Revert "Update WR (various reftest fixes)."

This reverts commit 9303bc0726.
This commit is contained in:
Glenn Watson 2016-09-07 12:17:04 +10:00
parent 72279cc7eb
commit 0d1cb8dfea
4 changed files with 51 additions and 54 deletions

View file

@ -2592,7 +2592,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender" name = "webrender"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#f82fad77b938e339be7ccfc9ba23d2ebd7a72fcb" source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
dependencies = [ dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)", "app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)", "bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
@ -2617,7 +2617,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender_traits" name = "webrender_traits"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#f82fad77b938e339be7ccfc9ba23d2ebd7a72fcb" source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
dependencies = [ dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)", "app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)", "byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",

4
ports/cef/Cargo.lock generated
View file

@ -2452,7 +2452,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender" name = "webrender"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#f82fad77b938e339be7ccfc9ba23d2ebd7a72fcb" source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
dependencies = [ dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)", "app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)", "bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
@ -2477,7 +2477,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender_traits" name = "webrender_traits"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#f82fad77b938e339be7ccfc9ba23d2ebd7a72fcb" source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
dependencies = [ dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)", "app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)", "byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",

View file

@ -30,8 +30,6 @@
#define MAX_STOPS_PER_ANGLE_GRADIENT 8 #define MAX_STOPS_PER_ANGLE_GRADIENT 8
#ifdef WR_VERTEX_SHADER #ifdef WR_VERTEX_SHADER
uniform sampler2D sLayers;
struct Layer { struct Layer {
mat4 transform; mat4 transform;
mat4 inv_transform; mat4 inv_transform;
@ -47,27 +45,31 @@ layout(std140) uniform Tiles {
vec4 tiles[WR_MAX_UBO_VECTORS]; vec4 tiles[WR_MAX_UBO_VECTORS];
}; };
layout(std140) uniform Layers {
vec4 layers[WR_MAX_UBO_VECTORS];
};
Layer fetch_layer(int index) { Layer fetch_layer(int index) {
Layer layer; Layer layer;
ivec2 uv = ivec2(0, index); int offset = index * 13;
layer.transform[0] = texelFetchOffset(sLayers, uv, 0, ivec2(0, 0)); layer.transform[0] = layers[offset + 0];
layer.transform[1] = texelFetchOffset(sLayers, uv, 0, ivec2(1, 0)); layer.transform[1] = layers[offset + 1];
layer.transform[2] = texelFetchOffset(sLayers, uv, 0, ivec2(2, 0)); layer.transform[2] = layers[offset + 2];
layer.transform[3] = texelFetchOffset(sLayers, uv, 0, ivec2(3, 0)); layer.transform[3] = layers[offset + 3];
layer.inv_transform[0] = texelFetchOffset(sLayers, uv, 0, ivec2(4, 0)); layer.inv_transform[0] = layers[offset + 4];
layer.inv_transform[1] = texelFetchOffset(sLayers, uv, 0, ivec2(5, 0)); layer.inv_transform[1] = layers[offset + 5];
layer.inv_transform[2] = texelFetchOffset(sLayers, uv, 0, ivec2(6, 0)); layer.inv_transform[2] = layers[offset + 6];
layer.inv_transform[3] = texelFetchOffset(sLayers, uv, 0, ivec2(7, 0)); layer.inv_transform[3] = layers[offset + 7];
layer.local_clip_rect = texelFetchOffset(sLayers, uv, 0, ivec2(8, 0)); layer.local_clip_rect = layers[offset + 8];
layer.screen_vertices[0] = texelFetchOffset(sLayers, uv, 0, ivec2(9, 0)); layer.screen_vertices[0] = layers[offset + 9];
layer.screen_vertices[1] = texelFetchOffset(sLayers, uv, 0, ivec2(10, 0)); layer.screen_vertices[1] = layers[offset + 10];
layer.screen_vertices[2] = texelFetchOffset(sLayers, uv, 0, ivec2(11, 0)); layer.screen_vertices[2] = layers[offset + 11];
layer.screen_vertices[3] = texelFetchOffset(sLayers, uv, 0, ivec2(12, 0)); layer.screen_vertices[3] = layers[offset + 12];
return layer; return layer;
} }

