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Update WR (various reftest fixes).
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gw3583 committed Sep 6, 2016
1 parent 3631e31 commit 9303bc0
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Showing 4 changed files with 54 additions and 51 deletions.
4 changes: 2 additions & 2 deletions components/servo/Cargo.lock

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4 changes: 2 additions & 2 deletions ports/cef/Cargo.lock

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34 changes: 16 additions & 18 deletions resources/shaders/prim_shared.glsl
Expand Up @@ -30,6 +30,8 @@
#define MAX_STOPS_PER_ANGLE_GRADIENT 8

#ifdef WR_VERTEX_SHADER
uniform sampler2D sLayers;

struct Layer {
mat4 transform;
mat4 inv_transform;
Expand All @@ -45,31 +47,27 @@ layout(std140) uniform Tiles {
vec4 tiles[WR_MAX_UBO_VECTORS];
};

layout(std140) uniform Layers {
vec4 layers[WR_MAX_UBO_VECTORS];
};

Layer fetch_layer(int index) {
Layer layer;

int offset = index * 13;
ivec2 uv = ivec2(0, index);

layer.transform[0] = layers[offset + 0];
layer.transform[1] = layers[offset + 1];
layer.transform[2] = layers[offset + 2];
layer.transform[3] = layers[offset + 3];
layer.transform[0] = texelFetchOffset(sLayers, uv, 0, ivec2(0, 0));
layer.transform[1] = texelFetchOffset(sLayers, uv, 0, ivec2(1, 0));
layer.transform[2] = texelFetchOffset(sLayers, uv, 0, ivec2(2, 0));
layer.transform[3] = texelFetchOffset(sLayers, uv, 0, ivec2(3, 0));

layer.inv_transform[0] = layers[offset + 4];
layer.inv_transform[1] = layers[offset + 5];
layer.inv_transform[2] = layers[offset + 6];
layer.inv_transform[3] = layers[offset + 7];
layer.inv_transform[0] = texelFetchOffset(sLayers, uv, 0, ivec2(4, 0));
layer.inv_transform[1] = texelFetchOffset(sLayers, uv, 0, ivec2(5, 0));
layer.inv_transform[2] = texelFetchOffset(sLayers, uv, 0, ivec2(6, 0));
layer.inv_transform[3] = texelFetchOffset(sLayers, uv, 0, ivec2(7, 0));

layer.local_clip_rect = layers[offset + 8];
layer.local_clip_rect = texelFetchOffset(sLayers, uv, 0, ivec2(8, 0));

layer.screen_vertices[0] = layers[offset + 9];
layer.screen_vertices[1] = layers[offset + 10];
layer.screen_vertices[2] = layers[offset + 11];
layer.screen_vertices[3] = layers[offset + 12];
layer.screen_vertices[0] = texelFetchOffset(sLayers, uv, 0, ivec2(9, 0));
layer.screen_vertices[1] = texelFetchOffset(sLayers, uv, 0, ivec2(10, 0));
layer.screen_vertices[2] = texelFetchOffset(sLayers, uv, 0, ivec2(11, 0));
layer.screen_vertices[3] = texelFetchOffset(sLayers, uv, 0, ivec2(12, 0));

return layer;
}
Expand Down
63 changes: 34 additions & 29 deletions resources/shaders/ps_border.fs.glsl
Expand Up @@ -52,36 +52,43 @@ float alpha_for_solid_border_corner(vec2 local_pos,
return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment);
}

#ifdef WR_FEATURE_TRANSFORM

#else
vec4 draw_dotted_edge(vec2 position, vec2 edge_size, float pixels_per_fragment) {
float two_pixels = 2 * pixels_per_fragment;
vec4 draw_dotted_edge(vec2 local_pos, vec4 piece_rect, float pixels_per_fragment) {
// We don't use pixels_per_fragment here, since it can change along the edge
// of a transformed border edge. We want this calculation to be consistent
// across the entire edge so that the positioning of the dots stays the same.
float two_pixels = 2 * length(fwidth(vLocalPos.xy));

