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      1 /*
      2  * Copyright (C) 1997 Martin Jones (mjones (at) kde.org)
      3  *           (C) 1997 Torben Weis (weis (at) kde.org)
      4  *           (C) 1998 Waldo Bastian (bastian (at) kde.org)
      5  *           (C) 1999 Lars Knoll (knoll (at) kde.org)
      6  *           (C) 1999 Antti Koivisto (koivisto (at) kde.org)
      7  * Copyright (C) 2003, 2004, 2005, 2006, 2008, 2009, 2010, 2013 Apple Inc. All rights reserved.
      8  * Copyright (C) 2006 Alexey Proskuryakov (ap (at) nypop.com)
      9  *
     10  * This library is free software; you can redistribute it and/or
     11  * modify it under the terms of the GNU Library General Public
     12  * License as published by the Free Software Foundation; either
     13  * version 2 of the License, or (at your option) any later version.
     14  *
     15  * This library is distributed in the hope that it will be useful,
     16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
     17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     18  * Library General Public License for more details.
     19  *
     20  * You should have received a copy of the GNU Library General Public License
     21  * along with this library; see the file COPYING.LIB.  If not, write to
     22  * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
     23  * Boston, MA 02110-1301, USA.
     24  */
     25 
     26 #include "config.h"
     27 #include "core/rendering/RenderTableSection.h"
     28 
     29 #include <limits>
     30 #include "core/rendering/GraphicsContextAnnotator.h"
     31 #include "core/rendering/HitTestResult.h"
     32 #include "core/rendering/PaintInfo.h"
     33 #include "core/rendering/RenderTableCell.h"
     34 #include "core/rendering/RenderTableCol.h"
     35 #include "core/rendering/RenderTableRow.h"
     36 #include "core/rendering/RenderView.h"
     37 #include "core/rendering/SubtreeLayoutScope.h"
     38 #include "wtf/HashSet.h"
     39 
     40 using namespace std;
     41 
     42 namespace WebCore {
     43 
     44 using namespace HTMLNames;
     45 
     46 // Those 2 variables are used to balance the memory consumption vs the repaint time on big tables.
     47 static unsigned gMinTableSizeToUseFastPaintPathWithOverflowingCell = 75 * 75;
     48 static float gMaxAllowedOverflowingCellRatioForFastPaintPath = 0.1f;
     49 
     50 static inline void setRowLogicalHeightToRowStyleLogicalHeight(RenderTableSection::RowStruct& row)
     51 {
     52     ASSERT(row.rowRenderer);
     53     row.logicalHeight = row.rowRenderer->style()->logicalHeight();
     54 }
     55 
     56 static inline void updateLogicalHeightForCell(RenderTableSection::RowStruct& row, const RenderTableCell* cell)
     57 {
     58     // We ignore height settings on rowspan cells.
     59     if (cell->rowSpan() != 1)
     60         return;
     61 
     62     Length logicalHeight = cell->style()->logicalHeight();
     63     if (logicalHeight.isPositive()) {
     64         Length cRowLogicalHeight = row.logicalHeight;
     65         switch (logicalHeight.type()) {
     66         case Percent:
     67             if (!(cRowLogicalHeight.isPercent())
     68                 || (cRowLogicalHeight.isPercent() && cRowLogicalHeight.percent() < logicalHeight.percent()))
     69                 row.logicalHeight = logicalHeight;
     70             break;
     71         case Fixed:
     72             if (cRowLogicalHeight.type() < Percent
     73                 || (cRowLogicalHeight.isFixed() && cRowLogicalHeight.value() < logicalHeight.value()))
     74                 row.logicalHeight = logicalHeight;
     75             break;
     76         default:
     77             break;
     78         }
     79     }
     80 }
     81 
     82 
     83 RenderTableSection::RenderTableSection(Element* element)
     84     : RenderBox(element)
     85     , m_cCol(0)
     86     , m_cRow(0)
     87     , m_outerBorderStart(0)
     88     , m_outerBorderEnd(0)
     89     , m_outerBorderBefore(0)
     90     , m_outerBorderAfter(0)
     91     , m_needsCellRecalc(false)
     92     , m_hasMultipleCellLevels(false)
     93 {
     94     // init RenderObject attributes
     95     setInline(false); // our object is not Inline
     96 }
     97 
     98 RenderTableSection::~RenderTableSection()
     99 {
    100 }
    101 
    102 void RenderTableSection::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
    103 {
    104     RenderBox::styleDidChange(diff, oldStyle);
    105     propagateStyleToAnonymousChildren();
    106 
    107     // If border was changed, notify table.
    108     RenderTable* table = this->table();
    109     if (table && !table->selfNeedsLayout() && !table->normalChildNeedsLayout() && oldStyle && oldStyle->border() != style()->border())
    110         table->invalidateCollapsedBorders();
    111 }
    112 
    113 void RenderTableSection::willBeRemovedFromTree()
    114 {
    115     RenderBox::willBeRemovedFromTree();
    116 
    117     // Preventively invalidate our cells as we may be re-inserted into
    118     // a new table which would require us to rebuild our structure.
    119     setNeedsCellRecalc();
    120 }
    121 
    122 void RenderTableSection::addChild(RenderObject* child, RenderObject* beforeChild)
    123 {
    124     if (!child->isTableRow()) {
    125         RenderObject* last = beforeChild;
    126         if (!last)
    127             last = lastRow();
    128         if (last && last->isAnonymous() && !last->isBeforeOrAfterContent()) {
    129             if (beforeChild == last)
    130                 beforeChild = last->slowFirstChild();
    131             last->addChild(child, beforeChild);
    132             return;
    133         }
    134 
    135         if (beforeChild && !beforeChild->isAnonymous() && beforeChild->parent() == this) {
    136             RenderObject* row = beforeChild->previousSibling();
    137             if (row && row->isTableRow() && row->isAnonymous()) {
    138                 row->addChild(child);
    139                 return;
    140             }
    141         }
    142 
    143         // If beforeChild is inside an anonymous cell/row, insert into the cell or into
    144         // the anonymous row containing it, if there is one.
    145         RenderObject* lastBox = last;
    146         while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableRow())
    147             lastBox = lastBox->parent();
    148         if (lastBox && lastBox->isAnonymous() && !lastBox->isBeforeOrAfterContent()) {
    149             lastBox->addChild(child, beforeChild);
    150             return;
    151         }
    152 
    153         RenderObject* row = RenderTableRow::createAnonymousWithParentRenderer(this);
    154         addChild(row, beforeChild);
    155         row->addChild(child);
    156         return;
    157     }
    158 
    159     if (beforeChild)
    160         setNeedsCellRecalc();
    161 
    162     unsigned insertionRow = m_cRow;
    163     ++m_cRow;
    164     m_cCol = 0;
    165 
    166     ensureRows(m_cRow);
    167 
    168     RenderTableRow* row = toRenderTableRow(child);
    169     m_grid[insertionRow].rowRenderer = row;
    170     row->setRowIndex(insertionRow);
    171 
    172     if (!beforeChild)
    173         setRowLogicalHeightToRowStyleLogicalHeight(m_grid[insertionRow]);
    174 
    175     if (beforeChild && beforeChild->parent() != this)
    176         beforeChild = splitAnonymousBoxesAroundChild(beforeChild);
    177 
    178     ASSERT(!beforeChild || beforeChild->isTableRow());
    179     RenderBox::addChild(child, beforeChild);
    180 }
    181 
    182 void RenderTableSection::ensureRows(unsigned numRows)
    183 {
    184     if (numRows <= m_grid.size())
    185         return;
    186 
    187     unsigned oldSize = m_grid.size();
    188     m_grid.grow(numRows);
    189 
    190     unsigned effectiveColumnCount = max(1u, table()->numEffCols());
    191     for (unsigned row = oldSize; row < m_grid.size(); ++row)
    192         m_grid[row].row.grow(effectiveColumnCount);
    193 }
    194 
    195 void RenderTableSection::addCell(RenderTableCell* cell, RenderTableRow* row)
    196 {
    197     // We don't insert the cell if we need cell recalc as our internal columns' representation
    198     // will have drifted from the table's representation. Also recalcCells will call addCell
    199     // at a later time after sync'ing our columns' with the table's.
    200     if (needsCellRecalc())
    201         return;
    202 
    203     unsigned rSpan = cell->rowSpan();
    204     unsigned cSpan = cell->colSpan();
    205     const Vector<RenderTable::ColumnStruct>& columns = table()->columns();
    206     unsigned nCols = columns.size();
    207     unsigned insertionRow = row->rowIndex();
    208 
    209     // ### mozilla still seems to do the old HTML way, even for strict DTD
    210     // (see the annotation on table cell layouting in the CSS specs and the testcase below:
    211     // <TABLE border>
    212     // <TR><TD>1 <TD rowspan="2">2 <TD>3 <TD>4
    213     // <TR><TD colspan="2">5
    214     // </TABLE>
    215     while (m_cCol < nCols && (cellAt(insertionRow, m_cCol).hasCells() || cellAt(insertionRow, m_cCol).inColSpan))
    216         m_cCol++;
    217 
    218     updateLogicalHeightForCell(m_grid[insertionRow], cell);
    219 
    220     ensureRows(insertionRow + rSpan);
    221 
    222     m_grid[insertionRow].rowRenderer = row;
    223 
    224     unsigned col = m_cCol;
    225     // tell the cell where it is
    226     bool inColSpan = false;
    227     while (cSpan) {
    228         unsigned currentSpan;
    229         if (m_cCol >= nCols) {
    230             table()->appendColumn(cSpan);
    231             currentSpan = cSpan;
    232         } else {
    233             if (cSpan < columns[m_cCol].span)
    234                 table()->splitColumn(m_cCol, cSpan);
    235             currentSpan = columns[m_cCol].span;
    236         }
    237         for (unsigned r = 0; r < rSpan; r++) {
    238             CellStruct& c = cellAt(insertionRow + r, m_cCol);
    239             ASSERT(cell);
    240             c.cells.append(cell);
    241             // If cells overlap then we take the slow path for painting.
