            );

            // Fill in the center of the gradient table, generating a color ramp between each consecutive pair
            // of gradient stops. Each iteration of a loop will fill the indices in [cur_idx, next_idx). The
            // loop will then fill indices in [GRADIENT_DATA_TABLE_BEGIN, GRADIENT_DATA_TABLE_END).
            let mut cur_idx = GRADIENT_DATA_TABLE_BEGIN;
            for next in src_stops {
                let next_color = next.color.premultiplied();
                let next_idx = Self::get_index(next.offset);

                if next_idx > cur_idx {
                    prev_step = GradientGpuBlockBuilder::fill_colors(
                        cur_idx,
                        next_idx,
                        &cur_color,
                        &next_color,
                        &mut entries,
                        &prev_step,
                    );
                    cur_idx = next_idx;
                }

                cur_color = next_color;
            }
            if cur_idx != GRADIENT_DATA_TABLE_END {
                error!("Gradient stops abruptly at {}, auto-completing to white", cur_idx);
            }

            // Fill in the last entry with the last color stop
            GradientGpuBlockBuilder::fill_colors(
                GRADIENT_DATA_LAST_STOP,
                GRADIENT_DATA_LAST_STOP + 1,
                &cur_color,
                &cur_color,
                &mut entries,
                &prev_step,
            );
        }

        let mut writer = gpu_buffer_builder.write_blocks(2 * entries.len());

        for entry in entries {
            writer.push_one(entry.start_color);
            writer.push_one(entry.end_step);
        }

        writer.finish()
    }
}

// If the gradient is not tiled we know that any content outside of the clip will not
// be shown. Applying the clip early reduces how much of the gradient we
// render and cache. We do this optimization separately on each axis.
// Returns the offset between the new and old primitive rect origin, to apply to the
// gradient parameters that are relative to the primitive origin.
pub fn apply_gradient_local_clip(
    prim_rect: &mut LayoutRect,
    stretch_size: &LayoutSize,
    tile_spacing: &LayoutSize,
    clip_rect: &LayoutRect,
) -> LayoutVector2D {
    let w = prim_rect.max.x.min(clip_rect.max.x) - prim_rect.min.x;
    let h = prim_rect.max.y.min(clip_rect.max.y) - prim_rect.min.y;
    let is_tiled_x = w > stretch_size.width + tile_spacing.width;
    let is_tiled_y = h > stretch_size.height + tile_spacing.height;

    let mut offset = LayoutVector2D::new(0.0, 0.0);

    if !is_tiled_x {
        let diff = (clip_rect.min.x - prim_rect.min.x).min(prim_rect.width());
        if diff > 0.0 {
            prim_rect.min.x += diff;
            offset.x = -diff;
        }

        let diff = prim_rect.max.x - clip_rect.max.x;
        if diff > 0.0 {
            prim_rect.max.x -= diff;
        }
    }

    if !is_tiled_y {
        let diff = (clip_rect.min.y - prim_rect.min.y).min(prim_rect.height());
        if diff > 0.0 {
            prim_rect.min.y += diff;
            offset.y = -diff;
        }

        let diff = prim_rect.max.y - clip_rect.max.y;
        if diff > 0.0 {
            prim_rect.max.y -= diff;
        }
    }

    offset
}

#[test]
#[cfg(target_pointer_width = "64")]
fn test_struct_sizes() {
    use std::mem;
    // The sizes of these structures are critical for performance on a number of
    // talos stress tests. If you get a failure here on CI, there's two possibilities:
    // (a) You made a structure smaller than it currently is. Great work! Update the
    //     test expectations and move on.
    // (b) You made a structure larger. This is not necessarily a problem, but should only
    //     be done with care, and after checking if talos performance regresses badly.
    assert_eq!(mem::size_of::<LinearGradient>(), 72, "LinearGradient size changed");
    assert_eq!(mem::size_of::<LinearGradientTemplate>(), 144, "LinearGradientTemplate size changed");
    assert_eq!(mem::size_of::<LinearGradientKey>(), 96, "LinearGradientKey size changed");

    assert_eq!(mem::size_of::<RadialGradient>(), 72, "RadialGradient size changed");
    assert_eq!(mem::size_of::<RadialGradientTemplate>(), 144, "RadialGradientTemplate size changed");
    assert_eq!(mem::size_of::<RadialGradientKey>(), 96, "RadialGradientKey size changed");

    assert_eq!(mem::size_of::<ConicGradient>(), 72, "ConicGradient size changed");
    assert_eq!(mem::size_of::<ConicGradientTemplate>(), 144, "ConicGradientTemplate size changed");
    assert_eq!(mem::size_of::<ConicGradientKey>(), 96, "ConicGradientKey size changed");
}