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-rw-r--r--components/script/script_task.rs15
1 files changed, 12 insertions, 3 deletions
diff --git a/components/script/script_task.rs b/components/script/script_task.rs
index 02046df717e..fa427db6ff1 100644
--- a/components/script/script_task.rs
+++ b/components/script/script_task.rs
@@ -1669,12 +1669,21 @@ impl ScriptTask {
}
fn scroll_fragment_point(&self, pipeline_id: PipelineId, element: &Element) {
- let rect = element.upcast::<Node>().get_bounding_content_box();
- let point = Point2D::new(rect.origin.x.to_f32_px(), rect.origin.y.to_f32_px());
- // FIXME(#2003, pcwalton): This is pretty bogus when multiple layers are involved.
+ // FIXME(#8275, pcwalton): This is pretty bogus when multiple layers are involved.
// Really what needs to happen is that this needs to go through layout to ask which
// layer the element belongs to, and have it send the scroll message to the
// compositor.
+ let rect = element.upcast::<Node>().get_bounding_content_box();
+
+ // In order to align with element edges, we snap to unscaled pixel boundaries, since the
+ // paint task currently does the same for drawing elements. This is important for pages
+ // that require pixel perfect scroll positioning for proper display (like Acid2). Since we
+ // don't have the device pixel ratio here, this might not be accurate, but should work as
+ // long as the ratio is a whole number. Once #8275 is fixed this should actually take into
+ // account the real device pixel ratio.
+ let point = Point2D::new(rect.origin.x.to_nearest_px() as f32,
+ rect.origin.y.to_nearest_px() as f32);
+
self.compositor.borrow_mut().send(ScriptToCompositorMsg::ScrollFragmentPoint(
pipeline_id, LayerId::null(), point, false)).unwrap();
}