    242             if (c.cells.size() > 1)
    243                 m_hasMultipleCellLevels = true;
    244             if (inColSpan)
    245                 c.inColSpan = true;
    246         }
    247         m_cCol++;
    248         cSpan -= currentSpan;
    249         inColSpan = true;
    250     }
    251     cell->setCol(table()->effColToCol(col));
    252 }
    253 
    254 bool RenderTableSection::rowHasOnlySpanningCells(unsigned row)
    255 {
    256     unsigned totalCols = m_grid[row].row.size();
    257 
    258     if (!totalCols)
    259         return false;
    260 
    261     for (unsigned col = 0; col < totalCols; col++) {
    262         const CellStruct& rowSpanCell = cellAt(row, col);
    263 
    264         // Empty cell is not a valid cell so it is not a rowspan cell.
    265         if (rowSpanCell.cells.isEmpty())
    266             return false;
    267 
    268         if (rowSpanCell.cells[0]->rowSpan() == 1)
    269             return false;
    270     }
    271 
    272     return true;
    273 }
    274 
    275 void RenderTableSection::populateSpanningRowsHeightFromCell(RenderTableCell* cell, struct SpanningRowsHeight& spanningRowsHeight)
    276 {
    277     const unsigned rowSpan = cell->rowSpan();
    278     const unsigned rowIndex = cell->rowIndex();
    279 
    280     spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing = cell->logicalHeightForRowSizing();
    281 
    282     spanningRowsHeight.rowHeight.resize(rowSpan);
    283     spanningRowsHeight.totalRowsHeight = 0;
    284     for (unsigned row = 0; row < rowSpan; row++) {
    285         unsigned actualRow = row + rowIndex;
    286 
    287         spanningRowsHeight.rowHeight[row] = m_rowPos[actualRow + 1] - m_rowPos[actualRow] - borderSpacingForRow(actualRow);
    288         if (!spanningRowsHeight.rowHeight[row])
    289             spanningRowsHeight.isAnyRowWithOnlySpanningCells |= rowHasOnlySpanningCells(actualRow);
    290 
    291         spanningRowsHeight.totalRowsHeight += spanningRowsHeight.rowHeight[row];
    292         spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing -= borderSpacingForRow(actualRow);
    293     }
    294     // We don't span the following row so its border-spacing (if any) should be included.
    295     spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing += borderSpacingForRow(rowIndex + rowSpan - 1);
    296 }
    297 
    298 void RenderTableSection::distributeExtraRowSpanHeightToPercentRows(RenderTableCell* cell, int totalPercent, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
    299 {
    300     if (!extraRowSpanningHeight || !totalPercent)
    301         return;
    302 
    303     const unsigned rowSpan = cell->rowSpan();
    304     const unsigned rowIndex = cell->rowIndex();
    305     int percent = min(totalPercent, 100);
    306     const int tableHeight = m_rowPos[m_grid.size()] + extraRowSpanningHeight;
    307 
    308     // Our algorithm matches Firefox. Extra spanning height would be distributed Only in first percent height rows
    309     // those total percent is 100. Other percent rows would be uneffected even extra spanning height is remain.
    310     int accumulatedPositionIncrease = 0;
    311     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
    312         if (percent > 0 && extraRowSpanningHeight > 0) {
    313             if (m_grid[row].logicalHeight.isPercent()) {
    314                 int toAdd = (tableHeight * m_grid[row].logicalHeight.percent() / 100) - rowsHeight[row - rowIndex];
    315                 // FIXME: Note that this is wrong if we have a percentage above 100% and may make us grow
    316                 // above the available space.
    317 
    318                 toAdd = min(toAdd, extraRowSpanningHeight);
    319                 accumulatedPositionIncrease += toAdd;
    320                 extraRowSpanningHeight -= toAdd;
    321                 percent -= m_grid[row].logicalHeight.percent();
    322             }
    323         }
    324         m_rowPos[row + 1] += accumulatedPositionIncrease;
    325     }
    326 }
    327 
    328 // Sometimes the multiplication of the 2 values below will overflow an integer.
    329 // So we convert the parameters to 'long long' instead of 'int' to avoid the
    330 // problem in this function.
    331 static void updatePositionIncreasedWithRowHeight(long long extraHeight, long long rowHeight, long long totalHeight, int& accumulatedPositionIncrease, int& remainder)
    332 {
    333     COMPILE_ASSERT(sizeof(long long int) > sizeof(int), int_should_be_less_than_longlong);
    334 
    335     accumulatedPositionIncrease += (extraHeight * rowHeight) / totalHeight;
    336     remainder += (extraHeight * rowHeight) % totalHeight;
    337 }
    338 
    339 void RenderTableSection::distributeExtraRowSpanHeightToAutoRows(RenderTableCell* cell, int totalAutoRowsHeight, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
    340 {
    341     if (!extraRowSpanningHeight || !totalAutoRowsHeight)
    342         return;
    343 
    344     const unsigned rowSpan = cell->rowSpan();
    345     const unsigned rowIndex = cell->rowIndex();
    346     int accumulatedPositionIncrease = 0;
    347     int remainder = 0;
    348 
    349     // Aspect ratios of auto rows should not change otherwise table may look different than user expected.
    350     // So extra height distributed in auto spanning rows based on their weight in spanning cell.
    351     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
    352         if (m_grid[row].logicalHeight.isAuto()) {
    353             updatePositionIncreasedWithRowHeight(extraRowSpanningHeight, rowsHeight[row - rowIndex], totalAutoRowsHeight, accumulatedPositionIncrease, remainder);
    354 
    355             // While whole extra spanning height is distributing in auto spanning rows, rational parts remains
    356             // in every integer division. So accumulating all remainder part in integer division and when total remainder
    357             // is equvalent to divisor then 1 unit increased in row position.
    358             // Note that this algorithm is biased towards adding more space towards the lower rows.
    359             if (remainder >= totalAutoRowsHeight) {
    360                 remainder -= totalAutoRowsHeight;
    361                 accumulatedPositionIncrease++;
    362             }
    363         }
    364         m_rowPos[row + 1] += accumulatedPositionIncrease;
    365     }
    366 
    367     ASSERT(!remainder);
    368 
    369     extraRowSpanningHeight -= accumulatedPositionIncrease;
    370 }
    371 
    372 void RenderTableSection::distributeExtraRowSpanHeightToRemainingRows(RenderTableCell* cell, int totalRemainingRowsHeight, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
    373 {
    374     if (!extraRowSpanningHeight || !totalRemainingRowsHeight)
    375         return;
    376 
    377     const unsigned rowSpan = cell->rowSpan();
    378     const unsigned rowIndex = cell->rowIndex();
    379     int accumulatedPositionIncrease = 0;
    380     int remainder = 0;
    381 
    382     // Aspect ratios of the rows should not change otherwise table may look different than user expected.
    383     // So extra height distribution in remaining spanning rows based on their weight in spanning cell.
    384     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
    385         if (!m_grid[row].logicalHeight.isPercent()) {
    386             updatePositionIncreasedWithRowHeight(extraRowSpanningHeight, rowsHeight[row - rowIndex], totalRemainingRowsHeight, accumulatedPositionIncrease, remainder);
    387 
    388             // While whole extra spanning height is distributing in remaining spanning rows, rational parts remains
    389             // in every integer division. So accumulating all remainder part in integer division and when total remainder
    390             // is equvalent to divisor then 1 unit increased in row position.
    391             // Note that this algorithm is biased towards adding more space towards the lower rows.
    392             if (remainder >= totalRemainingRowsHeight) {
    393                 remainder -= totalRemainingRowsHeight;
    394                 accumulatedPositionIncrease++;
    395             }
    396         }
    397         m_rowPos[row + 1] += accumulatedPositionIncrease;
    398     }
    399 
    400     ASSERT(!remainder);
    401 
    402     extraRowSpanningHeight -= accumulatedPositionIncrease;
    403 }
    404 
    405 static bool cellIsFullyIncludedInOtherCell(const RenderTableCell* cell1, const RenderTableCell* cell2)
    406 {
    407     return (cell1->rowIndex() >= cell2->rowIndex() && (cell1->rowIndex() + cell1->rowSpan()) <= (cell2->rowIndex() + cell2->rowSpan()));
    408 }
    409 
    410 // To avoid unneeded extra height distributions, we apply the following sorting algorithm:
    411 static bool compareRowSpanCellsInHeightDistributionOrder(const RenderTableCell* cell1, const RenderTableCell* cell2)
    412 {
    413     // Sorting bigger height cell first if cells are at same index with same span because we will skip smaller
    414     // height cell to distribute it's extra height.
    415     if (cell1->rowIndex() == cell2->rowIndex() && cell1->rowSpan() == cell2->rowSpan())
    416         return (cell1->logicalHeightForRowSizing() > cell2->logicalHeightForRowSizing());
    417     // Sorting inner most cell first because if inner spanning cell'e extra height is distributed then outer
    418     // spanning cell's extra height will adjust accordingly. In reverse order, there is more chances that outer
    419     // spanning cell's height will exceed than defined by user.
    420     if (cellIsFullyIncludedInOtherCell(cell1, cell2))
    421         return true;
    422     // Sorting lower row index first because first we need to apply the extra height of spanning cell which
    423     // comes first in the table so lower rows's position would increment in sequence.
