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update servo to use webrender shaders
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parent
1086df67e0
commit
7699380965
9 changed files with 18 additions and 18 deletions
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@ -21,7 +21,7 @@ void main(void) {
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float sa = sin(angle);
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float ca = cos(angle);
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float sx = vStartPoint.x * ca - vStartPoint.y * sa;
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float sx = vStartPoint.x * ca - vStartPoint.y * sa;
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float ex = vEndPoint.x * ca - vEndPoint.y * sa;
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float d = ex - sx;
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@ -28,7 +28,7 @@ vec4 draw_dotted_edge() {
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// like firefox.
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float circleSpacing = diameter * 2.2;
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vec2 size = vec2(vBorders.z, vBorders.w);
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vec2 size = vBorders.zw;
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// Get our position within this specific segment
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vec2 position = vDevicePos - vBorders.xy;
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@ -68,15 +68,16 @@ vec2 get_dashed_nudge_factor(vec2 dash_size, bool is_corner) {
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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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} else {
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return vec2(0.0, dash_size.y / 2.0);
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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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@ -143,6 +144,8 @@ void draw_dashed_border(void) {
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}
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}
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// TODO: Investigate performance of this shader and see
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// if it's worthwhile splitting it / removing branches etc.
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void main(void) {
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if (vRadii.x > 0.0 &&
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(distance(vRefPoint, vLocalPos) > vRadii.x ||
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@ -178,7 +181,6 @@ void main(void) {
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default:
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{
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discard;
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break;
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}
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}
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}
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@ -107,7 +107,5 @@ void main(void) {
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vDevicePos = vi.global_clamped_pos;
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// These are in device space
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vBorders = vec4(border.info.local_rect.x, border.info.local_rect.y,
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border.info.local_rect.z,
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border.info.local_rect.w) * uDevicePixelRatio;
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vBorders = border.info.local_rect * uDevicePixelRatio;
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}
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@ -4,8 +4,8 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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struct BoxShadow {
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PrimitiveInfo info;
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vec4 color;
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PrimitiveInfo info;
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vec4 color;
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vec4 border_radii_blur_radius_inverted;
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vec4 bs_rect;
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vec4 src_rect;
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@ -7,7 +7,7 @@
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#define DIR_VERTICAL uint(1)
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struct Gradient {
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PrimitiveInfo info;
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PrimitiveInfo info;
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vec4 color0;
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vec4 color1;
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uvec4 dir;
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@ -9,11 +9,11 @@
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#define varying out
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// Uniform inputs
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uniform mat4 uTransform; // Orthographic projection
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uniform float uDevicePixelRatio;
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uniform mat4 uTransform; // Orthographic projection
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uniform float uDevicePixelRatio;
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// Attribute inputs
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in vec3 aPosition;
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in vec3 aPosition;
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#endif
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//======================================================================================
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@ -11,8 +11,8 @@
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// box-shadow
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in vec4 aBorderPosition;
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in vec4 aBorderRadii;
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in float aBlurRadius;
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in vec4 aBorderRadii;
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in float aBlurRadius;
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// blur
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in vec2 aDestTextureSize;
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