gecko-dev/layout/style/nsStyleTransformMatrix.cpp
Boris Chiou 503c205902 Bug 1737209 - Remove unused functions of decomposing 2d and 3d matrix. r=zrhoffman
We keep these functions because we used them for compositor animations before
merging stylo. Now we always use the equivalent rust version for all the
transform interpolation, on both the main thread and the compositor thread.

Differential Revision: https://phabricator.services.mozilla.com/D187072
2023-09-01 20:15:51 +00:00

639 lines
24 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
/*
* A class used for intermediate representations of the -moz-transform property.
*/
#include "nsStyleTransformMatrix.h"
#include "nsLayoutUtils.h"
#include "nsPresContext.h"
#include "mozilla/MotionPathUtils.h"
#include "mozilla/ServoBindings.h"
#include "mozilla/StaticPrefs_layout.h"
#include "mozilla/StyleAnimationValue.h"
#include "mozilla/SVGUtils.h"
#include "gfxMatrix.h"
#include "gfxQuaternion.h"
using namespace mozilla;
using namespace mozilla::gfx;
namespace nsStyleTransformMatrix {
/* Note on floating point precision: The transform matrix is an array
* of single precision 'float's, and so are most of the input values
* we get from the style system, but intermediate calculations
* involving angles need to be done in 'double'.
*/
// Define UNIFIED_CONTINUATIONS here and in nsDisplayList.cpp
// to have the transform property try
// to transform content with continuations as one unified block instead of
// several smaller ones. This is currently disabled because it doesn't work
// correctly, since when the frames are initially being reflowed, their
// continuations all compute their bounding rects independently of each other
// and consequently get the wrong value.
// #define UNIFIED_CONTINUATIONS
static nsRect GetSVGBox(const nsIFrame* aFrame) {
auto computeViewBox = [&]() {
// Percentages in transforms resolve against the width/height of the
// nearest viewport (or its viewBox if one is applied), and the
// transform is relative to {0,0} in current user space.
CSSSize size = CSSSize::FromUnknownSize(SVGUtils::GetContextSize(aFrame));
return nsRect(-aFrame->GetPosition(), CSSPixel::ToAppUnits(size));
};
// For SVG elements without associated CSS layout box, the used value for
// content-box is fill-box and for border-box is stroke-box.
// https://drafts.csswg.org/css-transforms-1/#transform-box
switch (aFrame->StyleDisplay()->mTransformBox) {
case StyleTransformBox::ContentBox:
case StyleTransformBox::FillBox: {
// Percentages in transforms resolve against the SVG bbox, and the
// transform is relative to the top-left of the SVG bbox.
nsRect bboxInAppUnits = nsLayoutUtils::ComputeGeometryBox(
const_cast<nsIFrame*>(aFrame), StyleGeometryBox::FillBox);
// The mRect of an SVG nsIFrame is its user space bounds *including*
// stroke and markers, whereas bboxInAppUnits is its user space bounds
// including fill only. We need to note the offset of the reference box
// from the frame's mRect in mX/mY.
return {bboxInAppUnits.x - aFrame->GetPosition().x,
bboxInAppUnits.y - aFrame->GetPosition().y, bboxInAppUnits.width,
bboxInAppUnits.height};
}
case StyleTransformBox::BorderBox:
if (!StaticPrefs::layout_css_transform_box_content_stroke_enabled()) {
// If stroke-box is disabled, we shouldn't use it and fall back to
// view-box.
return computeViewBox();
}
[[fallthrough]];
case StyleTransformBox::StrokeBox: {
// We are using SVGUtils::PathExtentsToMaxStrokeExtents() to compute the
// bbox contribution for stroke box (if it doesn't have simple bounds),
// so the |strokeBox| here may be larger than the author's expectation.
// Using Moz2D to compute the tighter bounding box is another way but it
// has some potential issues (see SVGGeometryFrame::GetBBoxContribution()
// for more details), and its result depends on the drawing backend. So
// for now we still rely on our default calcuclation for SVG geometry
// frame reflow code. At least this works for the shape elements which
// have simple bounds.