    424     if (!cellIsFullyIncludedInOtherCell(cell2, cell1))
    425         return (cell1->rowIndex() < cell2->rowIndex());
    426 
    427     return false;
    428 }
    429 
    430 bool RenderTableSection::isHeightNeededForRowHavingOnlySpanningCells(unsigned row)
    431 {
    432     unsigned totalCols = m_grid[row].row.size();
    433 
    434     if (!totalCols)
    435         return false;
    436 
    437     for (unsigned col = 0; col < totalCols; col++) {
    438         const CellStruct& rowSpanCell = cellAt(row, col);
    439 
    440         if (rowSpanCell.cells.size()) {
    441             RenderTableCell* cell = rowSpanCell.cells[0];
    442             const unsigned rowIndex = cell->rowIndex();
    443             const unsigned rowSpan = cell->rowSpan();
    444             int totalRowSpanCellHeight = 0;
    445 
    446             for (unsigned row = 0; row < rowSpan; row++) {
    447                 unsigned actualRow = row + rowIndex;
    448                 totalRowSpanCellHeight += m_rowPos[actualRow + 1] - m_rowPos[actualRow];
    449             }
    450             totalRowSpanCellHeight -= borderSpacingForRow(rowIndex + rowSpan - 1);
    451 
    452             if (totalRowSpanCellHeight < cell->logicalHeightForRowSizing())
    453                 return true;
    454         }
    455     }
    456 
    457     return false;
    458 }
    459 
    460 unsigned RenderTableSection::calcRowHeightHavingOnlySpanningCells(unsigned row)
    461 {
    462     ASSERT(rowHasOnlySpanningCells(row));
    463 
    464     unsigned totalCols = m_grid[row].row.size();
    465 
    466     if (!totalCols)
    467         return 0;
    468 
    469     unsigned rowHeight = 0;
    470 
    471     for (unsigned col = 0; col < totalCols; col++) {
    472         const CellStruct& rowSpanCell = cellAt(row, col);
    473         if (rowSpanCell.cells.size() && rowSpanCell.cells[0]->rowSpan() > 1)
    474             rowHeight = max(rowHeight, rowSpanCell.cells[0]->logicalHeightForRowSizing() / rowSpanCell.cells[0]->rowSpan());
    475     }
    476 
    477     return rowHeight;
    478 }
    479 
    480 void RenderTableSection::updateRowsHeightHavingOnlySpanningCells(RenderTableCell* cell, struct SpanningRowsHeight& spanningRowsHeight)
    481 {
    482     ASSERT(spanningRowsHeight.rowHeight.size());
    483 
    484     int accumulatedPositionIncrease = 0;
    485     const unsigned rowSpan = cell->rowSpan();
    486     const unsigned rowIndex = cell->rowIndex();
    487 
    488     ASSERT_UNUSED(rowSpan, rowSpan == spanningRowsHeight.rowHeight.size());
    489 
    490     for (unsigned row = 0; row < spanningRowsHeight.rowHeight.size(); row++) {
    491         unsigned actualRow = row + rowIndex;
    492         if (!spanningRowsHeight.rowHeight[row] && rowHasOnlySpanningCells(actualRow) && isHeightNeededForRowHavingOnlySpanningCells(actualRow)) {
    493             spanningRowsHeight.rowHeight[row] = calcRowHeightHavingOnlySpanningCells(actualRow);
    494             accumulatedPositionIncrease += spanningRowsHeight.rowHeight[row];
    495         }
    496         m_rowPos[actualRow + 1] += accumulatedPositionIncrease;
    497     }
    498 
    499     spanningRowsHeight.totalRowsHeight += accumulatedPositionIncrease;
    500 }
    501 
    502 // Distribute rowSpan cell height in rows those comes in rowSpan cell based on the ratio of row's height if
    503 // 1. RowSpan cell height is greater then the total height of rows in rowSpan cell
    504 void RenderTableSection::distributeRowSpanHeightToRows(SpanningRenderTableCells& rowSpanCells)
    505 {
    506     ASSERT(rowSpanCells.size());
    507 
    508     // 'rowSpanCells' list is already sorted based on the cells rowIndex in ascending order
    509     // Arrange row spanning cell in the order in which we need to process first.
    510     std::sort(rowSpanCells.begin(), rowSpanCells.end(), compareRowSpanCellsInHeightDistributionOrder);
    511 
    512     unsigned extraHeightToPropagate = 0;
    513     unsigned lastRowIndex = 0;
    514     unsigned lastRowSpan = 0;
    515 
    516     for (unsigned i = 0; i < rowSpanCells.size(); i++) {
    517         RenderTableCell* cell = rowSpanCells[i];
    518 
    519         unsigned rowIndex = cell->rowIndex();
    520 
    521         unsigned rowSpan = cell->rowSpan();
    522 
    523         unsigned spanningCellEndIndex = rowIndex + rowSpan;
    524         unsigned lastSpanningCellEndIndex = lastRowIndex + lastRowSpan;
    525 
    526         // Only heightest spanning cell will distribute it's extra height in row if more then one spanning cells
    527         // present at same level.
    528         if (rowIndex == lastRowIndex && rowSpan == lastRowSpan)
    529             continue;
    530 
    531         int originalBeforePosition = m_rowPos[spanningCellEndIndex];
    532 
    533         // When 2 spanning cells are ending at same row index then while extra height distribution of first spanning
    534         // cell updates position of the last row so getting the original position of the last row in second spanning
    535         // cell need to reduce the height changed by first spanning cell.
    536         if (spanningCellEndIndex == lastSpanningCellEndIndex)
    537             originalBeforePosition -= extraHeightToPropagate;
    538 
    539         if (extraHeightToPropagate) {
    540             for (unsigned row = lastSpanningCellEndIndex + 1; row <= spanningCellEndIndex; row++)
    541                 m_rowPos[row] += extraHeightToPropagate;
    542         }
    543 
    544         lastRowIndex = rowIndex;
    545         lastRowSpan = rowSpan;
    546 
    547         struct SpanningRowsHeight spanningRowsHeight;
    548 
    549         populateSpanningRowsHeightFromCell(cell, spanningRowsHeight);
    550 
    551         // Here we are handling only row(s) who have only rowspanning cells and do not have any empty cell.
    552         if (spanningRowsHeight.isAnyRowWithOnlySpanningCells)
    553             updateRowsHeightHavingOnlySpanningCells(cell, spanningRowsHeight);
    554 
    555         // This code handle row(s) that have rowspanning cell(s) and at least one empty cell.
    556         // Such rows are not handled below and end up having a height of 0. That would mean
    557         // content overlapping if one of their cells has any content. To avoid the problem, we
    558         // add all the remaining spanning cells' height to the last spanned row.
    559         // This means that we could grow a row past its 'height' or break percentage spreading
    560         // however this is better than overlapping content.
    561         // FIXME: Is there a better algorithm?
    562         if (!spanningRowsHeight.totalRowsHeight) {
    563             if (spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing)
    564                 m_rowPos[spanningCellEndIndex] += spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing + borderSpacingForRow(spanningCellEndIndex - 1);
    565 
    566             extraHeightToPropagate = m_rowPos[spanningCellEndIndex] - originalBeforePosition;
    567             continue;
    568         }
    569 
    570         if (spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing <= spanningRowsHeight.totalRowsHeight) {
    571             extraHeightToPropagate = m_rowPos[rowIndex + rowSpan] - originalBeforePosition;
    572             continue;
    573         }
    574 
    575         // Below we are handling only row(s) who have at least one visible cell without rowspan value.
    576         int totalPercent = 0;
    577         int totalAutoRowsHeight = 0;
    578         int totalRemainingRowsHeight = spanningRowsHeight.totalRowsHeight;
    579 
    580         // FIXME: Inner spanning cell height should not change if it have fixed height when it's parent spanning cell
    581         // is distributing it's extra height in rows.
    582 
    583         // Calculate total percentage, total auto rows height and total rows height except percent rows.
    584         for (unsigned row = rowIndex; row < spanningCellEndIndex; row++) {
    585             if (m_grid[row].logicalHeight.isPercent()) {
    586                 totalPercent += m_grid[row].logicalHeight.percent();
    587                 totalRemainingRowsHeight -= spanningRowsHeight.rowHeight[row - rowIndex];
    588             } else if (m_grid[row].logicalHeight.isAuto()) {
    589                 totalAutoRowsHeight += spanningRowsHeight.rowHeight[row - rowIndex];
    590             }
    591         }
    592 
    593         int extraRowSpanningHeight = spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing - spanningRowsHeight.totalRowsHeight;
    594 
    595         distributeExtraRowSpanHeightToPercentRows(cell, totalPercent, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
    596         distributeExtraRowSpanHeightToAutoRows(cell, totalAutoRowsHeight, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
    597         distributeExtraRowSpanHeightToRemainingRows(cell, totalRemainingRowsHeight, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
    598 
    599         ASSERT(!extraRowSpanningHeight);
    600 
    601         // Getting total changed height in the table
    602         extraHeightToPropagate = m_rowPos[spanningCellEndIndex] - originalBeforePosition;
    603     }
    604 
    605     if (extraHeightToPropagate) {
    606         // Apply changed height by rowSpan cells to rows present at the end of the table
    607         for (unsigned row = lastRowIndex + lastRowSpan + 1; row <= m_grid.size(); row++)
    608             m_rowPos[row] += extraHeightToPropagate;
    609     }
    610 }
    611 
    612 // Find out the baseline of the cell
    613 // If the cell's baseline is more then the row's baseline then the cell's baseline become the row's baseline
    614 // and if the row's baseline goes out of the row's boundries then adjust row height accordingly.
    615 void RenderTableSection::updateBaselineForCell(RenderTableCell* cell, unsigned row, LayoutUnit& baselineDescent)
    616 {
    617     if (!cell->isBaselineAligned())
    618         return;
    619 
    620     // Ignoring the intrinsic padding as it depends on knowing the row's baseline, which won't be accurate
    621     // until the end of this function.
    622     LayoutUnit baselinePosition = cell->cellBaselinePosition() - cell->intrinsicPaddingBefore();
    623     if (baselinePosition > cell->borderBefore() + (cell->paddingBefore() - cell->intrinsicPaddingBefore())) {
    624         m_grid[row].baseline = max(m_grid[row].baseline, baselinePosition);
    625 
    626         int cellStartRowBaselineDescent = 0;
    627         if (cell->rowSpan() == 1) {
    628             baselineDescent = max(baselineDescent, cell->logicalHeightForRowSizing() - baselinePosition);
    629             cellStartRowBaselineDescent = baselineDescent;
    630         }
    631         m_rowPos[row + 1] = max<int>(m_rowPos[row + 1], m_rowPos[row] + m_grid[row].baseline + cellStartRowBaselineDescent);
    632     }
    633 }
    634 
    635 int RenderTableSection::calcRowLogicalHeight()
    636 {
    637 #ifndef NDEBUG
    638     SetLayoutNeededForbiddenScope layoutForbiddenScope(*this);
    639 #endif
    640 
    641     ASSERT(!needsLayout());
    642 
    643     RenderTableCell* cell;
    644 
    645     // FIXME: This shouldn't use the same constructor as RenderView.
    646     LayoutState state(*this);
    647 
    648     m_rowPos.resize(m_grid.size() + 1);
    649 
    650     // We ignore the border-spacing on any non-top section as it is already included in the previous section's last row position.
