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Webrender update (border anti-aliasing, primitive caching).
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parent
acb47007ba
commit
25f60a29db
8 changed files with 80 additions and 66 deletions
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@ -109,46 +109,6 @@ vec4 draw_dotted_edge() {
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return mix(white, circleColor, circleColor.a);
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}
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// Our current edge calculation is based only on
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// the size of the border-size, but we need to draw
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// the dashes in the center of the segment we're drawing.
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// This calculates how much to nudge and which axis to nudge on.
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vec2 get_dashed_nudge_factor(vec2 dash_size, bool is_corner) {
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if (is_corner) {
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return vec2(0.0, 0.0);
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}
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bool xAxisFudge = vBorders.z > vBorders.w;
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if (xAxisFudge) {
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return vec2(dash_size.x / 2.0, 0);
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}
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return vec2(0.0, dash_size.y / 2.0);
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}
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vec4 draw_dashed_edge(bool is_corner) {
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// Everything here should be in device pixels.
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// We want the dot to be roughly the size of the whole border spacing
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// 5.5 here isn't a magic number, it's just what mostly looks like FF/Chrome
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// TODO: Investigate exactly what FF does.
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float dash_interval = min(vBorders.w, vBorders.z) * 5.5;
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vec2 edge_size = vec2(vBorders.z, vBorders.w);
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vec2 dash_size = vec2(dash_interval / 2.0, dash_interval / 2.0);
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vec2 position = vDevicePos - vBorders.xy;
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vec2 dash_count = floor(edge_size/ dash_interval);
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vec2 dist_between_dashes = edge_size / dash_count;
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vec2 target_rect_index = floor(position / dist_between_dashes);
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vec2 target_rect_loc = target_rect_index * dist_between_dashes;
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target_rect_loc += get_dashed_nudge_factor(dash_size, is_corner);
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vec4 target_rect = vec4(target_rect_loc, dash_size);
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vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 target_colored_rect = drawRect(position, target_rect, vVerticalColor.xyz);
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return mix(white, target_colored_rect, target_colored_rect.a);
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}
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void draw_dotted_border(void) {
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switch (vBorderPart) {
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// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
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@ -172,7 +132,19 @@ void draw_dotted_border(void) {
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}
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}
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void draw_dashed_border(void) {
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#endif
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vec4 draw_dashed_edge(float position, float border_width) {
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// TODO: Investigate exactly what FF does.
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float size = border_width * 3;
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float segment = floor(position / size) + 2;
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return mix(vec4(0, 0, 0, 0), vHorizontalColor, mod(segment, 2));
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}
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void draw_dashed_border(vec2 local_pos, float distance_from_mix_line) {
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// This is the conversion factor for transformations and device pixel scaling.
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float pixels_per_fragment = length(fwidth(local_pos.xy));
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switch (vBorderPart) {
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// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
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case PST_TOP_LEFT:
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@ -180,24 +152,31 @@ void draw_dashed_border(void) {
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case PST_BOTTOM_LEFT:
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case PST_BOTTOM_RIGHT:
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{
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// TODO: Fix for corners with a border-radius
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bool is_corner = true;
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oFragColor = draw_dashed_edge(is_corner);
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oFragColor = get_fragment_color(distance_from_mix_line, pixels_per_fragment);
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if (vRadii.x > 0.0) {
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oFragColor *= vec4(1, 1, 1, alpha_for_solid_border_corner(local_pos,
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vRadii.z,
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vRadii.x,
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pixels_per_fragment));
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}
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break;
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}
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case PST_BOTTOM:
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case PST_TOP:
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{
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oFragColor = draw_dashed_edge(vLocalPos.x - vPieceRect.x, vPieceRect.w);
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break;
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}
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case PST_LEFT:
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case PST_RIGHT:
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{
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bool is_corner = false;
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oFragColor = draw_dashed_edge(is_corner);
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oFragColor = draw_dashed_edge(vLocalPos.y - vPieceRect.y, vPieceRect.z);
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break;
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}
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}
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}
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#endif
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vec4 draw_double_edge(float pos,
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float len,
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@ -343,6 +322,8 @@ void main(void) {
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switch (vBorderStyle) {
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case BORDER_STYLE_DASHED:
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draw_dashed_border(local_pos, distance_from_mix_line);
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break;
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case BORDER_STYLE_DOTTED:
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case BORDER_STYLE_OUTSET:
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case BORDER_STYLE_INSET:
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@ -362,8 +343,7 @@ void main(void) {
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#else
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switch (vBorderStyle) {
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case BORDER_STYLE_DASHED:
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discard_pixels_in_rounded_borders(local_pos);
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draw_dashed_border();
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draw_dashed_border(local_pos, vDistanceFromMixLine);
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break;
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case BORDER_STYLE_DOTTED:
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discard_pixels_in_rounded_borders(local_pos);
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