Bug 1717161 - Clamp perspective() values to a minimum of 1px. r=emilio

Differential Revision: https://phabricator.services.mozilla.com/D118250
This commit is contained in:
Matt Woodrow 2021-07-05 05:19:15 +00:00
Родитель 7d2d0b1c1b
Коммит 9abbb5ba9f
10 изменённых файлов: 13 добавлений и 34 удалений

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@ -7645,10 +7645,9 @@ bool nsDisplayTransform::ComputePerspectiveMatrix(const nsIFrame* aFrame,
}
MOZ_ASSERT(perspectiveDisplay->mChildPerspective.IsLength());
// TODO(emilio): Seems quite silly to go through app units just to convert to
// float pixels below.
nscoord perspective =
perspectiveDisplay->mChildPerspective.length._0.ToAppUnits();
float perspective =
perspectiveDisplay->mChildPerspective.length._0.ToCSSPixels();
perspective = std::max(1.0f, perspective);
if (perspective < std::numeric_limits<Float>::epsilon()) {
return true;
}
@ -7675,7 +7674,8 @@ bool nsDisplayTransform::ComputePerspectiveMatrix(const nsIFrame* aFrame,
perspectiveOrigin += frameToPerspectiveGfxOffset;
aOutMatrix._34 =
-1.0 / NSAppUnitsToFloatPixels(perspective, aAppUnitsPerPixel);
-1.0 / NSAppUnitsToFloatPixels(CSSPixel::ToAppUnits(perspective),
aAppUnitsPerPixel);
aOutMatrix.ChangeBasis(Point3D(perspectiveOrigin.x, perspectiveOrigin.y, 0));
return true;

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@ -39,9 +39,7 @@ enum class MatrixTransformOperator : uint8_t { Interpolate, Accumulate };
// follows CSSWG's resolution on perspective(0). See bug 1316236.
inline void ApplyPerspectiveToMatrix(mozilla::gfx::Matrix4x4& aMatrix,
float aDepth) {
if (aDepth >= std::numeric_limits<float>::epsilon()) {
aMatrix.Perspective(aDepth);
}
aMatrix.Perspective(std::max(aDepth, 1.0f));
}
/**

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@ -1204,8 +1204,8 @@ impl ComputeSquaredDistance for ComputedTransformOperation {
// FIXME(emilio): Is this right? Why interpolating this with
// Perspective but not with anything else?
let mut p_matrix = Matrix3D::identity();
if p.px() > 0. {
p_matrix.m34 = -1. / p.px();
if p.px() >= 0. {
p_matrix.m34 = -1. / p.px().max(1.);
}
p_matrix.compute_squared_distance(&m)
},

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@ -582,17 +582,10 @@ impl<T: ToMatrix> Transform<T> {
/// Return the transform matrix from a perspective length.
#[inline]
pub fn create_perspective_matrix(d: CSSFloat) -> Transform3D<CSSFloat> {
// TODO(gw): The transforms spec says that perspective length must
// be positive. However, there is some confusion between the spec
// and browser implementations as to handling the case of 0 for the
// perspective value. Until the spec bug is resolved, at least ensure
// that a provided perspective value of <= 0.0 doesn't cause panics
// and behaves as it does in other browsers.
// See https://lists.w3.org/Archives/Public/www-style/2016Jan/0020.html for more details.
if d <= 0.0 {
if d < 0.0 {
Transform3D::identity()
} else {
Transform3D::perspective(d)
Transform3D::perspective(d.max(1.))
}
}

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@ -1,2 +0,0 @@
[perspective-zero-2.html]
expected: FAIL

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@ -1,2 +0,0 @@
[perspective-zero-3.html]
expected: FAIL

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@ -1,2 +0,0 @@
[perspective-zero.html]
expected: FAIL

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@ -1,2 +0,0 @@
[transform3d-perspective-005.html]
expected: FAIL

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@ -1,4 +0,0 @@
[interpolation-per-property-002.html]
[transform: perspective]
expected: FAIL

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@ -13,7 +13,7 @@
// Addition and accumulation of perspective values are very similar, but not
// identical. We can test the difference by constructing a scenario where a
// perspective parameter would go negative in one case (and thus be clamped
// to 0), and would not go negative in the other case.
// to 1), and would not go negative in the other case.
//
// In the test below, the values differ at 1.5 progress. The reason for this
// is that at 1.5 progress, the addition case (which uses concatenation)
@ -23,7 +23,7 @@
//
// Since perspective cannot go negative, this is clamped to:
//
// perspective(10px) identity
// perspective(10px) perspective(1px)
//
// The accumulation case, on the other hand, combines the components
// and so ends up blending from perspective(5px) to perspective(8.33...px) at
@ -44,7 +44,7 @@ test_composition({
{at: 0.5, expect: 'perspective(6.15px)'},
{at: 0.75, expect: 'perspective(7.06px)'},
{at: 1, expect: 'perspective(8.33px)'},
{at: 1.5, expect: 'perspective(10px)'},
{at: 1.5, expect: 'matrix3d(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1.1, 0, 0, 0, 1)'},
]);
// ------------ Accumulation tests --------------