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# HG changeset patch
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# Parent aecb4600e5da17443b224c79eee178c1d8e155e3
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For FF68, AntiAliasing of XULTexts seem to be broken on big endian (s390x). Text and icons of the sandwich-menu to the
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right of the address bar, as well as plugin-windows appears transparant, which usually means unreadable (white on white).
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diff -r aecb4600e5da gfx/skia/skia/include/private/SkNx.h
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--- a/gfx/skia/skia/include/private/SkNx.h Tue Aug 20 09:46:55 2019 +0200
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+++ b/gfx/skia/skia/include/private/SkNx.h Mon Sep 09 10:04:06 2019 +0200
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@@ -238,7 +238,18 @@
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AI SkNx operator*(const SkNx& y) const { return fVal * y.fVal; }
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AI SkNx operator/(const SkNx& y) const { return fVal / y.fVal; }
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+ // On Big endian the commented out variant doesn't work,
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+ // and honestly, I have no idea why it exists in the first place.
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+ // The reason its broken is, I think, that it defaults to the double-variant of ToBits()
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+ // which gets a 64-bit integer, and FromBits returns 32-bit,
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+ // cutting off the wrong half again.
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+ // Overall, I see no reason to have ToBits and FromBits at all (even for floats/doubles).
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+ // Still we are only "fixing" this for big endian and leave little endian alone (never touch a running system)
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+#ifdef SK_CPU_BENDIAN
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+ AI SkNx operator&(const SkNx& y) const { return fVal & y.fVal; }
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+#else
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AI SkNx operator&(const SkNx& y) const { return FromBits(ToBits(fVal) & ToBits(y.fVal)); }
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+#endif
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AI SkNx operator|(const SkNx& y) const { return FromBits(ToBits(fVal) | ToBits(y.fVal)); }
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AI SkNx operator^(const SkNx& y) const { return FromBits(ToBits(fVal) ^ ToBits(y.fVal)); }
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diff -r aecb4600e5da gfx/skia/skia/src/opts/SkBlitMask_opts.h
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--- a/gfx/skia/skia/src/opts/SkBlitMask_opts.h Tue Aug 20 09:46:55 2019 +0200
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+++ b/gfx/skia/skia/src/opts/SkBlitMask_opts.h Mon Sep 09 10:04:06 2019 +0200
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@@ -203,7 +203,13 @@
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// ~~~>
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// a = 1*aa + d(1-1*aa) = aa + d(1-aa)
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// c = 0*aa + d(1-1*aa) = d(1-aa)
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+
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+ // For big endian we have to swap the alpha-mask from 0,0,0,255 to 255,0,0,0
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+#ifdef SK_CPU_BENDIAN
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+ return Sk4px(Sk16b(aa) & Sk16b(255,0,0,0, 255,0,0,0, 255,0,0,0, 255,0,0,0))
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+#else
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return Sk4px(Sk16b(aa) & Sk16b(0,0,0,255, 0,0,0,255, 0,0,0,255, 0,0,0,255))
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+#endif
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+ d.approxMulDiv255(aa.inv());
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};
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while (h --> 0) {
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