View file

@ -52,43 +52,36 @@ float alpha_for_solid_border_corner(vec2 local_pos,
return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment); return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment);
} }
vec4 draw_dotted_edge(vec2 local_pos, vec4 piece_rect, float pixels_per_fragment) { #ifdef WR_FEATURE_TRANSFORM
// We don't use pixels_per_fragment here, since it can change along the edge
// of a transformed border edge. We want this calculation to be consistent #else
// across the entire edge so that the positioning of the dots stays the same. vec4 draw_dotted_edge(vec2 position, vec2 edge_size, float pixels_per_fragment) {
float two_pixels = 2 * length(fwidth(vLocalPos.xy)); float two_pixels = 2 * pixels_per_fragment;
// Circle diameter is stroke width, minus a couple pixels to account for anti-aliasing. // Circle diameter is stroke width, minus a couple pixels to account for anti-aliasing.
float circle_diameter = max(piece_rect.z - two_pixels, min(piece_rect.z, two_pixels)); float circle_diameter = max(edge_size.x - two_pixels, min(edge_size.x, two_pixels));
// We want to spread the circles across the edge, but keep one circle diameter at the end //// Divide the edge into segments which are the size of the circle diameter.
// reserved for two half-circles which connect to the corners. float segments_in_edge = floor(edge_size.y / circle_diameter);
float edge_available = piece_rect.w - (circle_diameter * 2);
float number_of_circles = floor(edge_available / (circle_diameter * 2));
// Here we are initializing the distance from the y coordinate of the center of the circle to // Every other segment has a circle.
// the closest end half-circle. float number_of_circles = floor(segments_in_edge / 2);
vec2 relative_pos = local_pos - piece_rect.xy; if (number_of_circles <= 0)
float y_distance = min(relative_pos.y, piece_rect.w - relative_pos.y); return vec4(0, 0, 0, 0);
if (number_of_circles > 0) { // Spread the circles throughout the edge, to distribute the extra space evenly. We want
// Spread the circles throughout the edge, to distribute the extra space evenly. We want // to ensure that we have at last two pixels of space for each circle so that they aren't
// to ensure that we have at last two pixels of space for each circle so that they aren't // touching.
// touching. float space_for_each_circle = ceil(max(edge_size.y / number_of_circles, two_pixels));
float space_for_each_circle = ceil(max(edge_available / number_of_circles, two_pixels));
float first_half_circle_space = circle_diameter; // Find the circle index. We adjust the y position here because the first circle is a
// half circle at the edge of this border side.
float circle_index = floor((position.y + (space_for_each_circle / 2)) / space_for_each_circle);
float circle_index = (relative_pos.y - first_half_circle_space) / space_for_each_circle; // Find the center of the circle that is closest to our position. We will then calculate
circle_index = floor(clamp(circle_index, 0, number_of_circles - 1)); // the distance from the edge of the circle.
vec2 circle_center = vec2(edge_size.x / 2, circle_index * space_for_each_circle);
float circle_y_pos = float distance_from_circle_edge = length(circle_center - position) - (circle_diameter / 2);
circle_index * space_for_each_circle + (space_for_each_circle / 2) + circle_diameter;
y_distance = min(abs(circle_y_pos - relative_pos.y), y_distance);
}
float distance_from_circle_center = length(vec2(relative_pos.x - (piece_rect.z / 2), y_distance));
float distance_from_circle_edge = distance_from_circle_center - (circle_diameter / 2);
// Don't anti-alias if the circle diameter is small to avoid a blur of color. // Don't anti-alias if the circle diameter is small to avoid a blur of color.
if (circle_diameter < two_pixels && distance_from_circle_edge > 0) if (circle_diameter < two_pixels && distance_from_circle_edge > 0)
@ -124,18 +117,22 @@ void draw_dotted_border(vec2 local_pos, float distance_from_mix_line) {
} }
case PST_BOTTOM: case PST_BOTTOM:
case PST_TOP: { case PST_TOP: {
oFragColor = draw_dotted_edge(local_pos.yx, vPieceRect.yxwz, pixels_per_fragment); vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
oFragColor = draw_dotted_edge(piece_relative_position.yx, vPieceRect.wz, pixels_per_fragment);
break; break;
} }
case PST_LEFT: case PST_LEFT:
case PST_RIGHT: case PST_RIGHT:
{ {
oFragColor = draw_dotted_edge(local_pos.xy, vPieceRect.xyzw, pixels_per_fragment); vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
oFragColor = draw_dotted_edge(piece_relative_position.xy, vPieceRect.zw, pixels_per_fragment);
break; break;
} }
} }
} }
#endif
vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) { vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) {
// TODO: Investigate exactly what FF does. // TODO: Investigate exactly what FF does.
float size = border_width * 3; float size = border_width * 3;
@ -337,8 +334,6 @@ void main(void) {
draw_dashed_border(local_pos, distance_from_mix_line); draw_dashed_border(local_pos, distance_from_mix_line);
break; break;
case BORDER_STYLE_DOTTED: case BORDER_STYLE_DOTTED:
draw_dotted_border(local_pos, distance_from_mix_line);
break;
case BORDER_STYLE_OUTSET: case BORDER_STYLE_OUTSET:
case BORDER_STYLE_INSET: case BORDER_STYLE_INSET:
case BORDER_STYLE_SOLID: case BORDER_STYLE_SOLID: