diff --git a/.vitepress/config.ts b/.vitepress/config.ts index fd3169c..ba02dd7 100644 --- a/.vitepress/config.ts +++ b/.vitepress/config.ts @@ -14,11 +14,15 @@ export default withMermaid({ lastUpdated: true, head, themeConfig: { - outline: { label: '文章导航' }, + outline: { label: '文章导航', previous: '上一篇', next: '下一篇' }, nav, sidebar, socialLinks: [{ icon: 'github', link: 'https://github.com/hojas' }], lastUpdatedText: '最后更新', + docFooter: { + prev: '上一篇', + next: '下一篇', + }, footer: { copyright: 'Copyright © 2023-present FrontendGuide', }, diff --git a/.vitepress/head.ts b/.vitepress/head.ts index 2bb29ac..55e17ca 100644 --- a/.vitepress/head.ts +++ b/.vitepress/head.ts @@ -8,15 +8,6 @@ export const head: HeadConfig[] = [ content: '前端开发,前端博客,Node.js开发', }, ], - [ - 'script', - { src: 'https://hm.baidu.com/hm.js?5f54051a64b08ac3d89526db54df136f' }, - ], - [ - 'script', - {}, - 'var _hmt = _hmt || [];' - ], [ 'script', { id: 'LA_COLLECT', src: 'https://sdk.51.la/js-sdk-pro.min.js' }, diff --git a/.vitepress/sidebar.ts b/.vitepress/sidebar.ts index 0ab6c18..b93061f 100644 --- a/.vitepress/sidebar.ts +++ b/.vitepress/sidebar.ts @@ -31,8 +31,7 @@ export const sidebar: DefaultTheme.Sidebar = { items: [ { text: '进程和线程', link: '/browser/process-and-thread.html' }, { text: '事件循环', link: '/browser/event-loop.html' }, - // { text: 'blink 渲染引擎', link: '/browser/blink.html' }, - // { text: 'v8 引擎简介', link: '/browser/v8.html' }, + { text: '页面渲染原理', link: '/browser/rendering.html' }, ], }, ], diff --git a/package.json b/package.json index 4342f09..3da1aa2 100644 --- a/package.json +++ b/package.json @@ -10,9 +10,9 @@ "serve": "vitepress serve --host 0.0.0.0 --port 3000" }, "devDependencies": { - "@antfu/eslint-config": "^2.6.0", + "@antfu/eslint-config": "^2.6.1", "@mermaid-js/mermaid-mindmap": "^9.3.0", - "@types/node": "^20.10.5", + "@types/node": "^20.10.6", "eslint": "^8.56.0", "mermaid": "^10.6.1", "typescript": "^5.3.3", diff --git a/src/docs/browser/event-loop.md b/src/docs/browser/event-loop.md index 0590b29..ae09c74 100644 --- a/src/docs/browser/event-loop.md +++ b/src/docs/browser/event-loop.md @@ -1,5 +1,5 @@ --- -title: 浏览器事件循环 +title: 浏览器事件循环原理 --- -# 浏览器事件循环 +# 浏览器事件循环原理 ## 浏览器的进程 diff --git a/src/docs/browser/render-flow.md b/src/docs/browser/render-flow.md deleted file mode 100644 index ed9e211..0000000 --- a/src/docs/browser/render-flow.