// FIXME: Bug 1849054. We may have to update
// SVGGeometryFrame::GetBBoxContribution() to get tighter stroke bounds.
nsRect strokeBox = nsLayoutUtils::ComputeGeometryBox(
const_cast<nsIFrame*>(aFrame), StyleGeometryBox::StrokeBox);
// The |nsIFrame::mRect| includes markers, so we have to compute the
// offsets without markers.
return nsRect{strokeBox.x - aFrame->GetPosition().x,
strokeBox.y - aFrame->GetPosition().y, strokeBox.width,
strokeBox.height};
}
case StyleTransformBox::ViewBox:
return computeViewBox();
}
MOZ_ASSERT_UNREACHABLE("All transform box should be handled.");
return {};
}
void TransformReferenceBox::EnsureDimensionsAreCached() {
if (mIsCached) {
return;
}
MOZ_ASSERT(mFrame);
mIsCached = true;
if (mFrame->HasAnyStateBits(NS_FRAME_SVG_LAYOUT)) {
mBox = GetSVGBox(mFrame);
return;
}
// For elements with associated CSS layout box, the used value for fill-box is
// content-box and for stroke-box and view-box is border-box.
// https://drafts.csswg.org/css-transforms-1/#transform-box
switch (mFrame->StyleDisplay()->mTransformBox) {
case StyleTransformBox::FillBox:
case StyleTransformBox::ContentBox: {
mBox = mFrame->GetContentRectRelativeToSelf();
return;
}
case StyleTransformBox::StrokeBox:
// TODO: Implement this in the following patches.
return;
case StyleTransformBox::ViewBox:
case StyleTransformBox::BorderBox: {
// If UNIFIED_CONTINUATIONS is not defined, this is simply the frame's
// bounding rectangle, translated to the origin. Otherwise, it is the
// smallest rectangle containing a frame and all of its continuations. For
// example, if there is a <span> element with several continuations split
// over several lines, this function will return the rectangle containing
// all of those continuations.
nsRect rect;
#ifndef UNIFIED_CONTINUATIONS
rect = mFrame->GetRect();
#else
// Iterate the continuation list, unioning together the bounding rects:
for (const nsIFrame* currFrame = mFrame->FirstContinuation();
currFrame != nullptr; currFrame = currFrame->GetNextContinuation()) {
// Get the frame rect in local coordinates, then translate back to the
// original coordinates:
rect.UnionRect(result, nsRect(currFrame->GetOffsetTo(mFrame),
currFrame->GetSize()));
}
#endif
mBox = {0, 0, rect.Width(), rect.Height()};
return;
}
}
}
float ProcessTranslatePart(
const LengthPercentage& aValue, TransformReferenceBox* aRefBox,
TransformReferenceBox::DimensionGetter aDimensionGetter) {
return aValue.ResolveToCSSPixelsWith([&] {
return aRefBox && !aRefBox->IsEmpty()
? CSSPixel::FromAppUnits((aRefBox->*aDimensionGetter)())
: CSSCoord(0);
});
}
/**
* Helper functions to process all the transformation function types.
*
* These take a matrix parameter to accumulate the current matrix.
*/
/* Helper function to process a matrix entry. */
static void ProcessMatrix(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp) {
const auto& matrix = aOp.AsMatrix();
gfxMatrix result;
result._11 = matrix.a;
result._12 = matrix.b;
result._21 = matrix.c;
result._22 = matrix.d;
result._31 = matrix.e;
result._32 = matrix.f;
aMatrix = result * aMatrix;
}
static void ProcessMatrix3D(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp) {
Matrix4x4 temp;
const auto& matrix = aOp.AsMatrix3D();
temp._11 = matrix.m11;
temp._12 = matrix.m12;
temp._13 = matrix.m13;
temp._14 = matrix.m14;
temp._21 = matrix.m21;
temp._22 = matrix.m22;
temp._23 = matrix.m23;
temp._24 = matrix.m24;
temp._31 = matrix.m31;
temp._32 = matrix.m32;
temp._33 = matrix.m33;
temp._34 = matrix.m34;
temp._41 = matrix.m41;
temp._42 = matrix.m42;
temp._43 = matrix.m43;
temp._44 = matrix.m44;
aMatrix = temp * aMatrix;
}
// For accumulation for transform functions, |aOne| corresponds to |aB| and
// |aTwo| corresponds to |aA| for StyleAnimationValue::Accumulate().