    651     if (this == table()->topSection())
    652         m_rowPos[0] = table()->vBorderSpacing();
    653     else
    654         m_rowPos[0] = 0;
    655 
    656     SpanningRenderTableCells rowSpanCells;
    657 #ifndef NDEBUG
    658     HashSet<const RenderTableCell*> uniqueCells;
    659 #endif
    660 
    661     for (unsigned r = 0; r < m_grid.size(); r++) {
    662         m_grid[r].baseline = 0;
    663         LayoutUnit baselineDescent = 0;
    664 
    665         // Our base size is the biggest logical height from our cells' styles (excluding row spanning cells).
    666         m_rowPos[r + 1] = max(m_rowPos[r] + minimumValueForLength(m_grid[r].logicalHeight, 0).round(), 0);
    667 
    668         Row& row = m_grid[r].row;
    669         unsigned totalCols = row.size();
    670         RenderTableCell* lastRowSpanCell = 0;
    671 
    672         for (unsigned c = 0; c < totalCols; c++) {
    673             CellStruct& current = cellAt(r, c);
    674             for (unsigned i = 0; i < current.cells.size(); i++) {
    675                 cell = current.cells[i];
    676                 if (current.inColSpan && cell->rowSpan() == 1)
    677                     continue;
    678 
    679                 if (cell->rowSpan() > 1) {
    680                     // For row spanning cells, we only handle them for the first row they span. This ensures we take their baseline into account.
    681                     if (lastRowSpanCell != cell && cell->rowIndex() == r) {
    682 #ifndef NDEBUG
    683                         ASSERT(!uniqueCells.contains(cell));
    684                         uniqueCells.add(cell);
    685 #endif
    686 
    687                         rowSpanCells.append(cell);
    688                         lastRowSpanCell = cell;
    689 
    690                         // Find out the baseline. The baseline is set on the first row in a rowSpan.
    691                         updateBaselineForCell(cell, r, baselineDescent);
    692                     }
    693                     continue;
    694                 }
    695 
    696                 ASSERT(cell->rowSpan() == 1);
    697 
    698                 if (cell->hasOverrideHeight()) {
    699                     cell->clearIntrinsicPadding();
    700                     cell->clearOverrideSize();
    701                     cell->forceChildLayout();
    702                 }
    703 
    704                 m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r] + cell->logicalHeightForRowSizing());
    705 
    706                 // Find out the baseline.
    707                 updateBaselineForCell(cell, r, baselineDescent);
    708             }
    709         }
    710 
    711         // Add the border-spacing to our final position.
    712         m_rowPos[r + 1] += borderSpacingForRow(r);
    713         m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r]);
    714     }
    715 
    716     if (!rowSpanCells.isEmpty())
    717         distributeRowSpanHeightToRows(rowSpanCells);
    718 
    719     ASSERT(!needsLayout());
    720 
    721     return m_rowPos[m_grid.size()];
    722 }
    723 
    724 void RenderTableSection::layout()
    725 {
    726     ASSERT(needsLayout());
    727     ASSERT(!needsCellRecalc());
    728     ASSERT(!table()->needsSectionRecalc());
    729 
    730     // addChild may over-grow m_grid but we don't want to throw away the memory too early as addChild
    731     // can be called in a loop (e.g during parsing). Doing it now ensures we have a stable-enough structure.
    732     m_grid.shrinkToFit();
    733 
    734     LayoutState state(*this, locationOffset());
    735 
    736     const Vector<int>& columnPos = table()->columnPositions();
    737 
    738     SubtreeLayoutScope layouter(*this);
    739     for (unsigned r = 0; r < m_grid.size(); ++r) {
    740         Row& row = m_grid[r].row;
    741         unsigned cols = row.size();
    742         // First, propagate our table layout's information to the cells. This will mark the row as needing layout
    743         // if there was a column logical width change.
    744         for (unsigned startColumn = 0; startColumn < cols; ++startColumn) {
    745             CellStruct& current = row[startColumn];
    746             RenderTableCell* cell = current.primaryCell();
    747             if (!cell || current.inColSpan)
    748                 continue;
    749 
    750             unsigned endCol = startColumn;
    751             unsigned cspan = cell->colSpan();
    752             while (cspan && endCol < cols) {
    753                 ASSERT(endCol < table()->columns().size());
    754                 cspan -= table()->columns()[endCol].span;
    755                 endCol++;
    756             }
    757             int tableLayoutLogicalWidth = columnPos[endCol] - columnPos[startColumn] - table()->hBorderSpacing();
    758             cell->setCellLogicalWidth(tableLayoutLogicalWidth, layouter);
    759         }
    760 
    761         if (RenderTableRow* rowRenderer = m_grid[r].rowRenderer) {
    762             if (!rowRenderer->needsLayout())
    763                 rowRenderer->markForPaginationRelayoutIfNeeded(layouter);
    764             rowRenderer->layoutIfNeeded();
    765         }
    766     }
    767 
    768     clearNeedsLayout();
    769 }
    770 
    771 void RenderTableSection::distributeExtraLogicalHeightToPercentRows(int& extraLogicalHeight, int totalPercent)
    772 {
    773     if (!totalPercent)
    774         return;
    775 
    776     unsigned totalRows = m_grid.size();
    777     int totalHeight = m_rowPos[totalRows] + extraLogicalHeight;
    778     int totalLogicalHeightAdded = 0;
    779     totalPercent = min(totalPercent, 100);
    780     int rowHeight = m_rowPos[1] - m_rowPos[0];
    781     for (unsigned r = 0; r < totalRows; ++r) {
    782         if (totalPercent > 0 && m_grid[r].logicalHeight.isPercent()) {
    783             int toAdd = min<int>(extraLogicalHeight, (totalHeight * m_grid[r].logicalHeight.percent() / 100) - rowHeight);
    784             // If toAdd is negative, then we don't want to shrink the row (this bug
    785             // affected Outlook Web Access).
    786             toAdd = max(0, toAdd);
    787             totalLogicalHeightAdded += toAdd;
    788             extraLogicalHeight -= toAdd;
    789             totalPercent -= m_grid[r].logicalHeight.percent();
    790         }
    791         ASSERT(totalRows >= 1);
    792         if (r < totalRows - 1)
    793             rowHeight = m_rowPos[r + 2] - m_rowPos[r + 1];
    794         m_rowPos[r + 1] += totalLogicalHeightAdded;
    795     }
    796 }
    797 
    798 void RenderTableSection::distributeExtraLogicalHeightToAutoRows(int& extraLogicalHeight, unsigned autoRowsCount)
    799 {
    800     if (!autoRowsCount)
    801         return;
    802 
    803     int totalLogicalHeightAdded = 0;
    804     for (unsigned r = 0; r < m_grid.size(); ++r) {
    805         if (autoRowsCount > 0 && m_grid[r].logicalHeight.isAuto()) {
    806             // Recomputing |extraLogicalHeightForRow| guarantees that we properly ditribute round |extraLogicalHeight|.
    807             int extraLogicalHeightForRow = extraLogicalHeight / autoRowsCount;
    808             totalLogicalHeightAdded += extraLogicalHeightForRow;
    809             extraLogicalHeight -= extraLogicalHeightForRow;
    810             --autoRowsCount;
    811         }
    812         m_rowPos[r + 1] += totalLogicalHeightAdded;
    813     }
    814 }
    815 
    816 void RenderTableSection::distributeRemainingExtraLogicalHeight(int& extraLogicalHeight)
    817 {
    818     unsigned totalRows = m_grid.size();
    819 
    820     if (extraLogicalHeight <= 0 || !m_rowPos[totalRows])
    821         return;
    822 
    823     // FIXME: m_rowPos[totalRows] - m_rowPos[0] is the total rows' size.
    824     int totalRowSize = m_rowPos[totalRows];
    825     int totalLogicalHeightAdded = 0;
    826     int previousRowPosition = m_rowPos[0];
    827     for (unsigned r = 0; r < totalRows; r++) {
    828         // weight with the original height
    829         totalLogicalHeightAdded += extraLogicalHeight * (m_rowPos[r + 1] - previousRowPosition) / totalRowSize;
    830         previousRowPosition = m_rowPos[r + 1];
    831         m_rowPos[r + 1] += totalLogicalHeightAdded;
    832     }
    833 
    834     extraLogicalHeight -= totalLogicalHeightAdded;
    835 }
    836 
    837 int RenderTableSection::distributeExtraLogicalHeightToRows(int extraLogicalHeight)
    838 {
    839     if (!extraLogicalHeight)
    840         return extraLogicalHeight;
    841 
    842     unsigned totalRows = m_grid.size();
    843     if (!totalRows)
    844         return extraLogicalHeight;
    845 
    846     if (!m_rowPos[totalRows] && nextSibling())
    847         return extraLogicalHeight;
    848 
    849     unsigned autoRowsCount = 0;
    850     int totalPercent = 0;
    851     for (unsigned r = 0; r < totalRows; r++) {
    852         if (m_grid[r].logicalHeight.isAuto())
    853             ++autoRowsCount;
    854         else if (m_grid[r].logicalHeight.isPercent())
    855             totalPercent += m_grid[r].logicalHeight.percent();
    856     }
    857 
    858     int remainingExtraLogicalHeight = extraLogicalHeight;
    859     distributeExtraLogicalHeightToPercentRows(remainingExtraLogicalHeight, totalPercent);
    860     distributeExtraLogicalHeightToAutoRows(remainingExtraLogicalHeight, autoRowsCount);
    861     distributeRemainingExtraLogicalHeight(remainingExtraLogicalHeight);
    862     return extraLogicalHeight - remainingExtraLogicalHeight;
    863 }
    864 
    865 static bool shouldFlexCellChild(RenderObject* cellDescendant)
    866 {
    867     return cellDescendant->isReplaced() || (cellDescendant->isBox() && toRenderBox(cellDescendant)->scrollsOverflow());
    868 }
    869 
    870 void RenderTableSection::layoutRows()
    871 {
    872 #ifndef NDEBUG
    873     SetLayoutNeededForbiddenScope layoutForbiddenScope(*this);
    874 #endif
    875 
    876     ASSERT(!needsLayout());
    877 
    878     // FIXME: Changing the height without a layout can change the overflow so it seems wrong.
    879 
    880     unsigned totalRows = m_grid.size();
    881 
    882     // Set the width of our section now.  The rows will also be this width.
