The reason of this change is the same as for Part 2, except that this commit fixes
nsSVGPaintServerFrame::GetPaintServerPattern rather than PaintSVG.
Commit-ID: 691YrKZ0Lm9
MozReview-Commit-ID: KSnFhCndFUk
The DrawResult return was not in fact anything to do with the success or
failure of that method, but was actually passing out a very specific piece of information
about the success or failure of any imagelib drawing that may not have occurred
under the various PaintSVG calls.
The signature of PaintSVG is changed from
DrawResult PaintSVG(...., uint32 flags);
to
void PaintSVG(...., imgDrawingParams& aPackage);
imgDrawingParams wraps DrawResult and imgIContainer::FLAG_* as a pack, pass through
PaintSVG to imagelib draw calls under beneath.
MozReview-Commit-ID: IOq2evUAOQF
The reason of this change is the same as for Part 2, except that this commit fixes
nsSVGPaintServerFrame::GetPaintServerPattern rather than PaintSVG.
Commit-ID: 691YrKZ0Lm9
MozReview-Commit-ID: KSnFhCndFUk
--HG--
extra : rebase_source : 3397613129fff6023833cdc3bd639f0d2b151652
extra : source : fa29f1920a88d88bcf0f5239462d32ee8955895c
The DrawResult return was not in fact anything to do with the success or
failure of that method, but was actually passing out a very specific piece of information
about the success or failure of any imagelib drawing that may not have occurred
under the various PaintSVG calls.
The signature of PaintSVG is changed from
DrawResult PaintSVG(...., uint32 flags);
to
void PaintSVG(...., imgDrawingParams& aPackage);
imgDrawingParams wraps DrawResult and imgIContainer::FLAG_* as a pack, pass through
PaintSVG to imagelib draw calls under beneath.
MozReview-Commit-ID: IOq2evUAOQF
--HG--
extra : rebase_source : 66c9a9e391c2f9e142575f42fd47b37334ec5752
extra : source : 97a08873177c0f18edffdb1b5589c77843a50553
We are seeing occasional failed release assertions from calling
animation.startTime().get_TimeDuration() in SampleAnimationForEachNode on
Windows.
My theory is that in some circumstances (perhaps graphic-driver related?) when
creating a layer transaction we fail to call Layer::StartPendingAnimations and
end up sending pending animations to the compositor. Prior to bug 1334583 that
would have only triggered a debug assertion so it may have gone unnoticed if it
depends on the system configuration.
This patch makes us check that the startTime is set before we try to access it
in order to avoid triggering a release-time assertion. If the startTime is not
set we will use the hold time which should give us the correct behavior for
a still-pending animation. (Furthermore, the holdTime is set unconditionally
when we create animations so it should be correct -- but even if it were not
set explicitly, its initial zero value would still likely produce a reasonable
result until the start time was updated on a subsequent layer transaction. At
very least, it should not crash. Likewise, if it was set to an incorrect value.)
This patch also strengthens the debug assertion in SampleAnimationForEachNode to
check that not only is start time not-null, but that it is set to a TimeDuration
since MaybeTimeDuration also includes a third uninitialized "None" state.
The patch also adds another gtest that exercises hit testing, and fixes a
coordinate space bug in the gtest fixture.
MozReview-Commit-ID: 3QYTofkKSZj
--HG--
extra : rebase_source : 7108c4b57bdd3ada41dc57ab022825a1057b899d
SkOpts.cpp will call Init_crc32() on aarch64 build. So we should add SkOpts_crc32.cpp to aarch64 sources.
MozReview-Commit-ID: BInjMXYA1jH
--HG--
extra : rebase_source : e6f0236df1cd9035255689fff9683f86ed967f59
People seem to be turning on this pref in the wild and generating crash reports
which are wasting time and energy of people who have better things to do.
MozReview-Commit-ID: 5VfjKaDluYJ
--HG--
extra : rebase_source : fa2237835d842ddb118c6ba6096f6b703aef9d81
This allows us to allocate an Android SurfaceTexture in the compositor process as well
as an accompanying Surface. We can then transfer the Surface back to the content process
via binder, where it can be used for things like WebGL and video decoding.
Each SurfaceTexture/Surface pair has a unique handle. We use this handle in
layer transactions to locate the SurfaceTexture for a given Surface and composite it
appropriately.
MozReview-Commit-ID: 68VSbXdfsMH
This function is arguably nicer than calling NS_ProcessNextEvent
manually, is slightly more efficient, and will enable better auditing
for NS_ProcessNextEvent when we do Quantum DOM scheduling changes.
This allows the feature to ride the trains later than async scrollbar
dragging itself, if desired.
MozReview-Commit-ID: 73ZlCqM5hMN
--HG--
extra : rebase_source : dabc4a4b72210133d8b62256510213183312f18f
Also add a comment to AsyncDragMetrics documenting that mScrollbarDragOffset
is relative to the thumb's start offset.
MozReview-Commit-ID: uipsOCzs2N
--HG--
extra : rebase_source : 25183e22cb7ffb9995a2594d6aea106cdef7924a