зеркало из https://github.com/mozilla/gecko-dev.git
Backed out 3 changesets (bug 1623777
, bug 1616901, bug 1623647) for causing reftest failures.
CLOSED TREE
Backed out changeset 622591504941 (bug 1616901)
Backed out changeset 034d885d32cb (bug 1623777
)
Backed out changeset 610fe9c88f2e (bug 1623647)
This commit is contained in:
Родитель
b263e97e9f
Коммит
532b6f80be
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@ -2617,7 +2617,7 @@ impl TileCacheInstance {
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// tiles if the user is scrolling up and down small amounts, at the cost of
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// a bit of extra texture memory.
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let desired_rect_in_pic_space = screen_rect_in_pic_space
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.inflate(0.0, 1.0 * self.tile_size.height);
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.inflate(0.0, 3.0 * self.tile_size.height);
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let needed_rect_in_pic_space = desired_rect_in_pic_space
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.intersection(&pic_rect)
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@ -3937,7 +3937,7 @@ pub enum Picture3DContext<C> {
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/// Additional data per child for the case of this a root of 3D hierarchy.
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root_data: Option<Vec<C>>,
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/// The spatial node index of an "ancestor" element, i.e. one
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/// that establishes the transformed element's containing block.
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/// that establishes the transformed element’s containing block.
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///
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/// See CSS spec draft for more details:
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/// https://drafts.csswg.org/css-transforms-2/#accumulated-3d-transformation-matrix-computation
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@ -293,7 +293,7 @@ impl SharedTextures {
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array_color8_linear: TextureArray::new(
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color_formats.clone(),
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TextureFilter::Linear,
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16,
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4,
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),
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// Used for image-rendering: crisp. This is mostly favicons, which
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// are small. Some other images use it too, but those tend to be
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@ -736,7 +736,7 @@ impl TextureCache {
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// either. OpenGL on mac is not long for this earth, so this may be
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// good enough until we have WebRender on gfx-rs (on Metal).
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//
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// On all platforms, we also clamp the number of textures per layer to 16
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// On other platform, we also clamp the number of textures per layer
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// to avoid the cost of resizing large texture arrays (at the expense
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// of batching efficiency).
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//
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@ -751,7 +751,7 @@ impl TextureCache {
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// with the same bug but a lower max texture size, we might need
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// to rethink our strategy anyway, since a limit below 32MB might
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// start to introduce performance issues.
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max_texture_layers = max_texture_layers.min(16);
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max_texture_layers = max_texture_layers.min(32);
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let mut pending_updates = TextureUpdateList::new();
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