// Circle diameter is stroke width, minus a couple pixels to account for anti-aliasing.
float circle_diameter = max(edge_size.x - two_pixels, min(edge_size.x, two_pixels));
float circle_diameter = max(piece_rect.z - two_pixels, min(piece_rect.z, two_pixels));

//// Divide the edge into segments which are the size of the circle diameter.
float segments_in_edge = floor(edge_size.y / circle_diameter);
// We want to spread the circles across the edge, but keep one circle diameter at the end
// reserved for two half-circles which connect to the corners.
float edge_available = piece_rect.w - (circle_diameter * 2);
float number_of_circles = floor(edge_available / (circle_diameter * 2));

// Every other segment has a circle.
float number_of_circles = floor(segments_in_edge / 2);
if (number_of_circles <= 0)
return vec4(0, 0, 0, 0);
// Here we are initializing the distance from the y coordinate of the center of the circle to
// the closest end half-circle.
vec2 relative_pos = local_pos - piece_rect.xy;
float y_distance = min(relative_pos.y, piece_rect.w - relative_pos.y);

if (number_of_circles > 0) {
// Spread the circles throughout the edge, to distribute the extra space evenly. We want
// to ensure that we have at last two pixels of space for each circle so that they aren't
// touching.
float space_for_each_circle = ceil(max(edge_available / number_of_circles, two_pixels));

// Spread the circles throughout the edge, to distribute the extra space evenly. We want
// to ensure that we have at last two pixels of space for each circle so that they aren't
// touching.
float space_for_each_circle = ceil(max(edge_size.y / number_of_circles, two_pixels));
float first_half_circle_space = circle_diameter;

// Find the circle index. We adjust the y position here because the first circle is a
// half circle at the edge of this border side.
float circle_index = floor((position.y + (space_for_each_circle / 2)) / space_for_each_circle);
float circle_index = (relative_pos.y - first_half_circle_space) / space_for_each_circle;
circle_index = floor(clamp(circle_index, 0, number_of_circles - 1));

// Find the center of the circle that is closest to our position. We will then calculate
// the distance from the edge of the circle.
vec2 circle_center = vec2(edge_size.x / 2, circle_index * space_for_each_circle);
float distance_from_circle_edge = length(circle_center - position) - (circle_diameter / 2);
float circle_y_pos =
circle_index * space_for_each_circle + (space_for_each_circle / 2) + circle_diameter;
y_distance = min(abs(circle_y_pos - relative_pos.y), y_distance);
}

float distance_from_circle_center = length(vec2(relative_pos.x - (piece_rect.z / 2), y_distance));
float distance_from_circle_edge = distance_from_circle_center - (circle_diameter / 2);

// Don't anti-alias if the circle diameter is small to avoid a blur of color.
if (circle_diameter < two_pixels && distance_from_circle_edge > 0)
Expand Down Expand Up @@ -117,22 +124,18 @@ void draw_dotted_border(vec2 local_pos, float distance_from_mix_line) {
}
case PST_BOTTOM:
case PST_TOP: {
vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
oFragColor = draw_dotted_edge(piece_relative_position.yx, vPieceRect.wz, pixels_per_fragment);
oFragColor = draw_dotted_edge(local_pos.yx, vPieceRect.yxwz, pixels_per_fragment);
break;
}
case PST_LEFT:
case PST_RIGHT:
{
vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
oFragColor = draw_dotted_edge(piece_relative_position.xy, vPieceRect.zw, pixels_per_fragment);
oFragColor = draw_dotted_edge(local_pos.xy, vPieceRect.xyzw, pixels_per_fragment);
break;
}
}
}

#endif

vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) {
// TODO: Investigate exactly what FF does.
float size = border_width * 3;
Expand Down Expand Up @@ -334,6 +337,8 @@ void main(void) {
draw_dashed_border(local_pos, distance_from_mix_line);
break;
case BORDER_STYLE_DOTTED:
draw_dotted_border(local_pos, distance_from_mix_line);
break;
case BORDER_STYLE_OUTSET:
case BORDER_STYLE_INSET:
case BORDER_STYLE_SOLID:
Expand Down

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