    883     setLogicalWidth(table()->contentLogicalWidth());
    884     m_overflow.clear();
    885     m_overflowingCells.clear();
    886     m_forceSlowPaintPathWithOverflowingCell = false;
    887 
    888     int vspacing = table()->vBorderSpacing();
    889     unsigned nEffCols = table()->numEffCols();
    890 
    891     LayoutState state(*this, locationOffset());
    892 
    893     for (unsigned r = 0; r < totalRows; r++) {
    894         // Set the row's x/y position and width/height.
    895         if (RenderTableRow* rowRenderer = m_grid[r].rowRenderer) {
    896             rowRenderer->setLocation(LayoutPoint(0, m_rowPos[r]));
    897             rowRenderer->setLogicalWidth(logicalWidth());
    898             rowRenderer->setLogicalHeight(m_rowPos[r + 1] - m_rowPos[r] - vspacing);
    899             rowRenderer->updateLayerTransformAfterLayout();
    900             rowRenderer->clearAllOverflows();
    901             rowRenderer->addVisualEffectOverflow();
    902         }
    903 
    904         int rowHeightIncreaseForPagination = 0;
    905 
    906         for (unsigned c = 0; c < nEffCols; c++) {
    907             CellStruct& cs = cellAt(r, c);
    908             RenderTableCell* cell = cs.primaryCell();
    909 
    910             if (!cell || cs.inColSpan)
    911                 continue;
    912 
    913             int rowIndex = cell->rowIndex();
    914             int rHeight = m_rowPos[rowIndex + cell->rowSpan()] - m_rowPos[rowIndex] - vspacing;
    915 
    916             // Force percent height children to lay themselves out again.
    917             // This will cause these children to grow to fill the cell.
    918             // FIXME: There is still more work to do here to fully match WinIE (should
    919             // it become necessary to do so).  In quirks mode, WinIE behaves like we
    920             // do, but it will clip the cells that spill out of the table section.  In
    921             // strict mode, Mozilla and WinIE both regrow the table to accommodate the
    922             // new height of the cell (thus letting the percentages cause growth one
    923             // time only).  We may also not be handling row-spanning cells correctly.
    924             //
    925             // Note also the oddity where replaced elements always flex, and yet blocks/tables do
    926             // not necessarily flex.  WinIE is crazy and inconsistent, and we can't hope to
    927             // match the behavior perfectly, but we'll continue to refine it as we discover new
    928             // bugs. :)
    929             bool cellChildrenFlex = false;
    930             bool flexAllChildren = cell->style()->logicalHeight().isFixed()
    931                 || (!table()->style()->logicalHeight().isAuto() && rHeight != cell->logicalHeight());
    932 
    933             for (RenderObject* child = cell->firstChild(); child; child = child->nextSibling()) {
    934                 if (!child->isText() && child->style()->logicalHeight().isPercent()
    935                     && (flexAllChildren || shouldFlexCellChild(child))
    936                     && (!child->isTable() || toRenderTable(child)->hasSections())) {
    937                     cellChildrenFlex = true;
    938                     break;
    939                 }
    940             }
    941 
    942             if (!cellChildrenFlex) {
    943                 if (TrackedRendererListHashSet* percentHeightDescendants = cell->percentHeightDescendants()) {
    944                     TrackedRendererListHashSet::iterator end = percentHeightDescendants->end();
    945                     for (TrackedRendererListHashSet::iterator it = percentHeightDescendants->begin(); it != end; ++it) {
    946                         if (flexAllChildren || shouldFlexCellChild(*it)) {
    947                             cellChildrenFlex = true;
    948                             break;
    949                         }
    950                     }
    951                 }
    952             }
    953 
    954             if (cellChildrenFlex) {
    955                 // Alignment within a cell is based off the calculated
    956                 // height, which becomes irrelevant once the cell has
    957                 // been resized based off its percentage.
    958                 cell->setOverrideLogicalContentHeightFromRowHeight(rHeight);
    959                 cell->forceChildLayout();
    960 
    961                 // If the baseline moved, we may have to update the data for our row. Find out the new baseline.
    962                 if (cell->isBaselineAligned()) {
    963                     LayoutUnit baseline = cell->cellBaselinePosition();
    964                     if (baseline > cell->borderBefore() + cell->paddingBefore())
    965                         m_grid[r].baseline = max(m_grid[r].baseline, baseline);
    966                 }
    967             }
    968 
    969             SubtreeLayoutScope layouter(*cell);
    970             cell->computeIntrinsicPadding(rHeight, layouter);
    971 
    972             LayoutRect oldCellRect = cell->frameRect();
    973 
    974             setLogicalPositionForCell(cell, c);
    975 
    976             if (!cell->needsLayout())
    977                 cell->markForPaginationRelayoutIfNeeded(layouter);
    978 
    979             cell->layoutIfNeeded();
    980 
    981             // FIXME: Make pagination work with vertical tables.
    982             if (view()->layoutState()->pageLogicalHeight() && cell->logicalHeight() != rHeight) {
    983                 // FIXME: Pagination might have made us change size. For now just shrink or grow the cell to fit without doing a relayout.
    984                 // We'll also do a basic increase of the row height to accommodate the cell if it's bigger, but this isn't quite right
    985                 // either. It's at least stable though and won't result in an infinite # of relayouts that may never stabilize.
    986                 LayoutUnit oldLogicalHeight = cell->logicalHeight();
    987                 if (oldLogicalHeight > rHeight)
    988                     rowHeightIncreaseForPagination = max<int>(rowHeightIncreaseForPagination, oldLogicalHeight - rHeight);
    989                 cell->setLogicalHeight(rHeight);
    990                 cell->computeOverflow(oldLogicalHeight, false);
    991             }
    992 
    993             LayoutSize childOffset(cell->location() - oldCellRect.location());
    994             if (childOffset.width() || childOffset.height()) {
    995                 if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
    996                     view()->addLayoutDelta(childOffset);
    997 
    998                 // If the child moved, we have to repaint it as well as any floating/positioned
    999                 // descendants. An exception is if we need a layout. In this case, we know we're going to
   1000                 // repaint ourselves (and the child) anyway.
   1001                 if (!table()->selfNeedsLayout() && cell->checkForPaintInvalidation()) {
   1002                     if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
   1003                         cell->setMayNeedPaintInvalidation(true);
   1004                     else
   1005                         cell->repaintDuringLayoutIfMoved(oldCellRect);
   1006                 }
   1007             }
   1008         }
   1009         if (rowHeightIncreaseForPagination) {
   1010             for (unsigned rowIndex = r + 1; rowIndex <= totalRows; rowIndex++)
   1011                 m_rowPos[rowIndex] += rowHeightIncreaseForPagination;
   1012             for (unsigned c = 0; c < nEffCols; ++c) {
   1013                 Vector<RenderTableCell*, 1>& cells = cellAt(r, c).cells;
   1014                 for (size_t i = 0; i < cells.size(); ++i) {
   1015                     LayoutUnit oldLogicalHeight = cells[i]->logicalHeight();
   1016                     cells[i]->setLogicalHeight(oldLogicalHeight + rowHeightIncreaseForPagination);
   1017                     cells[i]->computeOverflow(oldLogicalHeight, false);
   1018                 }
   1019             }
   1020         }
   1021     }
   1022 
   1023     ASSERT(!needsLayout());
   1024 
   1025     setLogicalHeight(m_rowPos[totalRows]);
   1026 
   1027     computeOverflowFromCells(totalRows, nEffCols);
   1028 }
   1029 
   1030 void RenderTableSection::computeOverflowFromCells()
   1031 {
   1032     unsigned totalRows = m_grid.size();
   1033     unsigned nEffCols = table()->numEffCols();
   1034     computeOverflowFromCells(totalRows, nEffCols);
   1035 }
   1036 
   1037 void RenderTableSection::computeOverflowFromCells(unsigned totalRows, unsigned nEffCols)
   1038 {
   1039     unsigned totalCellsCount = nEffCols * totalRows;
   1040     unsigned maxAllowedOverflowingCellsCount = totalCellsCount < gMinTableSizeToUseFastPaintPathWithOverflowingCell ? 0 : gMaxAllowedOverflowingCellRatioForFastPaintPath * totalCellsCount;
   1041 
   1042 #ifndef NDEBUG
   1043     bool hasOverflowingCell = false;
   1044 #endif
   1045     // Now that our height has been determined, add in overflow from cells.
   1046     for (unsigned r = 0; r < totalRows; r++) {
   1047         for (unsigned c = 0; c < nEffCols; c++) {
   1048             CellStruct& cs = cellAt(r, c);
   1049             RenderTableCell* cell = cs.primaryCell();
   1050             if (!cell || cs.inColSpan)
   1051                 continue;
   1052             if (r < totalRows - 1 && cell == primaryCellAt(r + 1, c))
   1053                 continue;
   1054             addOverflowFromChild(cell);
   1055 #ifndef NDEBUG
   1056             hasOverflowingCell |= cell->hasVisualOverflow();
   1057 #endif
   1058             if (cell->hasVisualOverflow() && !m_forceSlowPaintPathWithOverflowingCell) {
   1059                 m_overflowingCells.add(cell);
   1060                 if (m_overflowingCells.size() > maxAllowedOverflowingCellsCount) {
   1061                     // We need to set m_forcesSlowPaintPath only if there is a least one overflowing cells as the hit testing code rely on this information.
   1062                     m_forceSlowPaintPathWithOverflowingCell = true;
   1063                     // The slow path does not make any use of the overflowing cells info, don't hold on to the memory.
   1064                     m_overflowingCells.clear();
   1065                 }
   1066             }
   1067         }
   1068     }
   1069 
   1070     ASSERT(hasOverflowingCell == this->hasOverflowingCell());
   1071 }
   1072 
   1073 int RenderTableSection::calcBlockDirectionOuterBorder(BlockBorderSide side) const
   1074 {
   1075     unsigned totalCols = table()->numEffCols();
   1076     if (!m_grid.size() || !totalCols)
   1077         return 0;
   1078 
   1079     unsigned borderWidth = 0;
   1080 
   1081     const BorderValue& sb = side == BorderBefore ? style()->borderBefore() : style()->borderAfter();
   1082     if (sb.style() == BHIDDEN)
   1083         return -1;
   1084     if (sb.style() > BHIDDEN)
   1085         borderWidth = sb.width();
   1086 
   1087     const BorderValue& rb = side == BorderBefore ? firstRow()->style()->borderBefore() : lastRow()->style()->borderAfter();
   1088     if (rb.style() == BHIDDEN)
   1089         return -1;
   1090     if (rb.style() > BHIDDEN && rb.width() > borderWidth)
   1091         borderWidth = rb.width();
   1092 
   1093     bool allHidden = true;
   1094     for (unsigned c = 0; c < totalCols; c++) {
   1095         const CellStruct& current = cellAt(side == BorderBefore ? 0 : m_grid.size() - 1, c);
   1096         if (current.inColSpan || !current.hasCells())
   1097             continue;
   1098         const RenderStyle* primaryCellStyle = current.primaryCell()->style();
   1099         const BorderValue& cb = side == BorderBefore ? primaryCellStyle->borderBefore() : primaryCellStyle->borderAfter(); // FIXME: Make this work with perpendicular and flipped cells.