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -title: 浏览器页面渲染流程 ---- - -# 浏览器页面渲染流程 - -![渲染流程](https://chenyuanxiang.oss-cn-hangzhou.aliyuncs.com/fe-stack/browser/render.png) - -## 一、构建 DOM - -1. 将 HTML 解析成 Tokens -2. 将 Tokens 解析成 object -3. 接 object 组合成 DOM 树 - -## 二、构建 CSSOM - -解析 CSS 文件,构建 CSSOM 树 - -## 三、构建 Render Tree - -结合 DOM 和 CSSOM 构建 Render Tree - -## 四、Layout(重排/回流) - -计算元素相对于 viewport 的位置 - -## 五、Paint(重绘) - -将 Render 树转换成像素,显示在屏幕上 diff --git a/src/docs/browser/rendering.md b/src/docs/browser/rendering.md new file mode 100644 index 0000000..7824aab --- /dev/null +++ b/src/docs/browser/rendering.md @@ -0,0 +1,167 @@ +--- +title: 浏览器页面渲染原理 +--- + +# 浏览器页面渲染原理 + +## 渲染时间点 + +当浏览器的网络线程收到 HTML 文档之后,会产生一个渲染任务,并将渲染任务传递给渲染主线程的消息队列。在事件循环机制的作用下,渲染主线程会从消息队列中取出渲染任务并执行任务,开启渲染流程。 + +![rendering-time](./rendering/rendering-time.png) + +## 渲染流程 + +整个渲染流程分为多个阶段,分别是:HTML 解析、样式计算、布局、分层、绘制、分块、光栅化、画。每个阶段有明确的输入输出,上一个阶段的输出会成为下一个阶段的输入。 + +![render-flow](./rendering/render-flow.png) + +## HTML 解析 + +解析过程中遇到 CSS 解析 CSS,遇到 JS 执行 JS。为了提高解析效率,浏览器在开始解析前,会启动一个预解析的线程,率先下载 HTML 中的外部 CSS 文件和 外部的 JS 文件。 + +这一步完成后,会得到 DOM 树和 CSSOM 树,浏览器的默认样式、内部样式、外部样式、行内样式均会包含在 CSSOM 树中。 + +![parse HTML](./rendering/parse-html.jpg) + +解析出 DOM 树: + +![parse HTML DOM](./rendering/parse-html-dom.jpg) + +解析出 CSSOM 树: + +![parse HTML CSSOM](./rendering/parse-html-cssom.jpg) + +如果主线程解析到 `link` 位置,此时外部的 CSS 文件还没有下载解析好,主线程不会等待,继续解析后续的 HTML。这是因为下载和解析 CSS 的工作是在预解析线程中进行的。这就是 CSS 不会阻塞 HTML 解析的根本原因。 + +![parse HTML CSS](./rendering/parse-html-css.jpg) + +如果主线程解析到 `script` 位置,会停止解析 HTML,转而等待 JS 文件下载好,并将全局代码解析执行完成后,才能继续解析 HTML。这是因为 JS 代码的执行过程可能会修改当前的 DOM 树,所以 DOM 树的生成必须暂停。这就是 JS 会阻塞 HTML 解析的根本原因。 + +![parse HTML js](./rendering/parse-html-js.jpg) + +## 样式计算 + +主线程会遍历得到的 DOM 树,依次为树中的每个节点计算出它最终的样式,称之为 Computed Style。 + +在这一过程中,很多预设值会变成绝对值,比如 `red` 会变成 `rgb(255,0,0)` ,相对单位会变成绝对单位,比如 `em` 会变成 `px` 。 + +这一步完成后,会得到一棵带有样式的 DOM 树。 + +![style-compute](./rendering/style-compute.jpg) + +## 布局 + +接下来是**布局**,布局完成后会得到布局树。 + +布局阶段会依次遍历 DOM 树的每一个节点,计算每个节点的几何信息。例如节点的宽高、相对包含块的位置。 + +![layout](./rendering/layout.jpg) + +大部分时候,DOM 树和布局树并非一一对应。 + +比如 `display:none` 的节点没有几何信息,因此不会生成到布局树。又比如使用了伪元素选择器,虽然 DOM 树中不存在这些伪元素节点,但它们拥有几何信息,所以会生成到布局树中。还有匿名行盒、匿名块盒等等都会导致 DOM 树和布局树无法一一对应。 + +![layout](./rendering/layout-1.jpg) + +![layout](./rendering/layout-2.jpg) + +![layout](./rendering/layout-3.jpg) + +文本内容只能放在行盒中,因此在布局阶段,浏览器会将块盒中的内容放在一个匿名行盒中。 + +参考:https://developer.mozilla.org/zh-CN/docs/Web/CSS/Visual_formatting_model + +## 分层 + +主线程会使用一套复杂的策略对整个布局树中进行分层。 + +分层的好处在于,将来某一个层改变后,仅会对该层进行后续处理,从而提升效率。 + +滚动条、堆叠上下文、transform、opacity 等样式都会或多或少的影响分层结果,也可以通过 `will-change` 属性更大程度的影响分层结果。 + +![layer](./rendering/layer.jpg) + +## 绘制 + +主线程会为每个层单独产生绘制指令集,用于描述这一层的内容该如何画出来。 + +![paint](./rendering/paint.jpg) + +渲染主线程的⼯作到此为⽌,剩余步骤交给其他线程完成。 + +![paint](./rendering/paint-1.jpg) + +## 分块 + +完成绘制后,主线程将每个图层的绘制信息提交给合成线程,剩余工作将由合成线程完成。 + +![tiling](./rendering/tiling.jpg) + +合成线程首先对每个图层进行分块,将其划分为更多的小区域。 + +它会从线程池中拿取多个线程来完成分块工作。 + +![tiling](./rendering/tiling-1.jpg) + +## 光栅化 + +合成线程会将块信息交给 GPU 进程,以极高的速度完成光栅化。 + +GPU 进程会开启多个线程来完成光栅化,并且优先处理靠近视口区域的块。 + +![raster](./rendering/raster-1.jpg) + +光栅化的结果,就是一块一块的位图。 + +![raster](./rendering/raster.jpg) + +## 画 + +合成线程拿到每个层、每个块的位图后,生成一个个「指引(quad)」信息。 + +指引会标识出每个位图应该画到屏幕的哪个位置,以及会考虑到旋转、缩放等变形。 + +变形发生在合成线程,与渲染主线程无关,这就是`transform`效率高的本质原因。 + +合成线程会把 quad 提交给 GPU 进程,由 GPU 进程产生系统调用,提交给 GPU 硬件,完成最终的屏幕成像。 + +![draw](./rendering/draw.jpg) + +## 完整过程 + +![render flow](./rendering/render-flow.jpg) + +## 什么是 reflow? + +reflow 的本质就是重新计算 layout 树。 + +当进行了会影响布局树的操作后,需要重新计算布局树,会引发 layout。 + +为了避免连续的多次操作导致布局树反复计算,浏览器会合并这些操作,当 JS 代码全部完成后再进行统一计算。所以,改动属性造成的 reflow 是异步完成的。 + +也同样因为如此,当 JS 获取布局属性时,就可能造成无法获取到最新的布局信息。 + +浏览器在反复权衡下,最终决定获取属性立即 reflow。 + +![reflow](./rendering/reflow.jpg) + +## 什么是 repaint? + +repaint 的本质就是重新根据分层信息计算了绘制指令。 + +当改动了可见样式后,就需要重新计算,会引发 repaint。 + +由于元素的布局信息也属于可见样式,所以 reflow 一定会引起 repaint。 + +![repaint](./rendering/repaint.jpg) + +## 为什么 transform 的效率高? + +因为 transform 既不会影响布局也不会影响绘制指令,它影响的只是渲染流程的最后一个「draw」阶段。 + +由于 draw 阶段在合成线程中,所以 transform 的变化几乎不会影响渲染主线程。反之,渲染主线程无论如何忙碌,也不会影响 transform 的变化。 + +![transform](./rendering/transform-1.jpg) + +![transform](./rendering/transform-2.jpg) diff --git a/src/docs/browser/rendering/draw.jpg b/src/docs/browser/rendering/draw.jpg new file mode 100644 index 0000000..0a12a0b Binary files /dev/null and b/src/docs/browser/rendering/draw.jpg differ diff --git a/src/docs/browser/rendering/layer.jpg b/src/docs/browser/rendering/layer.jpg new file mode 100644 index 0000000..2c3f274 Binary files /dev/null and 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