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-rw-r--r--components/servo/Cargo.lock4
-rw-r--r--ports/cef/Cargo.lock4
-rw-r--r--resources/shaders/prim_shared.glsl3
-rw-r--r--resources/shaders/ps_border.fs.glsl78
-rw-r--r--resources/shaders/ps_border.glsl3
-rw-r--r--resources/shaders/ps_border.vs.glsl3
-rw-r--r--resources/shaders/ps_image.vs.glsl26
-rw-r--r--resources/shaders/ps_image_clip.vs.glsl25
8 files changed, 80 insertions, 66 deletions
diff --git a/components/servo/Cargo.lock b/components/servo/Cargo.lock
index 3acb51618b1..869984406ee 100644
--- a/components/servo/Cargo.lock
+++ b/components/servo/Cargo.lock
@@ -2591,7 +2591,7 @@ dependencies = [
[[package]]
name = "webrender"
version = "0.5.1"
-source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7"
+source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
@@ -2616,7 +2616,7 @@ dependencies = [
[[package]]
name = "webrender_traits"
version = "0.5.1"
-source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7"
+source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
diff --git a/ports/cef/Cargo.lock b/ports/cef/Cargo.lock
index 6546afb20f2..84b18a5eec4 100644
--- a/ports/cef/Cargo.lock
+++ b/ports/cef/Cargo.lock
@@ -2451,7 +2451,7 @@ dependencies = [
[[package]]
name = "webrender"
version = "0.5.1"
-source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7"
+source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
@@ -2476,7 +2476,7 @@ dependencies = [
[[package]]
name = "webrender_traits"
version = "0.5.1"
-source = "git+https://github.com/servo/webrender#8cff5fd308b0d8db21c4008286685854107d25b7"
+source = "git+https://github.com/servo/webrender#b3611d501b13281299a073540058547feeb7e4e3"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
diff --git a/resources/shaders/prim_shared.glsl b/resources/shaders/prim_shared.glsl
index 3e80048ce52..f0f6619e1cc 100644
--- a/resources/shaders/prim_shared.glsl
+++ b/resources/shaders/prim_shared.glsl
@@ -12,6 +12,9 @@
#define PST_BOTTOM uint(6)
#define PST_RIGHT uint(7)
+#define UV_NORMALIZED uint(0)
+#define UV_PIXEL uint(1)
+
// Border styles as defined in webrender_traits/types.rs
#define BORDER_STYLE_NONE uint(0)
#define BORDER_STYLE_SOLID uint(1)
diff --git a/resources/shaders/ps_border.fs.glsl b/resources/shaders/ps_border.fs.glsl
index 33a1fb823e6..545415e3050 100644
--- a/resources/shaders/ps_border.fs.glsl
+++ b/resources/shaders/ps_border.fs.glsl
@@ -109,46 +109,6 @@ vec4 draw_dotted_edge() {
return mix(white, circleColor, circleColor.a);
}
-// Our current edge calculation is based only on
-// the size of the border-size, but we need to draw
-// the dashes in the center of the segment we're drawing.
-// This calculates how much to nudge and which axis to nudge on.
-vec2 get_dashed_nudge_factor(vec2 dash_size, bool is_corner) {
- if (is_corner) {
- return vec2(0.0, 0.0);
- }
-
- bool xAxisFudge = vBorders.z > vBorders.w;
- if (xAxisFudge) {
- return vec2(dash_size.x / 2.0, 0);
- }
-
- return vec2(0.0, dash_size.y / 2.0);
-}
-
-vec4 draw_dashed_edge(bool is_corner) {
- // Everything here should be in device pixels.
- // We want the dot to be roughly the size of the whole border spacing
- // 5.5 here isn't a magic number, it's just what mostly looks like FF/Chrome
- // TODO: Investigate exactly what FF does.