   1100         // FIXME: Don't repeat for the same col group
   1101         RenderTableCol* colGroup = table()->colElement(c);
   1102         if (colGroup) {
   1103             const BorderValue& gb = side == BorderBefore ? colGroup->style()->borderBefore() : colGroup->style()->borderAfter();
   1104             if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
   1105                 continue;
   1106             allHidden = false;
   1107             if (gb.style() > BHIDDEN && gb.width() > borderWidth)
   1108                 borderWidth = gb.width();
   1109             if (cb.style() > BHIDDEN && cb.width() > borderWidth)
   1110                 borderWidth = cb.width();
   1111         } else {
   1112             if (cb.style() == BHIDDEN)
   1113                 continue;
   1114             allHidden = false;
   1115             if (cb.style() > BHIDDEN && cb.width() > borderWidth)
   1116                 borderWidth = cb.width();
   1117         }
   1118     }
   1119     if (allHidden)
   1120         return -1;
   1121 
   1122     if (side == BorderAfter)
   1123         borderWidth++; // Distribute rounding error
   1124     return borderWidth / 2;
   1125 }
   1126 
   1127 int RenderTableSection::calcInlineDirectionOuterBorder(InlineBorderSide side) const
   1128 {
   1129     unsigned totalCols = table()->numEffCols();
   1130     if (!m_grid.size() || !totalCols)
   1131         return 0;
   1132     unsigned colIndex = side == BorderStart ? 0 : totalCols - 1;
   1133 
   1134     unsigned borderWidth = 0;
   1135 
   1136     const BorderValue& sb = side == BorderStart ? style()->borderStart() : style()->borderEnd();
   1137     if (sb.style() == BHIDDEN)
   1138         return -1;
   1139     if (sb.style() > BHIDDEN)
   1140         borderWidth = sb.width();
   1141 
   1142     if (RenderTableCol* colGroup = table()->colElement(colIndex)) {
   1143         const BorderValue& gb = side == BorderStart ? colGroup->style()->borderStart() : colGroup->style()->borderEnd();
   1144         if (gb.style() == BHIDDEN)
   1145             return -1;
   1146         if (gb.style() > BHIDDEN && gb.width() > borderWidth)
   1147             borderWidth = gb.width();
   1148     }
   1149 
   1150     bool allHidden = true;
   1151     for (unsigned r = 0; r < m_grid.size(); r++) {
   1152         const CellStruct& current = cellAt(r, colIndex);
   1153         if (!current.hasCells())
   1154             continue;
   1155         // FIXME: Don't repeat for the same cell
   1156         const RenderStyle* primaryCellStyle = current.primaryCell()->style();
   1157         const RenderStyle* primaryCellParentStyle = current.primaryCell()->parent()->style();
   1158         const BorderValue& cb = side == BorderStart ? primaryCellStyle->borderStart() : primaryCellStyle->borderEnd(); // FIXME: Make this work with perpendicular and flipped cells.
   1159         const BorderValue& rb = side == BorderStart ? primaryCellParentStyle->borderStart() : primaryCellParentStyle->borderEnd();
   1160         if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
   1161             continue;
   1162         allHidden = false;
   1163         if (cb.style() > BHIDDEN && cb.width() > borderWidth)
   1164             borderWidth = cb.width();
   1165         if (rb.style() > BHIDDEN && rb.width() > borderWidth)
   1166             borderWidth = rb.width();
   1167     }
   1168     if (allHidden)
   1169         return -1;
   1170 
   1171     if ((side == BorderStart) != table()->style()->isLeftToRightDirection())
   1172         borderWidth++; // Distribute rounding error
   1173     return borderWidth / 2;
   1174 }
   1175 
   1176 void RenderTableSection::recalcOuterBorder()
   1177 {
   1178     m_outerBorderBefore = calcBlockDirectionOuterBorder(BorderBefore);
   1179     m_outerBorderAfter = calcBlockDirectionOuterBorder(BorderAfter);
   1180     m_outerBorderStart = calcInlineDirectionOuterBorder(BorderStart);
   1181     m_outerBorderEnd = calcInlineDirectionOuterBorder(BorderEnd);
   1182 }
   1183 
   1184 int RenderTableSection::firstLineBoxBaseline() const
   1185 {
   1186     if (!m_grid.size())
   1187         return -1;
   1188 
   1189     int firstLineBaseline = m_grid[0].baseline;
   1190     if (firstLineBaseline)
   1191         return firstLineBaseline + m_rowPos[0];
   1192 
   1193     firstLineBaseline = -1;
   1194     const Row& firstRow = m_grid[0].row;
   1195     for (size_t i = 0; i < firstRow.size(); ++i) {
   1196         const CellStruct& cs = firstRow.at(i);
   1197         const RenderTableCell* cell = cs.primaryCell();
   1198         // Only cells with content have a baseline
   1199         if (cell && cell->contentLogicalHeight())
   1200             firstLineBaseline = max<int>(firstLineBaseline, cell->logicalTop() + cell->paddingBefore() + cell->borderBefore() + cell->contentLogicalHeight());
   1201     }
   1202 
   1203     return firstLineBaseline;
   1204 }
   1205 
   1206 void RenderTableSection::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
   1207 {
   1208     ANNOTATE_GRAPHICS_CONTEXT(paintInfo, this);
   1209 
   1210     ASSERT(!needsLayout());
   1211     // avoid crashing on bugs that cause us to paint with dirty layout
   1212     if (needsLayout())
   1213         return;
   1214 
   1215     unsigned totalRows = m_grid.size();
   1216     unsigned totalCols = table()->columns().size();
   1217 
   1218     if (!totalRows || !totalCols)
   1219         return;
   1220 
   1221     LayoutPoint adjustedPaintOffset = paintOffset + location();
   1222 
   1223     PaintPhase phase = paintInfo.phase;
   1224     bool pushedClip = pushContentsClip(paintInfo, adjustedPaintOffset, ForceContentsClip);
   1225     paintObject(paintInfo, adjustedPaintOffset);
   1226     if (pushedClip)
   1227         popContentsClip(paintInfo, phase, adjustedPaintOffset);
   1228 
   1229     if ((phase == PaintPhaseOutline || phase == PaintPhaseSelfOutline) && style()->visibility() == VISIBLE)
   1230         paintOutline(paintInfo, LayoutRect(adjustedPaintOffset, size()));
   1231 }
   1232 
   1233 static inline bool compareCellPositions(RenderTableCell* elem1, RenderTableCell* elem2)
   1234 {
   1235     return elem1->rowIndex() < elem2->rowIndex();
   1236 }
   1237 
   1238 // This comparison is used only when we have overflowing cells as we have an unsorted array to sort. We thus need
   1239 // to sort both on rows and columns to properly repaint.
   1240 static inline bool compareCellPositionsWithOverflowingCells(RenderTableCell* elem1, RenderTableCell* elem2)
   1241 {
   1242     if (elem1->rowIndex() != elem2->rowIndex())
   1243         return elem1->rowIndex() < elem2->rowIndex();
   1244 
   1245     return elem1->col() < elem2->col();
   1246 }
   1247 
   1248 void RenderTableSection::paintCell(RenderTableCell* cell, PaintInfo& paintInfo, const LayoutPoint& paintOffset)
   1249 {
   1250     LayoutPoint cellPoint = flipForWritingModeForChild(cell, paintOffset);
   1251     PaintPhase paintPhase = paintInfo.phase;
   1252     RenderTableRow* row = toRenderTableRow(cell->parent());
   1253 
   1254     if (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) {
   1255         // We need to handle painting a stack of backgrounds.  This stack (from bottom to top) consists of
   1256         // the column group, column, row group, row, and then the cell.
   1257         RenderTableCol* column = table()->colElement(cell->col());
   1258         RenderTableCol* columnGroup = column ? column->enclosingColumnGroup() : 0;
   1259 
   1260         // Column groups and columns first.
   1261         // FIXME: Columns and column groups do not currently support opacity, and they are being painted "too late" in
   1262         // the stack, since we have already opened a transparency layer (potentially) for the table row group.
   1263         // Note that we deliberately ignore whether or not the cell has a layer, since these backgrounds paint "behind" the
   1264         // cell.
   1265         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, columnGroup);
   1266         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, column);
   1267 
   1268         // Paint the row group next.
   1269         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, this);
   1270 
   1271         // Paint the row next, but only if it doesn't have a layer.  If a row has a layer, it will be responsible for
   1272         // painting the row background for the cell.
   1273         if (!row->hasSelfPaintingLayer())
   1274             cell->paintBackgroundsBehindCell(paintInfo, cellPoint, row);
   1275     }
   1276     if ((!cell->hasSelfPaintingLayer() && !row->hasSelfPaintingLayer()))
   1277         cell->paint(paintInfo, cellPoint);
   1278 }
   1279 
   1280 LayoutRect RenderTableSection::logicalRectForWritingModeAndDirection(const LayoutRect& rect) const
   1281 {
   1282     LayoutRect tableAlignedRect(rect);
   1283 
   1284     flipForWritingMode(tableAlignedRect);
   1285 
   1286     if (!style()->isHorizontalWritingMode())
   1287         tableAlignedRect = tableAlignedRect.transposedRect();
   1288 
   1289     const Vector<int>& columnPos = table()->columnPositions();
   1290     // FIXME: The table's direction should determine our row's direction, not the section's (see bug 96691).