class Accumulate {
public:
template <typename T>
static T operate(const T& aOne, const T& aTwo, double aCoeff) {
return aOne + aTwo * aCoeff;
}
static Point4D operateForPerspective(const Point4D& aOne, const Point4D& aTwo,
double aCoeff) {
return (aOne - Point4D(0, 0, 0, 1)) +
(aTwo - Point4D(0, 0, 0, 1)) * aCoeff + Point4D(0, 0, 0, 1);
}
static Point3D operateForScale(const Point3D& aOne, const Point3D& aTwo,
double aCoeff) {
// For scale, the identify element is 1, see AddTransformScale in
// StyleAnimationValue.cpp.
return (aOne - Point3D(1, 1, 1)) + (aTwo - Point3D(1, 1, 1)) * aCoeff +
Point3D(1, 1, 1);
}
static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
const gfxQuaternion& aTwo, double aCoeff) {
if (aCoeff == 0.0) {
return aOne.ToMatrix();
}
double theta = acos(mozilla::clamped(aTwo.w, -1.0, 1.0));
double scale = (theta != 0.0) ? 1.0 / sin(theta) : 0.0;
theta *= aCoeff;
scale *= sin(theta);
gfxQuaternion result = gfxQuaternion(scale * aTwo.x, scale * aTwo.y,
scale * aTwo.z, cos(theta)) *
aOne;
return result.ToMatrix();
}
static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
const Matrix4x4& aMatrix2,
double aProgress) {
return aMatrix1;
}
static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
const Matrix4x4& aMatrix2, double aCount) {
Matrix4x4 result;
Servo_MatrixTransform_Operate(MatrixTransformOperator::Accumulate,
&aMatrix1.components, &aMatrix2.components,
aCount, &result.components);
return result;
}
};
class Interpolate {
public:
template <typename T>
static T operate(const T& aOne, const T& aTwo, double aCoeff) {
return aOne + (aTwo - aOne) * aCoeff;
}
static Point4D operateForPerspective(const Point4D& aOne, const Point4D& aTwo,
double aCoeff) {
return aOne + (aTwo - aOne) * aCoeff;
}
static Point3D operateForScale(const Point3D& aOne, const Point3D& aTwo,
double aCoeff) {
return aOne + (aTwo - aOne) * aCoeff;
}
static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
const gfxQuaternion& aTwo, double aCoeff) {
return aOne.Slerp(aTwo, aCoeff).ToMatrix();
}
static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
const Matrix4x4& aMatrix2,
double aProgress) {
return aProgress < 0.5 ? aMatrix1 : aMatrix2;
}
static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
const Matrix4x4& aMatrix2, double aProgress) {
Matrix4x4 result;
Servo_MatrixTransform_Operate(MatrixTransformOperator::Interpolate,
&aMatrix1.components, &aMatrix2.components,
aProgress, &result.components);
return result;
}
};
template <typename Operator>
static void ProcessMatrixOperator(Matrix4x4& aMatrix,
const StyleTransform& aFrom,
const StyleTransform& aTo, float aProgress,
TransformReferenceBox& aRefBox) {
float appUnitPerCSSPixel = AppUnitsPerCSSPixel();
Matrix4x4 matrix1 = ReadTransforms(aFrom, aRefBox, appUnitPerCSSPixel);
Matrix4x4 matrix2 = ReadTransforms(aTo, aRefBox, appUnitPerCSSPixel);
aMatrix = Operator::operateByServo(matrix1, matrix2, aProgress) * aMatrix;
}
/* Helper function to process two matrices that we need to interpolate between
*/
void ProcessInterpolateMatrix(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp,
TransformReferenceBox& aRefBox) {
const auto& args = aOp.AsInterpolateMatrix();
