Auto merge of #6214 - glennw:parse-transforms, r=pcwalton

* Add parser support for 3d transforms.
 * Change ComputedMatrix to a representation that suits interpolation.
 * Switch stacking contexts to use 4x4 matrices.

The transforms themselves are still converted to 2d and handled by azure for now, but this is a small standalone part that can be landed now to make it easier to review.

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This commit is contained in:
bors-servo 2015-06-02 19:56:17 -05:00
commit 05212b702d
9 changed files with 527 additions and 183 deletions

View file

@ -27,7 +27,7 @@ use azure::azure::AzFloat;
use azure::azure_hl::{Color};
use collections::linked_list::{self, LinkedList};
use geom::{Point2D, Rect, SideOffsets2D, Size2D, Matrix2D};
use geom::{Matrix2D, Point2D, Rect, SideOffsets2D, Size2D, Matrix4};
use geom::approxeq::ApproxEq;
use geom::num::Zero;
use libc::uintptr_t;
@ -254,9 +254,7 @@ pub struct StackingContext {
pub blend_mode: mix_blend_mode::T,
/// A transform to be applied to this stacking context.
///
/// TODO(pcwalton): 3D transforms.
pub transform: Matrix2D<AzFloat>,
pub transform: Matrix4<AzFloat>,
}
impl StackingContext {
@ -266,7 +264,7 @@ impl StackingContext {
bounds: &Rect<Au>,
overflow: &Rect<Au>,
z_index: i32,
transform: &Matrix2D<AzFloat>,
transform: &Matrix4<AzFloat>,
filters: filter::T,
blend_mode: mix_blend_mode::T,
layer: Option<Arc<PaintLayer>>)
@ -287,7 +285,7 @@ impl StackingContext {
pub fn optimize_and_draw_into_context(&self,
paint_context: &mut PaintContext,
tile_bounds: &Rect<AzFloat>,
transform: &Matrix2D<AzFloat>,
transform: &Matrix4<AzFloat>,
clip_rect: Option<&Rect<Au>>) {
let transform = transform.mul(&self.transform);
let temporary_draw_target =
@ -320,7 +318,10 @@ impl StackingContext {
// Set up our clip rect and transform.
let old_transform = paint_subcontext.draw_target.get_transform();
paint_subcontext.draw_target.set_transform(&transform);
let xform_2d = Matrix2D::new(transform.m11, transform.m12,
transform.m21, transform.m22,
transform.m41, transform.m42);
paint_subcontext.draw_target.set_transform(&xform_2d);
paint_subcontext.push_clip_if_applicable();
// Steps 1 and 2: Borders and background for the root.
@ -342,7 +343,8 @@ impl StackingContext {
positioned_kid.bounds
.origin
.y
.to_nearest_px() as AzFloat);
.to_nearest_px() as AzFloat,
0.0);
let new_tile_rect =
self.compute_tile_rect_for_child_stacking_context(tile_bounds,
&**positioned_kid);
@ -390,7 +392,8 @@ impl StackingContext {
positioned_kid.bounds
.origin
.y
.to_nearest_px() as AzFloat);
.to_nearest_px() as AzFloat,
0.0);
let new_tile_rect =
self.compute_tile_rect_for_child_stacking_context(tile_bounds,
&**positioned_kid);

View file

@ -12,7 +12,8 @@ use paint_context::PaintContext;
use azure::azure_hl::{SurfaceFormat, Color, DrawTarget, BackendType};
use azure::AzFloat;
use geom::matrix2d::Matrix2D;
use geom::Matrix4;
use geom::matrix::identity;
use geom::point::Point2D;
use geom::rect::Rect;
use geom::size::Size2D;
@ -621,10 +622,11 @@ impl WorkerThread {
stacking_context.overflow.origin.y.to_f32_px()));
// Apply the translation to paint the tile we want.
let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
let matrix: Matrix4<AzFloat> = identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat, 1.0);
let matrix = matrix.translate(-tile_bounds.origin.x as AzFloat,
-tile_bounds.origin.y as AzFloat);
-tile_bounds.origin.y as AzFloat,
0.0);
// Clear the buffer.
paint_context.clear();