   1291     if (!style()->isLeftToRightDirection())
   1292         tableAlignedRect.setX(columnPos[columnPos.size() - 1] - tableAlignedRect.maxX());
   1293 
   1294     return tableAlignedRect;
   1295 }
   1296 
   1297 CellSpan RenderTableSection::dirtiedRows(const LayoutRect& damageRect) const
   1298 {
   1299     if (m_forceSlowPaintPathWithOverflowingCell)
   1300         return fullTableRowSpan();
   1301 
   1302     CellSpan coveredRows = spannedRows(damageRect);
   1303 
   1304     // To repaint the border we might need to repaint first or last row even if they are not spanned themselves.
   1305     if (coveredRows.start() >= m_rowPos.size() - 1 && m_rowPos[m_rowPos.size() - 1] + table()->outerBorderAfter() >= damageRect.y())
   1306         --coveredRows.start();
   1307 
   1308     if (!coveredRows.end() && m_rowPos[0] - table()->outerBorderBefore() <= damageRect.maxY())
   1309         ++coveredRows.end();
   1310 
   1311     return coveredRows;
   1312 }
   1313 
   1314 CellSpan RenderTableSection::dirtiedColumns(const LayoutRect& damageRect) const
   1315 {
   1316     if (m_forceSlowPaintPathWithOverflowingCell)
   1317         return fullTableColumnSpan();
   1318 
   1319     CellSpan coveredColumns = spannedColumns(damageRect);
   1320 
   1321     const Vector<int>& columnPos = table()->columnPositions();
   1322     // To repaint the border we might need to repaint first or last column even if they are not spanned themselves.
   1323     if (coveredColumns.start() >= columnPos.size() - 1 && columnPos[columnPos.size() - 1] + table()->outerBorderEnd() >= damageRect.x())
   1324         --coveredColumns.start();
   1325 
   1326     if (!coveredColumns.end() && columnPos[0] - table()->outerBorderStart() <= damageRect.maxX())
   1327         ++coveredColumns.end();
   1328 
   1329     return coveredColumns;
   1330 }
   1331 
   1332 CellSpan RenderTableSection::spannedRows(const LayoutRect& flippedRect) const
   1333 {
   1334     // Find the first row that starts after rect top.
   1335     unsigned nextRow = std::upper_bound(m_rowPos.begin(), m_rowPos.end(), flippedRect.y()) - m_rowPos.begin();
   1336 
   1337     if (nextRow == m_rowPos.size())
   1338         return CellSpan(m_rowPos.size() - 1, m_rowPos.size() - 1); // After all rows.
   1339 
   1340     unsigned startRow = nextRow > 0 ? nextRow - 1 : 0;
   1341 
   1342     // Find the first row that starts after rect bottom.
   1343     unsigned endRow;
   1344     if (m_rowPos[nextRow] >= flippedRect.maxY())
   1345         endRow = nextRow;
   1346     else {
   1347         endRow = std::upper_bound(m_rowPos.begin() + nextRow, m_rowPos.end(), flippedRect.maxY()) - m_rowPos.begin();
   1348         if (endRow == m_rowPos.size())
   1349             endRow = m_rowPos.size() - 1;
   1350     }
   1351 
   1352     return CellSpan(startRow, endRow);
   1353 }
   1354 
   1355 CellSpan RenderTableSection::spannedColumns(const LayoutRect& flippedRect) const
   1356 {
   1357     const Vector<int>& columnPos = table()->columnPositions();
   1358 
   1359     // Find the first column that starts after rect left.
   1360     // lower_bound doesn't handle the edge between two cells properly as it would wrongly return the
   1361     // cell on the logical top/left.
   1362     // upper_bound on the other hand properly returns the cell on the logical bottom/right, which also
   1363     // matches the behavior of other browsers.
   1364     unsigned nextColumn = std::upper_bound(columnPos.begin(), columnPos.end(), flippedRect.x()) - columnPos.begin();
   1365 
   1366     if (nextColumn == columnPos.size())
   1367         return CellSpan(columnPos.size() - 1, columnPos.size() - 1); // After all columns.
   1368 
   1369     unsigned startColumn = nextColumn > 0 ? nextColumn - 1 : 0;
   1370 
   1371     // Find the first column that starts after rect right.
   1372     unsigned endColumn;
   1373     if (columnPos[nextColumn] >= flippedRect.maxX())
   1374         endColumn = nextColumn;
   1375     else {
   1376         endColumn = std::upper_bound(columnPos.begin() + nextColumn, columnPos.end(), flippedRect.maxX()) - columnPos.begin();
   1377         if (endColumn == columnPos.size())
   1378             endColumn = columnPos.size() - 1;
   1379     }
   1380 
   1381     return CellSpan(startColumn, endColumn);
   1382 }
   1383 
   1384 
   1385 void RenderTableSection::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
   1386 {
   1387     LayoutRect localRepaintRect = paintInfo.rect;
   1388     localRepaintRect.moveBy(-paintOffset);
   1389 
   1390     LayoutRect tableAlignedRect = logicalRectForWritingModeAndDirection(localRepaintRect);
   1391 
   1392     CellSpan dirtiedRows = this->dirtiedRows(tableAlignedRect);
   1393     CellSpan dirtiedColumns = this->dirtiedColumns(tableAlignedRect);
   1394 
   1395     if (dirtiedColumns.start() < dirtiedColumns.end()) {
   1396         if (!m_hasMultipleCellLevels && !m_overflowingCells.size()) {
   1397             if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
   1398                 // Collapsed borders are painted from the bottom right to the top left so that precedence
   1399                 // due to cell position is respected.
   1400                 for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) {
   1401                     unsigned row = r - 1;
   1402                     for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) {
   1403                         unsigned col = c - 1;
   1404                         CellStruct& current = cellAt(row, col);
   1405                         RenderTableCell* cell = current.primaryCell();
   1406                         if (!cell || (row > dirtiedRows.start() && primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && primaryCellAt(row, col - 1) == cell))
   1407                             continue;
   1408                         LayoutPoint cellPoint = flipForWritingModeForChild(cell, paintOffset);
   1409                         cell->paintCollapsedBorders(paintInfo, cellPoint);
   1410                     }
   1411                 }
   1412             } else {
   1413                 // Draw the dirty cells in the order that they appear.
   1414                 for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
   1415                     RenderTableRow* row = m_grid[r].rowRenderer;
   1416                     if (row && !row->hasSelfPaintingLayer())
   1417                         row->paintOutlineForRowIfNeeded(paintInfo, paintOffset);
   1418                     for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
   1419                         CellStruct& current = cellAt(r, c);
   1420                         RenderTableCell* cell = current.primaryCell();
   1421                         if (!cell || (r > dirtiedRows.start() && primaryCellAt(r - 1, c) == cell) || (c > dirtiedColumns.start() && primaryCellAt(r, c - 1) == cell))
   1422                             continue;
   1423                         paintCell(cell, paintInfo, paintOffset);
   1424                     }
   1425                 }
   1426             }
   1427         } else {
   1428             // The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet.
   1429 #ifndef NDEBUG
   1430             unsigned totalRows = m_grid.size();
   1431             unsigned totalCols = table()->columns().size();
   1432             ASSERT(m_overflowingCells.size() < totalRows * totalCols * gMaxAllowedOverflowingCellRatioForFastPaintPath);
   1433 #endif
   1434 
   1435             // To make sure we properly repaint the section, we repaint all the overflowing cells that we collected.
   1436             Vector<RenderTableCell*> cells;
   1437             copyToVector(m_overflowingCells, cells);
   1438 
   1439             HashSet<RenderTableCell*> spanningCells;
   1440 
   1441             for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
   1442                 RenderTableRow* row = m_grid[r].rowRenderer;
   1443                 if (row && !row->hasSelfPaintingLayer())
   1444                     row->paintOutlineForRowIfNeeded(paintInfo, paintOffset);
   1445                 for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
   1446                     CellStruct& current = cellAt(r, c);
   1447                     if (!current.hasCells())
   1448                         continue;
   1449                     for (unsigned i = 0; i < current.cells.size(); ++i) {
   1450                         if (m_overflowingCells.contains(current.cells[i]))
   1451                             continue;
   1452 
   1453                         if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
   1454                             if (!spanningCells.add(current.cells[i]).isNewEntry)
   1455                                 continue;
   1456                         }
   1457 
   1458                         cells.append(current.cells[i]);
   1459                     }
   1460                 }
   1461             }
   1462 
   1463             // Sort the dirty cells by paint order.
   1464             if (!m_overflowingCells.size())
   1465                 std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
   1466             else
   1467                 std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells);
   1468 
   1469             if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
   1470                 for (unsigned i = cells.size(); i > 0; --i) {
   1471                     LayoutPoint cellPoint = flipForWritingModeForChild(cells[i - 1], paintOffset);
   1472                     cells[i - 1]->paintCollapsedBorders(paintInfo, cellPoint);
   1473                 }
   1474             } else {
   1475                 for (unsigned i = 0; i < cells.size(); ++i)
   1476                     paintCell(cells[i], paintInfo, paintOffset);
   1477             }
   1478         }
   1479     }
   1480 }
   1481 
   1482 void RenderTableSection::imageChanged(WrappedImagePtr, const IntRect*)
   1483 {
   1484     // FIXME: Examine cells and repaint only the rect the image paints in.
   1485     paintInvalidationForWholeRenderer();
   1486 }
   1487 
   1488 void RenderTableSection::recalcCells()
   1489 {
   1490     ASSERT(m_needsCellRecalc);
   1491     // We reset the flag here to ensure that |addCell| works. This is safe to do as
   1492     // fillRowsWithDefaultStartingAtPosition makes sure we match the table's columns
   1493     // representation.
   1494     m_needsCellRecalc = false;
   1495 
   1496     m_cCol = 0;
   1497     m_cRow = 0;
   1498     m_grid.clear();
   1499 
   1500     for (RenderTableRow* row = firstRow(); row; row = row->nextRow()) {
   1501         unsigned insertionRow = m_cRow;
   1502         ++m_cRow;
   1503         m_cCol = 0;
   1504         ensureRows(m_cRow);
   1505 
   1506         m_grid[insertionRow].rowRenderer = row;
   1507         row->setRowIndex(insertionRow);
   1508         setRowLogicalHeightToRowStyleLogicalHeight(m_grid[insertionRow]);
   1509 
   1510         for (RenderTableCell* cell = row->firstCell(); cell; cell = cell->nextCell())
   1511             addCell(cell, row);
   1512     }
   1513 
   1514     m_grid.shrinkToFit();
   1515     setNeedsLayoutAndFullPaintInvalidation();
   1516 }
   1517 
   1518 // FIXME: This function could be made O(1) in certain cases (like for the non-most-constrainive cells' case).