ProcessMatrixOperator<Interpolate>(aMatrix, args.from_list, args.to_list,
args.progress._0, aRefBox);
}
void ProcessAccumulateMatrix(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp,
TransformReferenceBox& aRefBox) {
const auto& args = aOp.AsAccumulateMatrix();
ProcessMatrixOperator<Accumulate>(aMatrix, args.from_list, args.to_list,
args.count, aRefBox);
}
/* Helper function to process a translatex function. */
static void ProcessTranslateX(Matrix4x4& aMatrix,
const LengthPercentage& aLength,
TransformReferenceBox& aRefBox) {
Point3D temp;
temp.x =
ProcessTranslatePart(aLength, &aRefBox, &TransformReferenceBox::Width);
aMatrix.PreTranslate(temp);
}
/* Helper function to process a translatey function. */
static void ProcessTranslateY(Matrix4x4& aMatrix,
const LengthPercentage& aLength,
TransformReferenceBox& aRefBox) {
Point3D temp;
temp.y =
ProcessTranslatePart(aLength, &aRefBox, &TransformReferenceBox::Height);
aMatrix.PreTranslate(temp);
}
static void ProcessTranslateZ(Matrix4x4& aMatrix, const Length& aLength) {
Point3D temp;
temp.z = aLength.ToCSSPixels();
aMatrix.PreTranslate(temp);
}
/* Helper function to process a translate function. */
static void ProcessTranslate(Matrix4x4& aMatrix, const LengthPercentage& aX,
const LengthPercentage& aY,
TransformReferenceBox& aRefBox) {
Point3D temp;
temp.x = ProcessTranslatePart(aX, &aRefBox, &TransformReferenceBox::Width);
temp.y = ProcessTranslatePart(aY, &aRefBox, &TransformReferenceBox::Height);
aMatrix.PreTranslate(temp);
}
static void ProcessTranslate3D(Matrix4x4& aMatrix, const LengthPercentage& aX,
const LengthPercentage& aY, const Length& aZ,
TransformReferenceBox& aRefBox) {
Point3D temp;
temp.x = ProcessTranslatePart(aX, &aRefBox, &TransformReferenceBox::Width);
temp.y = ProcessTranslatePart(aY, &aRefBox, &TransformReferenceBox::Height);
temp.z = aZ.ToCSSPixels();
aMatrix.PreTranslate(temp);
}
/* Helper function to set up a scale matrix. */
static void ProcessScaleHelper(Matrix4x4& aMatrix, float aXScale, float aYScale,
float aZScale) {
aMatrix.PreScale(aXScale, aYScale, aZScale);
}
static void ProcessScale3D(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp) {
const auto& scale = aOp.AsScale3D();
ProcessScaleHelper(aMatrix, scale._0, scale._1, scale._2);
}
/* Helper function that, given a set of angles, constructs the appropriate
* skew matrix.
*/
static void ProcessSkewHelper(Matrix4x4& aMatrix, const StyleAngle& aXAngle,
const StyleAngle& aYAngle) {
aMatrix.SkewXY(aXAngle.ToRadians(), aYAngle.ToRadians());
}
static void ProcessRotate3D(Matrix4x4& aMatrix, float aX, float aY, float aZ,
const StyleAngle& aAngle) {
Matrix4x4 temp;
temp.SetRotateAxisAngle(aX, aY, aZ, aAngle.ToRadians());
aMatrix = temp * aMatrix;
}
static void ProcessPerspective(
Matrix4x4& aMatrix,
const StyleGenericPerspectiveFunction<Length>& aPerspective) {
if (aPerspective.IsNone()) {
return;
}
float p = aPerspective.AsLength().ToCSSPixels();
if (!std::isinf(p)) {
aMatrix.Perspective(std::max(p, 1.0f));
}
}
static void MatrixForTransformFunction(Matrix4x4& aMatrix,
const StyleTransformOperation& aOp,
TransformReferenceBox& aRefBox) {
/* Get the keyword for the transform. */
switch (aOp.tag) {
