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Updated euclid to version 0.6.5 #10667

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Just for now

Updated euclid to version 0.6.5

And updated existing usages of Matrix4 to use Matrix4D<T>
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peterjoel committed Apr 17, 2016
commit b0ad3ddf5b6bfea86cd1b21794ffcb72aefb0576
@@ -14,7 +14,7 @@ use euclid::point::TypedPoint2D;
use euclid::rect::TypedRect;
use euclid::scale_factor::ScaleFactor;
use euclid::size::TypedSize2D;
use euclid::{Matrix4, Point2D, Rect, Size2D};
use euclid::{Matrix4D, Point2D, Rect, Size2D};
use gfx::paint_thread::{ChromeToPaintMsg, PaintRequest};
use gfx_traits::{color, Epoch, FrameTreeId, LayerId, LayerKind, LayerProperties, ScrollPolicy};
use gleam::gl;
@@ -826,8 +826,8 @@ impl<Window: WindowMethods> IOCompositor<Window> {
rect: Rect::zero(),
background_color: color::transparent(),
scroll_policy: ScrollPolicy::Scrollable,
transform: Matrix4::identity(),
perspective: Matrix4::identity(),
transform: Matrix4D::identity(),
perspective: Matrix4D::identity(),
subpage_pipeline_id: None,
establishes_3d_context: true,
scrolls_overflow_area: false,
@@ -1029,8 +1029,8 @@ impl<Window: WindowMethods> IOCompositor<Window> {
rect: Rect::new(Point2D::zero(), layer_properties.rect.size),
background_color: layer_properties.background_color,
scroll_policy: ScrollPolicy::Scrollable,
transform: Matrix4::identity(),
perspective: Matrix4::identity(),
transform: Matrix4D::identity(),
perspective: Matrix4D::identity(),
subpage_pipeline_id: Some(subpage_pipeline_id),
establishes_3d_context: true,
scrolls_overflow_area: true,
@@ -1854,8 +1854,8 @@ impl<Window: WindowMethods> IOCompositor<Window> {
}

if let Some(ref root_layer) = self.scene.root {
root_layer.update_transform_state(&Matrix4::identity(),
&Matrix4::identity(),
root_layer.update_transform_state(&Matrix4D::identity(),
&Matrix4D::identity(),
&Point2D::zero());
}

@@ -20,7 +20,7 @@ use azure::azure_hl::Color;
use euclid::approxeq::ApproxEq;
use euclid::num::Zero;
use euclid::rect::TypedRect;
use euclid::{Matrix2D, Matrix4, Point2D, Rect, SideOffsets2D, Size2D};
use euclid::{Matrix2D, Matrix4D, Point2D, Rect, SideOffsets2D, Size2D};
use fnv::FnvHasher;
use gfx_traits::{LayerId, ScrollPolicy};
use heapsize::HeapSizeOf;
@@ -346,7 +346,7 @@ impl DisplayList {
/// Draws a single DisplayItem into the given PaintContext.
pub fn draw_item_at_index_into_context(&self,
paint_context: &mut PaintContext,
transform: &Matrix4,
transform: &Matrix4D<f32>,
index: usize) {
let old_transform = paint_context.draw_target.get_transform();
paint_context.draw_target.set_transform(
@@ -386,7 +386,7 @@ impl DisplayList {
/// Draws the DisplayList in order.
pub fn draw_into_context<'a>(&self,
paint_context: &mut PaintContext,
transform: &Matrix4,
transform: &Matrix4D<f32>,
stacking_context_id: StackingContextId,
start: usize,
end: usize) {
@@ -403,7 +403,7 @@ impl DisplayList {
stacking_context: &StackingContext,
traversal: &mut DisplayListTraversal<'a>,
paint_context: &mut PaintContext,
transform: &Matrix4,
transform: &Matrix4D<f32>,
tile_rect: Option<Rect<Au>>) {
for child in stacking_context.children.iter() {
while let Some(item) = traversal.advance(stacking_context) {
@@ -431,7 +431,7 @@ impl DisplayList {
stacking_context: &StackingContext,
traversal: &mut DisplayListTraversal<'a>,
paint_context: &mut PaintContext,
transform: &Matrix4) {
transform: &Matrix4D<f32>) {