- float dash_interval = min(vBorders.w, vBorders.z) * 5.5;
- vec2 edge_size = vec2(vBorders.z, vBorders.w);
- vec2 dash_size = vec2(dash_interval / 2.0, dash_interval / 2.0);
- vec2 position = vDevicePos - vBorders.xy;
-
- vec2 dash_count = floor(edge_size/ dash_interval);
- vec2 dist_between_dashes = edge_size / dash_count;
-
- vec2 target_rect_index = floor(position / dist_between_dashes);
- vec2 target_rect_loc = target_rect_index * dist_between_dashes;
- target_rect_loc += get_dashed_nudge_factor(dash_size, is_corner);
- vec4 target_rect = vec4(target_rect_loc, dash_size);
-
- vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
- vec4 target_colored_rect = drawRect(position, target_rect, vVerticalColor.xyz);
- return mix(white, target_colored_rect, target_colored_rect.a);
-}
-
void draw_dotted_border(void) {
switch (vBorderPart) {
// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
@@ -172,7 +132,19 @@ void draw_dotted_border(void) {
}
}
-void draw_dashed_border(void) {
+#endif
+
+vec4 draw_dashed_edge(float position, float border_width) {
+ // TODO: Investigate exactly what FF does.
+ float size = border_width * 3;
+ float segment = floor(position / size) + 2;
+ return mix(vec4(0, 0, 0, 0), vHorizontalColor, mod(segment, 2));
+}
+
+void draw_dashed_border(vec2 local_pos, float distance_from_mix_line) {
+ // This is the conversion factor for transformations and device pixel scaling.
+ float pixels_per_fragment = length(fwidth(local_pos.xy));
+
switch (vBorderPart) {
// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
case PST_TOP_LEFT:
@@ -180,24 +152,31 @@ void draw_dashed_border(void) {
case PST_BOTTOM_LEFT:
case PST_BOTTOM_RIGHT:
{
- // TODO: Fix for corners with a border-radius
- bool is_corner = true;
- oFragColor = draw_dashed_edge(is_corner);
+ oFragColor = get_fragment_color(distance_from_mix_line, pixels_per_fragment);
+ if (vRadii.x > 0.0) {
+ oFragColor *= vec4(1, 1, 1, alpha_for_solid_border_corner(local_pos,
+ vRadii.z,
+ vRadii.x,
+ pixels_per_fragment));
+ }
+
break;
}
case PST_BOTTOM:
case PST_TOP:
+ {
+ oFragColor = draw_dashed_edge(vLocalPos.x - vPieceRect.x, vPieceRect.w);
+ break;
+ }
case PST_LEFT:
case PST_RIGHT:
{
- bool is_corner = false;
- oFragColor = draw_dashed_edge(is_corner);
+ oFragColor = draw_dashed_edge(vLocalPos.y - vPieceRect.y, vPieceRect.z);
break;
}
}
}
-#endif
vec4 draw_double_edge(float pos,
float len,
@@ -343,6 +322,8 @@ void main(void) {
switch (vBorderStyle) {
case BORDER_STYLE_DASHED:
+ draw_dashed_border(local_pos, distance_from_mix_line);
+ break;
case BORDER_STYLE_DOTTED:
case BORDER_STYLE_OUTSET:
case BORDER_STYLE_INSET:
@@ -362,8 +343,7 @@ void main(void) {
#else
switch (vBorderStyle) {
case BORDER_STYLE_DASHED:
- discard_pixels_in_rounded_borders(local_pos);
- draw_dashed_border();
+ draw_dashed_border(local_pos, vDistanceFromMixLine);
break;
case BORDER_STYLE_DOTTED:
discard_pixels_in_rounded_borders(local_pos);
diff --git a/resources/shaders/ps_border.glsl b/resources/shaders/ps_border.glsl
index badbcdc342e..d46b72eed49 100644
--- a/resources/shaders/ps_border.glsl
+++ b/resources/shaders/ps_border.glsl
@@ -16,10 +16,11 @@ flat varying vec2 vRefPoint;
flat varying uint vBorderStyle;
flat varying uint vBorderPart; // Which part of the border we're drawing.
+flat varying vec4 vPieceRect;
+
// These are in device space
#ifdef WR_FEATURE_TRANSFORM
varying vec3 vLocalPos; // The clamped position in local space.