case StyleTransformOperation::Tag::TranslateX:
ProcessTranslateX(aMatrix, aOp.AsTranslateX(), aRefBox);
break;
case StyleTransformOperation::Tag::TranslateY:
ProcessTranslateY(aMatrix, aOp.AsTranslateY(), aRefBox);
break;
case StyleTransformOperation::Tag::TranslateZ:
ProcessTranslateZ(aMatrix, aOp.AsTranslateZ());
break;
case StyleTransformOperation::Tag::Translate:
ProcessTranslate(aMatrix, aOp.AsTranslate()._0, aOp.AsTranslate()._1,
aRefBox);
break;
case StyleTransformOperation::Tag::Translate3D:
return ProcessTranslate3D(aMatrix, aOp.AsTranslate3D()._0,
aOp.AsTranslate3D()._1, aOp.AsTranslate3D()._2,
aRefBox);
break;
case StyleTransformOperation::Tag::ScaleX:
ProcessScaleHelper(aMatrix, aOp.AsScaleX(), 1.0f, 1.0f);
break;
case StyleTransformOperation::Tag::ScaleY:
ProcessScaleHelper(aMatrix, 1.0f, aOp.AsScaleY(), 1.0f);
break;
case StyleTransformOperation::Tag::ScaleZ:
ProcessScaleHelper(aMatrix, 1.0f, 1.0f, aOp.AsScaleZ());
break;
case StyleTransformOperation::Tag::Scale:
ProcessScaleHelper(aMatrix, aOp.AsScale()._0, aOp.AsScale()._1, 1.0f);
break;
case StyleTransformOperation::Tag::Scale3D:
ProcessScale3D(aMatrix, aOp);
break;
case StyleTransformOperation::Tag::SkewX:
ProcessSkewHelper(aMatrix, aOp.AsSkewX(), StyleAngle::Zero());
break;
case StyleTransformOperation::Tag::SkewY:
ProcessSkewHelper(aMatrix, StyleAngle::Zero(), aOp.AsSkewY());
break;
case StyleTransformOperation::Tag::Skew:
ProcessSkewHelper(aMatrix, aOp.AsSkew()._0, aOp.AsSkew()._1);
break;
case StyleTransformOperation::Tag::RotateX:
aMatrix.RotateX(aOp.AsRotateX().ToRadians());
break;
case StyleTransformOperation::Tag::RotateY:
aMatrix.RotateY(aOp.AsRotateY().ToRadians());
break;
case StyleTransformOperation::Tag::RotateZ:
aMatrix.RotateZ(aOp.AsRotateZ().ToRadians());
break;
case StyleTransformOperation::Tag::Rotate:
aMatrix.RotateZ(aOp.AsRotate().ToRadians());
break;
case StyleTransformOperation::Tag::Rotate3D:
ProcessRotate3D(aMatrix, aOp.AsRotate3D()._0, aOp.AsRotate3D()._1,
aOp.AsRotate3D()._2, aOp.AsRotate3D()._3);
break;
case StyleTransformOperation::Tag::Matrix:
ProcessMatrix(aMatrix, aOp);
break;
case StyleTransformOperation::Tag::Matrix3D:
ProcessMatrix3D(aMatrix, aOp);
break;
case StyleTransformOperation::Tag::InterpolateMatrix:
ProcessInterpolateMatrix(aMatrix, aOp, aRefBox);
break;
case StyleTransformOperation::Tag::AccumulateMatrix:
ProcessAccumulateMatrix(aMatrix, aOp, aRefBox);
break;
case StyleTransformOperation::Tag::Perspective:
ProcessPerspective(aMatrix, aOp.AsPerspective());
break;
default:
MOZ_ASSERT_UNREACHABLE("Unknown transform function!");
}
}
Matrix4x4 ReadTransforms(const StyleTransform& aTransform,
TransformReferenceBox& aRefBox,
float aAppUnitsPerMatrixUnit) {
Matrix4x4 result;
for (const StyleTransformOperation& op : aTransform.Operations()) {
MatrixForTransformFunction(result, op, aRefBox);
}
float scale = float(AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
result.PreScale(1 / scale, 1 / scale, 1 / scale);
result.PostScale(scale, scale, scale);
return result;
}
static void ProcessTranslate(Matrix4x4& aMatrix,
const StyleTranslate& aTranslate,
TransformReferenceBox& aRefBox) {
switch (aTranslate.tag) {
case StyleTranslate::Tag::None:
