Add destructors to some WebGL objects, remove duplicated glutin dependency and try to enable the webgl reftests
The first commit allows to cleanup the gl resources of the webgl task earlier if they aren't being used.
Right now all resources were cleaned up when the context was destroyed, so I think this is
a slightly better approach.
The second commit bumps rust-offscreen-rendering-context to remove the duplicated glutin dependency.
The third one tries to reenable the webgl reftests.
Since the errored builds are deleted, It's the only way I can try to troubleshoot it.
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This allows to cleanup resources earlier if they stop being used. Right
now all resources were cleaned up when the context was destroyed, this is
a slightly better approach.
We ignore the possible failure of the send() call, since we don't keep
track of these resources from the `WebGLRenderingContext` structure, so
a texture could be destroyed after the context and give us problems.
Un-boxed ScriptReflow
As per #8238 I changed `layout_interface::Msg::Reflow` to store `ScriptReflow` rather than `Box<ScriptReflow>`
I ran the tests and believe everything passed but this is my first commit to the project so sorry if I messed up the protocol!
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Implementing activation behavior for <label>
Attempt to resolve#8179
@Manishearth , could you give me some resources having more information about what each function in `Activatable` does? The code compiles on my machine but I guess a lot more is needed
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Made binary files show an info message instead of garbled text.
Content-types with the TopLevel "Application" such as
* application/octet-stream
* application/pdf
now show an info message instead of trying to view binary data as html.
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Snap fragment scroll points to pixel boundaries
These don't match hardware pixels, but work well enough when the device
pixel ratio is a whole number.
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