if stacking_context.context_type != StackingContextType::Real {
self.draw_stacking_context_contents(stacking_context,
@@ -511,7 +511,7 @@ impl DisplayList {
}
}

fn transformed_tile_rect(tile_rect: TypedRect<ScreenPx, usize>, transform: &Matrix4) -> Rect<Au> {
fn transformed_tile_rect(tile_rect: TypedRect<ScreenPx, usize>, transform: &Matrix4D<f32>) -> Rect<Au> {
// Invert the current transform, then use this to back transform
// the tile rect (placed at the origin) into the space of this
// stacking context.
@@ -568,10 +568,10 @@ pub struct StackingContext {
pub blend_mode: mix_blend_mode::T,

/// A transform to be applied to this stacking context.
pub transform: Matrix4,
pub transform: Matrix4D<f32>,

/// The perspective matrix to be applied to children.
pub perspective: Matrix4,
pub perspective: Matrix4D<f32>,

/// Whether this stacking context creates a new 3d rendering context.
pub establishes_3d_context: bool,
@@ -596,8 +596,8 @@ impl StackingContext {
z_index: i32,
filters: filter::T,
blend_mode: mix_blend_mode::T,
transform: Matrix4,
perspective: Matrix4,
transform: Matrix4D<f32>,
perspective: Matrix4D<f32>,
establishes_3d_context: bool,
scrolls_overflow_area: bool,
layer_info: Option<LayerInfo>)
@@ -671,9 +671,9 @@ impl StackingContext {
let origin_x = self.bounds.origin.x.to_f32_px();
let origin_y = self.bounds.origin.y.to_f32_px();

let transform = Matrix4::identity().translate(origin_x,
origin_y,
0.0)
let transform = Matrix4D::identity().translate(origin_x,
origin_y,
0.0)
.mul(&self.transform);
let transform_2d = Matrix2D::new(transform.m11, transform.m12,
transform.m21, transform.m22,
@@ -9,7 +9,7 @@ use azure::AzFloat;
use azure::azure_hl::{BackendType, Color, DrawTarget, SurfaceFormat};
use display_list::{DisplayItem, DisplayList, DisplayListEntry, DisplayListTraversal};
use display_list::{LayerInfo, StackingContext, StackingContextId, StackingContextType};
use euclid::Matrix4;
use euclid::Matrix4D;
use euclid::point::Point2D;
use euclid::rect::Rect;
use euclid::size::Size2D;
@@ -67,8 +67,8 @@ impl PaintLayer {
fn new_from_stacking_context(layer_info: &LayerInfo,
stacking_context: &StackingContext,
parent_origin: &Point2D<Au>,
transform: &Matrix4,
perspective: &Matrix4,
transform: &Matrix4D<f32>,
perspective: &Matrix4D<f32>,
parent_id: Option<LayerId>)
-> PaintLayer {
let bounds = Rect::new(stacking_context.bounds.origin + stacking_context.overflow.origin,
@@ -108,8 +108,8 @@ impl PaintLayer {
fn new_for_display_item(layer_info: &LayerInfo,
item_bounds: &Rect<Au>,
parent_origin: &Point2D<Au>,
transform: &Matrix4,
perspective: &Matrix4,
transform: &Matrix4D<f32>,
perspective: &Matrix4D<f32>,
parent_id: Option<LayerId>,
stacking_context_id: StackingContextId,
item_index: usize)
@@ -179,8 +179,8 @@ impl LayerCreator {
layer_creator.create_layers_for_stacking_context(&display_list.root_stacking_context,
&mut traversal,
&Point2D::zero(),
&Matrix4::identity(),
&Matrix4::identity());
&Matrix4D::identity(),
&Matrix4D::identity());
layer_creator.layers
}

