Webrender update (border anti-aliasing, primitive caching).

This commit is contained in:
Glenn Watson 2016-08-31 19:43:32 +10:00
parent acb47007ba
commit 25f60a29db
8 changed files with 80 additions and 66 deletions

View file

@ -2591,7 +2591,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender" name = "webrender"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7" source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
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)",
@ -2616,7 +2616,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender_traits" name = "webrender_traits"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7" source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
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

@ -2451,7 +2451,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender" name = "webrender"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7" source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
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)",
@ -2476,7 +2476,7 @@ dependencies = [
[[package]] [[package]]
name = "webrender_traits" name = "webrender_traits"
version = "0.5.1" version = "0.5.1"
source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7" source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
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

@ -12,6 +12,9 @@
#define PST_BOTTOM uint(6) #define PST_BOTTOM uint(6)
#define PST_RIGHT uint(7) #define PST_RIGHT uint(7)
#define UV_NORMALIZED uint(0)
#define UV_PIXEL uint(1)
// Border styles as defined in webrender_traits/types.rs // Border styles as defined in webrender_traits/types.rs
#define BORDER_STYLE_NONE uint(0) #define BORDER_STYLE_NONE uint(0)
#define BORDER_STYLE_SOLID uint(1) #define BORDER_STYLE_SOLID uint(1)

View file

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

View file

@ -16,10 +16,11 @@ flat varying vec2 vRefPoint;
flat varying uint vBorderStyle; flat varying uint vBorderStyle;
flat varying uint vBorderPart; // Which part of the border we're drawing. flat varying uint vBorderPart; // Which part of the border we're drawing.
flat varying vec4 vPieceRect;
// These are in device space // These are in device space
#ifdef WR_FEATURE_TRANSFORM #ifdef WR_FEATURE_TRANSFORM
varying vec3 vLocalPos; // The clamped position in local space. varying vec3 vLocalPos; // The clamped position in local space.
flat varying vec4 vPieceRect;
flat varying float vPieceRectHypotenuseLength; flat varying float vPieceRectHypotenuseLength;
#else #else
varying vec2 vLocalPos; // The clamped position in local space. varying vec2 vLocalPos; // The clamped position in local space.

View file

@ -111,12 +111,13 @@ void main(void) {
float width = x1 - x0; float width = x1 - x0;
float height = y1 - y0; float height = y1 - y0;
vPieceRect = vec4(x0, y0, width, height);
// The fragment shader needs to calculate the distance from the bisecting line // The fragment shader needs to calculate the distance from the bisecting line
// to properly mix border colors. For transformed borders, we calculate this distance // to properly mix border colors. For transformed borders, we calculate this distance
// in the fragment shader itself. For non-transformed borders, we can use the // in the fragment shader itself. For non-transformed borders, we can use the
// interpolator. // interpolator.
#ifdef WR_FEATURE_TRANSFORM #ifdef WR_FEATURE_TRANSFORM
vPieceRect = vec4(x0, y0, width, height);
vPieceRectHypotenuseLength = sqrt(pow(width, 2) + pow(height, 2)); vPieceRectHypotenuseLength = sqrt(pow(width, 2) + pow(height, 2));
#else #else
vDistanceFromMixLine = (vi.local_clamped_pos.x - x0) * height - vDistanceFromMixLine = (vi.local_clamped_pos.x - x0) * height -

View file

@ -5,8 +5,8 @@
struct Image { struct Image {
PrimitiveInfo info; PrimitiveInfo info;
vec4 st_rect; // Location of the image texture in the texture atlas. vec4 st_rect; // Location of the image texture in the texture atlas.
vec4 stretch_size; // Size of the actual image. vec4 stretch_size_uvkind; // Size of the actual image.
}; };
layout(std140) uniform Items { layout(std140) uniform Items {
@ -20,13 +20,27 @@ void main(void) {
TransformVertexInfo vi = write_transform_vertex(image.info); TransformVertexInfo vi = write_transform_vertex(image.info);
vLocalRect = vi.clipped_local_rect; vLocalRect = vi.clipped_local_rect;
vLocalPos = vi.local_pos; vLocalPos = vi.local_pos;
vStretchSize = image.stretch_size.xy; vStretchSize = image.stretch_size_uvkind.xy;
#else #else
VertexInfo vi = write_vertex(image.info); VertexInfo vi = write_vertex(image.info);
vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy; vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size_uvkind.xy;
#endif #endif
// vUv will contain how many times this image has wrapped around the image size. // vUv will contain how many times this image has wrapped around the image size.
vTextureSize = image.st_rect.zw - image.st_rect.xy; vec2 st0 = image.st_rect.xy;
vTextureOffset = image.st_rect.xy; vec2 st1 = image.st_rect.zw;
switch (uint(image.stretch_size_uvkind.z)) {
case UV_NORMALIZED:
break;
case UV_PIXEL: {
vec2 texture_size = textureSize(sDiffuse, 0);
st0 /= texture_size;
st1 /= texture_size;
}
break;
}
vTextureSize = st1 - st0;
vTextureOffset = st0;
} }

View file

@ -5,8 +5,8 @@
struct Image { struct Image {
PrimitiveInfo info; PrimitiveInfo info;
vec4 st_rect; // Location of the image texture in the texture atlas. vec4 st_rect; // Location of the image texture in the texture atlas.
vec4 stretch_size; // Size of the actual image. vec4 stretch_size_uvkind; // Size of the actual image.
Clip clip; Clip clip;
}; };
@ -26,7 +26,22 @@ void main(void) {
vPos = vi.local_clamped_pos; vPos = vi.local_clamped_pos;
// vUv will contain how many times this image has wrapped around the image size. // vUv will contain how many times this image has wrapped around the image size.
vUv = (vi.local_clamped_pos - image.info.local_rect.xy) / image.stretch_size.xy; vUv = (vi.local_clamped_pos - image.info.local_rect.xy) / image.stretch_size_uvkind.xy;
vTextureSize = image.st_rect.zw - image.st_rect.xy;
vTextureOffset = image.st_rect.xy; vec2 st0 = image.st_rect.xy;
vec2 st1 = image.st_rect.zw;
switch (uint(image.stretch_size_uvkind.z)) {
case UV_NORMALIZED:
break;
case UV_PIXEL: {
vec2 texture_size = textureSize(sDiffuse, 0);
st0 /= texture_size;
st1 /= texture_size;
}
break;
}
vTextureSize = st1 - st0;
vTextureOffset = st0;
} }