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Fix brush_blend on SandyBridge iGPU #2530

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Mar 16, 2018
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@kvark kvark commented Mar 15, 2018

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


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@bors-servo r+

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📌 Commit d22e0d6 has been approved by jrmuizel

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kvark commented Mar 15, 2018

hold on, I missed one thing
@bors-servo r-

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kvark commented Mar 15, 2018

(was missing the filter functions changed from vec4 to vec3)
@bors-servo r=jrmuizel

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📌 Commit c9752d6 has been approved by jrmuizel

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kvark commented Mar 15, 2018

Upon checking with @mstange , it appears that having the color matrix affecting alpha is only needed for SVG color filters, and we don't quite support it in WR anyway, and we'll need way more logic to support SVG filters (not covered by brush_blend). Thus, we figured the test case that modifies the alpha via color matrix needs to be removed.
@bors-servo r=jrmuizel,mstange

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📌 Commit 6d92644 has been approved by jrmuizel,mstange

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This still needs the test case removed.

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kvark commented Mar 15, 2018

Should be good now.
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📌 Commit 3e6a6d3 has been approved by jrmuizel,mstange

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⌛ Testing commit 3e6a6d3 with merge 486ee5f...

bors-servo pushed a commit that referenced this pull request 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

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This change is [<img src="https://reviewable.io/review_button.svg" height="34" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/webrender/2530)
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☀️ Test successful - status-appveyor, status-taskcluster, status-travis
Approved by: jrmuizel,mstange
Pushing 486ee5f to master...

@bors-servo bors-servo merged commit 3e6a6d3 into servo:master Mar 16, 2018
@kvark kvark deleted the sandy-bridge branch March 16, 2018 13:12
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ps_blend.glsl could be using a mat3 instead of a mat4
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