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Use typed coordinates.
We use Size2D and Point2D across compositing, constellation and script, losing the type of pixels we use (DevicePixel, DeviceIndepententPixel or CSSPixel) along the way, which might lead to bugs like window.outerHeight not taking into account the page zoom (using DeviceIndepententPixel instead of CSSPixel).
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10 changed files with 122 additions and 102 deletions
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@ -6,7 +6,7 @@ use CompositionPipeline;
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use SendableFrameTree;
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use compositor_thread::{CompositorProxy, CompositorReceiver};
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use compositor_thread::{InitialCompositorState, Msg};
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use euclid::{TypedPoint2D, TypedVector2D, TypedScale};
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use euclid::{Length, TypedPoint2D, TypedVector2D, TypedScale};
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use gfx_traits::Epoch;
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use gleam::gl;
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use image::{DynamicImage, ImageFormat, RgbImage};
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@ -274,15 +274,15 @@ impl RenderTargetInfo {
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}
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}
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fn initialize_png(gl: &gl::Gl, width: usize, height: usize) -> RenderTargetInfo {
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fn initialize_png(gl: &gl::Gl, width: Length<u32, DevicePixel>, height: Length<u32, DevicePixel>) -> RenderTargetInfo {
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let framebuffer_ids = gl.gen_framebuffers(1);
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gl.bind_framebuffer(gl::FRAMEBUFFER, framebuffer_ids[0]);
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let texture_ids = gl.gen_textures(1);
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gl.bind_texture(gl::TEXTURE_2D, texture_ids[0]);
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gl.tex_image_2d(gl::TEXTURE_2D, 0, gl::RGB as gl::GLint, width as gl::GLsizei,
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height as gl::GLsizei, 0, gl::RGB, gl::UNSIGNED_BYTE, None);
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gl.tex_image_2d(gl::TEXTURE_2D, 0, gl::RGB as gl::GLint, width.get() as gl::GLsizei,
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height.get() as gl::GLsizei, 0, gl::RGB, gl::UNSIGNED_BYTE, None);
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gl.tex_parameter_i(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as gl::GLint);
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gl.tex_parameter_i(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as gl::GLint);
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@ -296,8 +296,8 @@ fn initialize_png(gl: &gl::Gl, width: usize, height: usize) -> RenderTargetInfo
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gl.bind_renderbuffer(gl::RENDERBUFFER, depth_rb);
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gl.renderbuffer_storage(gl::RENDERBUFFER,
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gl::DEPTH_COMPONENT24,
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width as gl::GLsizei,
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height as gl::GLsizei);
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width.get() as gl::GLsizei,
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height.get() as gl::GLsizei);
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gl.framebuffer_renderbuffer(gl::FRAMEBUFFER,
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gl::DEPTH_ATTACHMENT,
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gl::RENDERBUFFER,
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@ -646,9 +646,11 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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device_pixel_ratio: dppx,
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initial_viewport: initial_viewport,
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};
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let top_level_browsing_context_id = self.root_pipeline.as_ref().map(|pipeline| {
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pipeline.top_level_browsing_context_id
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});
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let msg = ConstellationMsg::WindowSize(top_level_browsing_context_id, data, size_type);
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if let Err(e) = self.constellation_chan.send(msg) {
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@ -1253,8 +1255,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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fn composite_specific_target(&mut self,
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target: CompositeTarget)
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-> Result<Option<Image>, UnableToComposite> {
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let (width, height) =
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(self.frame_size.width as usize, self.frame_size.height as usize);
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let (width, height) = (self.frame_size.width_typed(), self.frame_size.height_typed());
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if !self.window.prepare_for_composite(width, height) {
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return Err(UnableToComposite::WindowUnprepared)
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}
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@ -1374,9 +1375,11 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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fn draw_img(&self,
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render_target_info: RenderTargetInfo,
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width: usize,
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height: usize)
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width: Length<u32, DevicePixel>,
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height: Length<u32, DevicePixel>)
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-> RgbImage {
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let width = width.get() as usize;
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let height = height.get() as usize;
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// For some reason, OSMesa fails to render on the 3rd
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// attempt in headless mode, under some conditions.
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// I think this can only be some kind of synchronization
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