@@ -204,8 +204,8 @@ impl LayerCreator {
stacking_context: &StackingContext,
traversal: &mut DisplayListTraversal<'a>,
parent_origin: &Point2D<Au>,
transform: &Matrix4,
perspective: &Matrix4) {
transform: &Matrix4D<f32>,
perspective: &Matrix4D<f32>) {
if let Some(ref layer_info) = stacking_context.layer_info {
self.finalize_current_layer();
let new_layer = PaintLayer::new_from_stacking_context(
@@ -227,8 +227,8 @@ impl LayerCreator {
self.process_stacking_context_items(stacking_context,
traversal,
&-stacking_context.overflow.origin,
&Matrix4::identity(),
&Matrix4::identity());
&Matrix4D::identity(),
&Matrix4D::identity());
self.finalize_current_layer();
self.layer_details_stack.pop();
return;
@@ -254,8 +254,8 @@ impl LayerCreator {
stacking_context: &StackingContext,
traversal: &mut DisplayListTraversal<'a>,
parent_origin: &Point2D<Au>,
transform: &Matrix4,
perspective: &Matrix4) {
transform: &Matrix4D<f32>,
perspective: &Matrix4D<f32>) {
for kid in stacking_context.children.iter() {
while let Some(item) = traversal.advance(stacking_context) {
self.create_layers_for_item(item,
@@ -282,8 +282,8 @@ impl LayerCreator {
fn create_layers_for_item<'a>(&mut self,
item: &DisplayListEntry,
parent_origin: &Point2D<Au>,
transform: &Matrix4,
perspective: &Matrix4) {
transform: &Matrix4D<f32>,
perspective: &Matrix4D<f32>) {
if let DisplayItem::LayeredItemClass(ref layered_item) = item.item {
// We need to finalize the last layer here before incrementing the entry
// index, otherwise this item will be placed into the parent layer.
@@ -761,7 +761,7 @@ impl WorkerThread {
};

// Apply the translation to paint the tile we want.
let matrix = Matrix4::identity();
let matrix = Matrix4D::identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat, 1.0);
let tile_bounds = tile.page_rect.translate(&paint_layer.display_list_origin);
let matrix = matrix.translate(-tile_bounds.origin.x as AzFloat,
@@ -26,7 +26,7 @@ path = "../plugins"
path = "../util"

[dependencies]
euclid = {version = "0.6.4", features = ["plugins"]}
euclid = {version = "0.6.5", features = ["plugins"]}
heapsize = "0.3.0"
heapsize_plugin = "0.1.2"
serde = "0.7"
@@ -23,7 +23,7 @@ mod paint_listener;

pub use paint_listener::PaintListener;
use azure::azure_hl::Color;
use euclid::matrix::Matrix4;
use euclid::Matrix4D;
use euclid::rect::Rect;
use msg::constellation_msg::{Failure, PipelineId};
use std::fmt::{self, Debug, Formatter};
@@ -132,9 +132,9 @@ pub struct LayerProperties {
/// The scrolling policy of this layer.
pub scroll_policy: ScrollPolicy,
/// The transform for this layer
pub transform: Matrix4,
pub transform: Matrix4D<f32>,
/// The perspective transform for this layer
pub perspective: Matrix4,
pub perspective: Matrix4D<f32>,
/// The subpage that this layer represents. If this is `Some`, this layer represents an
/// iframe.
pub subpage_pipeline_id: Option<PipelineId>,
@@ -16,7 +16,7 @@ use block::{BlockFlow, BlockStackingContextType};
use canvas_traits::{CanvasMsg, CanvasPixelData, CanvasData, FromLayoutMsg};
use context::LayoutContext;
use euclid::num::Zero;
use euclid::{Matrix4, Point2D, Point3D, Rect, SideOffsets2D, Size2D};
use euclid::{Matrix4D, Point2D, Point3D, Rect, SideOffsets2D, Size2D};
use flex::FlexFlow;
use flow::{BaseFlow, Flow, IS_ABSOLUTELY_POSITIONED};
use flow_ref;
@@ -112,12 +112,12 @@ const INSERTION_POINT_LOGICAL_WIDTH: Au = Au(1 * AU_PER_PX);
// and behaves as it does in other browsers.
// See https://lists.w3.org/Archives/Public/www-style/2016Jan/0020.html for more details.
#[inline]
fn create_perspective_matrix(d: Au) -> Matrix4 {
fn create_perspective_matrix(d: Au) -> Matrix4D<f32> {
let d = d.to_f32_px();
if d <= 0.0 {
Matrix4::identity()
Matrix4D::identity()
} else {
Matrix4::create_perspective(d)
Matrix4D::create_perspective(d)
}
}