   1519 void RenderTableSection::rowLogicalHeightChanged(unsigned rowIndex)
   1520 {
   1521     if (needsCellRecalc())
   1522         return;
   1523 
   1524     setRowLogicalHeightToRowStyleLogicalHeight(m_grid[rowIndex]);
   1525 
   1526     for (RenderTableCell* cell = m_grid[rowIndex].rowRenderer->firstCell(); cell; cell = cell->nextCell())
   1527         updateLogicalHeightForCell(m_grid[rowIndex], cell);
   1528 }
   1529 
   1530 void RenderTableSection::setNeedsCellRecalc()
   1531 {
   1532     m_needsCellRecalc = true;
   1533     if (RenderTable* t = table())
   1534         t->setNeedsSectionRecalc();
   1535 }
   1536 
   1537 unsigned RenderTableSection::numColumns() const
   1538 {
   1539     unsigned result = 0;
   1540 
   1541     for (unsigned r = 0; r < m_grid.size(); ++r) {
   1542         for (unsigned c = result; c < table()->numEffCols(); ++c) {
   1543             const CellStruct& cell = cellAt(r, c);
   1544             if (cell.hasCells() || cell.inColSpan)
   1545                 result = c;
   1546         }
   1547     }
   1548 
   1549     return result + 1;
   1550 }
   1551 
   1552 const BorderValue& RenderTableSection::borderAdjoiningStartCell(const RenderTableCell* cell) const
   1553 {
   1554     ASSERT(cell->isFirstOrLastCellInRow());
   1555     return hasSameDirectionAs(cell) ? style()->borderStart() : style()->borderEnd();
   1556 }
   1557 
   1558 const BorderValue& RenderTableSection::borderAdjoiningEndCell(const RenderTableCell* cell) const
   1559 {
   1560     ASSERT(cell->isFirstOrLastCellInRow());
   1561     return hasSameDirectionAs(cell) ? style()->borderEnd() : style()->borderStart();
   1562 }
   1563 
   1564 const RenderTableCell* RenderTableSection::firstRowCellAdjoiningTableStart() const
   1565 {
   1566     unsigned adjoiningStartCellColumnIndex = hasSameDirectionAs(table()) ? 0 : table()->lastColumnIndex();
   1567     return cellAt(0, adjoiningStartCellColumnIndex).primaryCell();
   1568 }
   1569 
   1570 const RenderTableCell* RenderTableSection::firstRowCellAdjoiningTableEnd() const
   1571 {
   1572     unsigned adjoiningEndCellColumnIndex = hasSameDirectionAs(table()) ? table()->lastColumnIndex() : 0;
   1573     return cellAt(0, adjoiningEndCellColumnIndex).primaryCell();
   1574 }
   1575 
   1576 void RenderTableSection::appendColumn(unsigned pos)
   1577 {
   1578     ASSERT(!m_needsCellRecalc);
   1579 
   1580     for (unsigned row = 0; row < m_grid.size(); ++row)
   1581         m_grid[row].row.resize(pos + 1);
   1582 }
   1583 
   1584 void RenderTableSection::splitColumn(unsigned pos, unsigned first)
   1585 {
   1586     ASSERT(!m_needsCellRecalc);
   1587 
   1588     if (m_cCol > pos)
   1589         m_cCol++;
   1590     for (unsigned row = 0; row < m_grid.size(); ++row) {
   1591         Row& r = m_grid[row].row;
   1592         r.insert(pos + 1, CellStruct());
   1593         if (r[pos].hasCells()) {
   1594             r[pos + 1].cells.appendVector(r[pos].cells);
   1595             RenderTableCell* cell = r[pos].primaryCell();
   1596             ASSERT(cell);
   1597             ASSERT(cell->colSpan() >= (r[pos].inColSpan ? 1u : 0));
   1598             unsigned colleft = cell->colSpan() - r[pos].inColSpan;
   1599             if (first > colleft)
   1600               r[pos + 1].inColSpan = 0;
   1601             else
   1602               r[pos + 1].inColSpan = first + r[pos].inColSpan;
   1603         } else {
   1604             r[pos + 1].inColSpan = 0;
   1605         }
   1606     }
   1607 }
   1608 
   1609 // Hit Testing
   1610 bool RenderTableSection::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action)
   1611 {
   1612     // If we have no children then we have nothing to do.
   1613     if (!firstRow())
   1614         return false;
   1615 
   1616     // Table sections cannot ever be hit tested.  Effectively they do not exist.
   1617     // Just forward to our children always.
   1618     LayoutPoint adjustedLocation = accumulatedOffset + location();
   1619 
   1620     if (hasOverflowClip() && !locationInContainer.intersects(overflowClipRect(adjustedLocation)))
   1621         return false;
   1622 
   1623     if (hasOverflowingCell()) {
   1624         for (RenderTableRow* row = lastRow(); row; row = row->previousRow()) {
   1625             // FIXME: We have to skip over inline flows, since they can show up inside table rows
   1626             // at the moment (a demoted inline <form> for example). If we ever implement a
   1627             // table-specific hit-test method (which we should do for performance reasons anyway),
   1628             // then we can remove this check.
   1629             if (!row->hasSelfPaintingLayer()) {
   1630                 LayoutPoint childPoint = flipForWritingModeForChild(row, adjustedLocation);
   1631                 if (row->nodeAtPoint(request, result, locationInContainer, childPoint, action)) {
   1632                     updateHitTestResult(result, toLayoutPoint(locationInContainer.point() - childPoint));
   1633                     return true;
   1634                 }
   1635             }
   1636         }
   1637         return false;
   1638     }
   1639 
   1640     recalcCellsIfNeeded();
   1641 
   1642     LayoutRect hitTestRect = locationInContainer.boundingBox();
   1643     hitTestRect.moveBy(-adjustedLocation);
   1644 
   1645     LayoutRect tableAlignedRect = logicalRectForWritingModeAndDirection(hitTestRect);
   1646     CellSpan rowSpan = spannedRows(tableAlignedRect);
   1647     CellSpan columnSpan = spannedColumns(tableAlignedRect);
   1648 
   1649     // Now iterate over the spanned rows and columns.
   1650     for (unsigned hitRow = rowSpan.start(); hitRow < rowSpan.end(); ++hitRow) {
   1651         for (unsigned hitColumn = columnSpan.start(); hitColumn < columnSpan.end(); ++hitColumn) {
   1652             CellStruct& current = cellAt(hitRow, hitColumn);
   1653 
   1654             // If the cell is empty, there's nothing to do
   1655             if (!current.hasCells())
   1656                 continue;
   1657 
   1658             for (unsigned i = current.cells.size() ; i; ) {
   1659                 --i;
   1660                 RenderTableCell* cell = current.cells[i];
   1661                 LayoutPoint cellPoint = flipForWritingModeForChild(cell, adjustedLocation);
   1662                 if (static_cast<RenderObject*>(cell)->nodeAtPoint(request, result, locationInContainer, cellPoint, action)) {
   1663                     updateHitTestResult(result, locationInContainer.point() - toLayoutSize(cellPoint));
   1664                     return true;
   1665                 }
   1666             }
   1667             if (!result.isRectBasedTest())
   1668                 break;
   1669         }
   1670         if (!result.isRectBasedTest())
   1671             break;
   1672     }
   1673 
   1674     return false;
   1675 }
   1676 
   1677 void RenderTableSection::removeCachedCollapsedBorders(const RenderTableCell* cell)
   1678 {
   1679     if (!table()->collapseBorders())
   1680         return;
   1681 
   1682     for (int side = CBSBefore; side <= CBSEnd; ++side)
   1683         m_cellsCollapsedBorders.remove(make_pair(cell, side));
   1684 }
   1685 
   1686 void RenderTableSection::setCachedCollapsedBorder(const RenderTableCell* cell, CollapsedBorderSide side, CollapsedBorderValue border)
   1687 {
   1688     ASSERT(table()->collapseBorders());
   1689     m_cellsCollapsedBorders.set(make_pair(cell, side), border);
   1690 }
   1691 
   1692 CollapsedBorderValue& RenderTableSection::cachedCollapsedBorder(const RenderTableCell* cell, CollapsedBorderSide side)
   1693 {
   1694     ASSERT(table()->collapseBorders());
   1695     HashMap<pair<const RenderTableCell*, int>, CollapsedBorderValue>::iterator it = m_cellsCollapsedBorders.find(make_pair(cell, side));
   1696     ASSERT_WITH_SECURITY_IMPLICATION(it != m_cellsCollapsedBorders.end());
   1697     return it->value;
   1698 }
   1699 
   1700 RenderTableSection* RenderTableSection::createAnonymousWithParentRenderer(const RenderObject* parent)
   1701 {
   1702     RefPtr<RenderStyle> newStyle = RenderStyle::createAnonymousStyleWithDisplay(parent->style(), TABLE_ROW_GROUP);
   1703     RenderTableSection* newSection = new RenderTableSection(0);
   1704     newSection->setDocumentForAnonymous(&parent->document());
   1705     newSection->setStyle(newStyle.release());
   1706     return newSection;
   1707 }
   1708 
   1709 void RenderTableSection::setLogicalPositionForCell(RenderTableCell* cell, unsigned effectiveColumn) const
   1710 {
   1711     LayoutPoint oldCellLocation = cell->location();
   1712 
   1713     LayoutPoint cellLocation(0, m_rowPos[cell->rowIndex()]);
   1714     int horizontalBorderSpacing = table()->hBorderSpacing();
   1715 
   1716     // FIXME: The table's direction should determine our row's direction, not the section's (see bug 96691).
   1717     if (!style()->isLeftToRightDirection())
   1718         cellLocation.setX(table()->columnPositions()[table()->numEffCols()] - table()->columnPositions()[table()->colToEffCol(cell->col() + cell->colSpan())] + horizontalBorderSpacing);
   1719     else
   1720         cellLocation.setX(table()->columnPositions()[effectiveColumn] + horizontalBorderSpacing);
   1721 
   1722     cell->setLogicalLocation(cellLocation);
   1723 
   1724     if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
   1725         view()->addLayoutDelta(oldCellLocation - cell->location());
   1726 }
   1727 
   1728 } // namespace WebCore
   1729