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Sign upps_blend.glsl could be using a mat3 instead of a mat4 #2088
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Is this still needed? Im guessing the file is now brush_blend.glsl I could look into this in a week or so. If someone else wants to do it, be my guest |
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Yup, it's |
bors-servo
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Mar 16, 2018
Fix brush_blend on SandyBridge iGPU Dividing by zero is not a good idea in GLSL. Also fixes #2088 since we are at it. r? @jrmuizel Edit: wiki entry - https://github.com/servo/webrender/wiki/Driver-issues#division-by-zero-on-sandybridge-in-the-fragment-shader <!-- Reviewable:start --> --- This change is [<img src="https://reviewable.io/review_button.svg" height="34" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/webrender/2530) <!-- Reviewable:end -->
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All the matrices generated in ps_blend.glsl only make use of the top left 3x3 square of the matrix. I think this matrix could use the
mat3type instead, and the fragment shader could be doingoFragColor = vec4(vColorMat * Cs.rgb, Cs.a), which should be a bit cheaper.