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The new rust-webvr version includes features like multiview, opaque framebuffers and multiple layer rendering support that will land in separate PRs.
It also splits rust-webvr traits to a separate crate. This allows much faster compilations when using local cargo replaces.
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Source-Repo: https://github.com/servo/servo
Source-Revision: 9a9866117a5e2a7d0e5de56ca70afec62f8b690f
--HG--
extra : subtree_source : https%3A//hg.mozilla.org/projects/converted-servo-linear
extra : subtree_revision : cc8489ab957f4e455672880b15c1a74f89ba8f93
This reverts commit 90f55ea4580e2a15f7d70d0491444f18b972d450, reversing
changes made to 2e60b27a2186a8cba4b952960155dfcf3f47d7db.
Doing that per Josh's request, since it's causing very frequent intermittent OOMs on the android builders.
Source-Repo: https://github.com/servo/servo
Source-Revision: 4d10d39e8fe841c5fe2ac58da2daaa13c10c140e
--HG--
extra : subtree_source : https%3A//hg.mozilla.org/projects/converted-servo-linear
extra : subtree_revision : 0474db248269e8cf2b094bfa04e32701137c46c8
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Info about the big picture and the goals of the WebGL refactor in this thread: https://groups.google.com/forum/#!topic/mozilla.dev.servo/0WMGz60kKzQ
I tried to reduce this PR as much as possible as requested in the thread. I'll do separate PRs for other features (e.g.: Batch messages or use shared memory to improve frame times) or fixes.
Some tips to ease the review process:
- Most changes in DOM objects follow the same pattern (remove CanvasMsg wrapper and use the new sender method).
- WebGLCommands are the same ones as before (moved from webrender_api). So those lines are already reviewed.
- See WebGL traits in [components/canvas_traits/webgl.rs](https://github.com/servo/servo/pull/17891/files#diff-8701045d01505418701d0631d4d45562)
- See WebGLThread and WR External Image bridge in [components/canvas/webgl_thread.rs](https://github.com/servo/servo/pull/17891/files#diff-281554879f39a2a041f7a69d442a5d2e)
- The implementation submitted in this PR creates a single `WebGLThread` for all ScriptThread/Pipelines. See that in [components/canvas/webgl_mode/inprocess.rs](https://github.com/servo/servo/pull/17891/files#diff-250070c6c5a38c7f9fa0f5b3c101f68b)
The conformance tests will help to guarantee that we don't miss anything.
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Source-Repo: https://github.com/servo/servo
Source-Revision: 90f55ea4580e2a15f7d70d0491444f18b972d450
--HG--
rename : servo/tests/unit/style/rule_tree/mod.rs => servo/components/canvas/webgl_mode/mod.rs
rename : servo/components/canvas_traits/lib.rs => servo/components/canvas_traits/canvas.rs
extra : subtree_source : https%3A//hg.mozilla.org/projects/converted-servo-linear
extra : subtree_revision : d476816b29986c4abfd61ff3c7b46aa189f2f50a
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Gamepad API implementation. Tested with HTC Vive and Daydream controllers ;)
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- [X] These changes do not require tests because : current gamepad tests are manual (https://github.com/w3c/web-platform-tests/tree/master/gamepad). There is a open issue about the best way to test WebVR/Gamepad without real devices https://github.com/w3c/webvr/issues/187. We'll work on the testing suite & mock devices/data on a separate issue.
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Source-Repo: https://github.com/servo/servo
Source-Revision: 26c45275ffaccf746e47606a74b3aee519673e54
--HG--
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WebVR API Implementation with HTC Vive support on Windows. The current implementations only enables the WebVR support on Windows. In other platforms the API is available on JavaScript but navigator.vr.getDisplays() returns an empty array. This will change when we add support for more VR providers and platforms ;)
Info about the architecture:
https://blog.mozvr.com/webvr-servo-architecture-and-latency-optimizations/
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Proprietary openvr.dll must be copied next to servo.exe in order to test on HTC Vive (https://github.com/ValveSoftware/openvr/tree/master/bin/win64) I have added some of the official WebVR samples for testing. Switch on your headset and run:
mach run tests/html/webvr/room-scale.html
Source-Repo: https://github.com/servo/servo
Source-Revision: 518ef39cfd429082dd8dc0d5b13e2db637d08a53