-flat varying vec4 vPieceRect;
flat varying float vPieceRectHypotenuseLength;
#else
varying vec2 vLocalPos; // The clamped position in local space.
diff --git a/resources/shaders/ps_border.vs.glsl b/resources/shaders/ps_border.vs.glsl
index d44e5928ae2..6ad3cdb6473 100644
--- a/resources/shaders/ps_border.vs.glsl
+++ b/resources/shaders/ps_border.vs.glsl
@@ -111,12 +111,13 @@ void main(void) {
float width = x1 - x0;
float height = y1 - y0;
+ vPieceRect = vec4(x0, y0, width, height);
+
// The fragment shader needs to calculate the distance from the bisecting line
// to properly mix border colors. For transformed borders, we calculate this distance
// in the fragment shader itself. For non-transformed borders, we can use the
// interpolator.
#ifdef WR_FEATURE_TRANSFORM
- vPieceRect = vec4(x0, y0, width, height);
vPieceRectHypotenuseLength = sqrt(pow(width, 2) + pow(height, 2));
#else
vDistanceFromMixLine = (vi.local_clamped_pos.x - x0) * height -
diff --git a/resources/shaders/ps_image.vs.glsl b/resources/shaders/ps_image.vs.glsl
index a3ce386092e..16d46a13b66 100644
--- a/resources/shaders/ps_image.vs.glsl
+++ b/resources/shaders/ps_image.vs.glsl
@@ -5,8 +5,8 @@
struct Image {
PrimitiveInfo info;
- vec4 st_rect; // Location of the image texture in the texture atlas.
- vec4 stretch_size; // Size of the actual image.
+ vec4 st_rect; // Location of the image texture in the texture atlas.
+ vec4 stretch_size_uvkind; // Size of the actual image.
};
layout(std140) uniform Items {
@@ -20,13 +20,27 @@ void main(void) {
TransformVertexInfo vi = write_transform_vertex(image.info);
vLocalRect = vi.clipped_local_rect;
vLocalPos = vi.local_pos;
- vStretchSize = image.stretch_size.xy;
+ vStretchSize = image.stretch_size_uvkind.xy;
#else
VertexInfo vi = write_vertex(image.info);
- vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy;
+ vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size_uvkind.xy;
#endif
// vUv will contain how many times this image has wrapped around the image size.
- vTextureSize = image.st_rect.zw - image.st_rect.xy;
- vTextureOffset = image.st_rect.xy;
+ vec2 st0 = image.st_rect.xy;
+ vec2 st1 = image.st_rect.zw;
+
+ switch (uint(image.stretch_size_uvkind.z)) {
+ case UV_NORMALIZED:
+ break;
+ case UV_PIXEL: {
+ vec2 texture_size = textureSize(sDiffuse, 0);
+ st0 /= texture_size;
+ st1 /= texture_size;
+ }
+ break;
+ }
+
+ vTextureSize = st1 - st0;
+ vTextureOffset = st0;
}
diff --git a/resources/shaders/ps_image_clip.vs.glsl b/resources/shaders/ps_image_clip.vs.glsl
index 89c6198f990..dea9dc2cf5d 100644
--- a/resources/shaders/ps_image_clip.vs.glsl
+++ b/resources/shaders/ps_image_clip.vs.glsl
@@ -5,8 +5,8 @@
struct Image {
PrimitiveInfo info;
- vec4 st_rect; // Location of the image texture in the texture atlas.
- vec4 stretch_size; // Size of the actual image.
+ vec4 st_rect; // Location of the image texture in the texture atlas.
+ vec4 stretch_size_uvkind; // Size of the actual image.
Clip clip;
};
@@ -26,7 +26,22 @@ void main(void) {
vPos = vi.local_clamped_pos;
// vUv will contain how many times this image has wrapped around the image size.
- vUv = (vi.local_clamped_pos - image.info.local_rect.xy) / image.stretch_size.xy;
- vTextureSize = image.st_rect.zw - image.st_rect.xy;
- vTextureOffset = image.st_rect.xy;
+ vUv = (vi.local_clamped_pos - image.info.local_rect.xy) / image.stretch_size_uvkind.xy;
+
+ vec2 st0 = image.st_rect.xy;
+ vec2 st1 = image.st_rect.zw;
+
+ switch (uint(image.stretch_size_uvkind.z)) {
+ case UV_NORMALIZED:
+ break;
+ case UV_PIXEL: {
+ vec2 texture_size = textureSize(sDiffuse, 0);
+ st0 /= texture_size;
+ st1 /= texture_size;
+ }
+ break;
+ }
+
+ vTextureSize = st1 - st0;
+ vTextureOffset = st0;
}