@@ -1324,7 +1324,7 @@ impl FragmentDisplayListBuilding for Fragment {
}
};

let mut transform = Matrix4::identity();
let mut transform = Matrix4D::identity();
if let Some(ref operations) = self.style().get_effects().transform.0 {
let transform_origin = self.style().get_effects().transform_origin;
let transform_origin =
@@ -1334,36 +1334,36 @@ impl FragmentDisplayListBuilding for Fragment {
border_box.size.height).to_f32_px(),
transform_origin.depth.to_f32_px());

let pre_transform = Matrix4::create_translation(transform_origin.x,
transform_origin.y,
transform_origin.z);
let post_transform = Matrix4::create_translation(-transform_origin.x,
-transform_origin.y,
-transform_origin.z);
let pre_transform = Matrix4D::create_translation(transform_origin.x,
transform_origin.y,
transform_origin.z);
let post_transform = Matrix4D::create_translation(-transform_origin.x,
-transform_origin.y,
-transform_origin.z);

for operation in operations {
let matrix = match *operation {
transform::ComputedOperation::Rotate(ax, ay, az, theta) => {
let theta = 2.0f32 * f32::consts::PI - theta.radians();
Matrix4::create_rotation(ax, ay, az, theta)
Matrix4D::create_rotation(ax, ay, az, theta)
}
transform::ComputedOperation::Perspective(d) => {
create_perspective_matrix(d)
}
transform::ComputedOperation::Scale(sx, sy, sz) => {
Matrix4::create_scale(sx, sy, sz)
Matrix4D::create_scale(sx, sy, sz)
}
transform::ComputedOperation::Translate(tx, ty, tz) => {
let tx = model::specified(tx, border_box.size.width).to_f32_px();
let ty = model::specified(ty, border_box.size.height).to_f32_px();
let tz = tz.to_f32_px();
Matrix4::create_translation(tx, ty, tz)
Matrix4D::create_translation(tx, ty, tz)
}
transform::ComputedOperation::Matrix(m) => {
m.to_gfx_matrix()
}
transform::ComputedOperation::Skew(theta_x, theta_y) => {
Matrix4::create_skew(theta_x.radians(), theta_y.radians())
Matrix4D::create_skew(theta_x.radians(), theta_y.radians())
}
};

@@ -1382,19 +1382,19 @@ impl FragmentDisplayListBuilding for Fragment {
model::specified(perspective_origin.vertical,
border_box.size.height).to_f32_px());

let pre_transform = Matrix4::create_translation(perspective_origin.x,
perspective_origin.y,
0.0);
let post_transform = Matrix4::create_translation(-perspective_origin.x,
-perspective_origin.y,
let pre_transform = Matrix4D::create_translation(perspective_origin.x,
perspective_origin.y,
0.0);
let post_transform = Matrix4D::create_translation(-perspective_origin.x,
-perspective_origin.y,
0.0);

let perspective_matrix = create_perspective_matrix(d);

pre_transform.mul(&perspective_matrix).mul(&post_transform)
}
LengthOrNone::None => {
Matrix4::identity()
Matrix4D::identity()
}
};

@@ -13,7 +13,7 @@ use azure::azure::AzColor;
use construct::ConstructionResult;
use context::{LayoutContext, SharedLayoutContext, heap_size_of_local_context};
use display_list_builder::ToGfxColor;
use euclid::Matrix4;
use euclid::Matrix4D;
use euclid::point::Point2D;
use euclid::rect::Rect;
use euclid::scale_factor::ScaleFactor;
@@ -890,8 +890,8 @@ impl LayoutThread {
0,
filter::T::new(Vec::new()),
mix_blend_mode::T::normal,
Matrix4::identity(),
Matrix4::identity(),
Matrix4D::identity(),
Matrix4D::identity(),
true,
false,
None);
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