return;
case StyleTranslate::Tag::Translate:
return ProcessTranslate3D(aMatrix, aTranslate.AsTranslate()._0,
aTranslate.AsTranslate()._1,
aTranslate.AsTranslate()._2, aRefBox);
default:
MOZ_ASSERT_UNREACHABLE("Huh?");
}
}
static void ProcessRotate(Matrix4x4& aMatrix, const StyleRotate& aRotate) {
switch (aRotate.tag) {
case StyleRotate::Tag::None:
return;
case StyleRotate::Tag::Rotate:
aMatrix.RotateZ(aRotate.AsRotate().ToRadians());
return;
case StyleRotate::Tag::Rotate3D:
return ProcessRotate3D(aMatrix, aRotate.AsRotate3D()._0,
aRotate.AsRotate3D()._1, aRotate.AsRotate3D()._2,
aRotate.AsRotate3D()._3);
default:
MOZ_ASSERT_UNREACHABLE("Huh?");
}
}
static void ProcessScale(Matrix4x4& aMatrix, const StyleScale& aScale) {
switch (aScale.tag) {
case StyleScale::Tag::None:
return;
case StyleScale::Tag::Scale:
return ProcessScaleHelper(aMatrix, aScale.AsScale()._0,
aScale.AsScale()._1, aScale.AsScale()._2);
default:
MOZ_ASSERT_UNREACHABLE("Huh?");
}
}
Matrix4x4 ReadTransforms(const StyleTranslate& aTranslate,
const StyleRotate& aRotate, const StyleScale& aScale,
const ResolvedMotionPathData* aMotion,
const StyleTransform& aTransform,
TransformReferenceBox& aRefBox,
float aAppUnitsPerMatrixUnit) {
Matrix4x4 result;
ProcessTranslate(result, aTranslate, aRefBox);
ProcessRotate(result, aRotate);
ProcessScale(result, aScale);
if (aMotion) {
// Create the equivalent translate and rotate function, according to the
// order in spec. We combine the translate and then the rotate.
// https://drafts.fxtf.org/motion-1/#calculating-path-transform
//
// Besides, we have to shift the object by the delta between anchor-point
// and transform-origin, to make sure we rotate the object according to
// anchor-point.
result.PreTranslate(aMotion->mTranslate.x + aMotion->mShift.x,
aMotion->mTranslate.y + aMotion->mShift.y, 0.0);
if (aMotion->mRotate != 0.0) {
result.RotateZ(aMotion->mRotate);
}
// Shift the origin back to transform-origin.
result.PreTranslate(-aMotion->mShift.x, -aMotion->mShift.y, 0.0);
}
for (const StyleTransformOperation& op : aTransform.Operations()) {
MatrixForTransformFunction(result, op, aRefBox);
}
float scale = float(AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
result.PreScale(1 / scale, 1 / scale, 1 / scale);
result.PostScale(scale, scale, scale);
return result;
}
mozilla::CSSPoint Convert2DPosition(const mozilla::LengthPercentage& aX,
const mozilla::LengthPercentage& aY,
const CSSSize& aSize) {
return {
aX.ResolveToCSSPixels(aSize.width),
aY.ResolveToCSSPixels(aSize.height),
};
}
CSSPoint Convert2DPosition(const LengthPercentage& aX,
const LengthPercentage& aY,
TransformReferenceBox& aRefBox) {
return {
aX.ResolveToCSSPixelsWith(
[&] { return CSSPixel::FromAppUnits(aRefBox.Width()); }),
aY.ResolveToCSSPixelsWith(
[&] { return CSSPixel::FromAppUnits(aRefBox.Height()); }),
};
}
Point Convert2DPosition(const LengthPercentage& aX, const LengthPercentage& aY,
TransformReferenceBox& aRefBox,
int32_t aAppUnitsPerPixel) {
float scale = mozilla::AppUnitsPerCSSPixel() / float(aAppUnitsPerPixel);
CSSPoint p = Convert2DPosition(aX, aY, aRefBox);
return {p.x * scale, p.y * scale};
}
} // namespace nsStyleTransformMatrix