servo/components/canvas
bors-servo 6ca62aa0de
Auto merge of #24242 - jdm:xr-webgllayer-format, r=asajeffrey,nox
Fix immersive mode panic on three.js rollercoaster on hololens

We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode.

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- [x] `./mach build -d` does not report any errors
- [x] `./mach test-tidy` does not report any errors
- [x] These changes fix #24083 and fix #20595.
- [x] These changes do not require tests because no CI for hololens; tested manually in the emulator.

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2019-09-23 19:34:10 -04:00
..
webgl_mode Get XR sessions to track the draw texture, so we render the XR framebuffer rather than the default canvas framebuffer 2019-07-28 10:24:38 -04:00
azure_backend.rs Fix the build and tidy and address nits 2019-08-21 19:19:43 +02:00
build.rs Print an error message if neither Canvas 2D backend is selected 2019-07-01 15:46:36 +02:00
canvas_data.rs Implement create_gradient_stops() 2019-08-29 14:17:03 +02:00
canvas_paint_thread.rs Update euclid. 2019-07-23 23:09:55 +02:00
Cargo.toml Replace use of gleam in webgl with sparkle. 2019-09-11 11:40:04 -04:00
gl_context.rs webxr: Use the same texture format as the original GL context's framebuffer when creating an XR GL layer. 2019-09-20 01:28:22 -04:00
lib.rs Media crate 2019-07-04 10:25:49 +02:00
raqote_backend.rs Implement LinearGradient and RadialGradient 2019-09-17 16:58:13 +02:00
webgl_thread.rs webxr: Use the same texture format as the original GL context's framebuffer when creating an XR GL layer. 2019-09-20 01:28:22 -04:00