I wish I understood a little better what precisely is going on
here. What seems to be the problem is calling glDeleteTextures
too early, but I can't pin down exactly when "too early" is.
In any case I can no longer reproduce the issue with this patch
applied, and I cannot observe any performance degradation, and
it's not a remarkably risky patch, so I'm opting to cut the
investigation short. Any insights would be appreciated though.
Differential Revision: https://phabricator.services.mozilla.com/D6064
--HG--
extra : moz-landing-system : lando
I wish I understood a little better what precisely is going on
here. What seems to be the problem is calling glDeleteTextures
too early, but I can't pin down exactly when "too early" is.
In any case I can no longer reproduce the issue with this patch
applied, and I cannot observe any performance degradation, and
it's not a remarkably risky patch, so I'm opting to cut the
investigation short. Any insights would be appreciated though.
Differential Revision: https://phabricator.services.mozilla.com/D6064
--HG--
extra : moz-landing-system : lando
Now that we have C++14 support we can capture a move only object in a lambda expression.
--HG--
extra : rebase_source : 232639ba334520cf9d38d68190af8fdcd4aa454d
* TexSlot caused warnings because some TexSlot constants are unused. Since some
files under gfx/vr/ want TexSlot constants, I moved the definition to
CompositionD3D11.h. (But I didn't fix gfx/vr/ in this patch.)
* Since MOZ_ASSERT_UNREACHABLE falls through in release builds, we should
assign a value even in the `default` case instead of invoking UB. If we do
not care about UB, we should use MOZ_MAKE_COMPILER_ASSUME_IS_UNREACHABLE.
--HG--
extra : rebase_source : 66647124582efe26f9e6dbe35f24fe6955cead4b
This exposes methods to capture a snapshot of the SharedSurfacesParent
cache for memory reporting purposes. It yields the identifiers, image
properties and references to images mapped in the cache. This will be
used by the compositor process to list everything it has mapped into its
memory space. It will also be used by the content processes / main
process to list images that specific process had mapped into the
compositor process. This will allow us to easily identify what images
remain in the compositor process, but are missing from the surface
cache.
Introduce an ImageRendering argument for CreateImageKey which is then used at the CreateAsyncImageWebRenderCommands call to provide the proper filtering instead of using always Auto filtering. Update all calls to CreateImageKey to use the new interface.
Advanced layers was calculating incorrect visible regions for
container layers with intermediate surfaces, as it was not taking
async transform animations in to account. Rather than recursing the
depth of the tree for each layer to calculate this in
OnPrepareToRender, do a single pre-pass at the start of the frame.
Differential Revision: https://phabricator.services.mozilla.com/D4522
--HG--
extra : moz-landing-system : lando
This patch removes the 'ScreenOrientationInternal' type from
dom/base/ScreenOrientation.h and moves it into the
HalScreenConfiguration.h header, renaming it simply to 'ScreenOrientation'
in the process. This has several knock-off effects:
- It allows files that needed ScreenOrientationInternal to include a much
smaller header than before
- It greatly reduces the number of headers pulled in when including Hal.h
- It clarifies the role of the type. The 'Internal' part in the name had
nothing to do with it being part of the implementation. The type was public
and called that way only to avoid clashing with the 'ScreenOrientation'
class. Since we moved it into a different namespace it can be renamed
safely.
- It allows a file that was manually re-declaring 'ScreenConfigurationInternal'
type to use the original one
- Finally this fixes a few files which were missing headers they actually
required but that would still build because unified compilation put them into
units that already had those headers thanks to ScreenConfiguration.h
Differential Revision: https://phabricator.services.mozilla.com/D4458
--HG--
extra : moz-landing-system : lando
In MultiTiledContentClient we can create a DrawTargetTiled with a
different origin than the layer we are painting. We must therefore
ensure when edge-padding that we provide the valid region in the draw
target's device-space rather than layer-space. Not doing so was
causing us to pad out in incorrect directions, causing visible seams.
Differential Revision: https://phabricator.services.mozilla.com/D3993
--HG--
extra : moz-landing-system : lando
This patch was generated using a simple sed script:
sed -i 's/ToUnknownRegion().GetBounds()/GetBounds().ToUnknownRect()/g' gfx/**/*.cpp gfx/**/*.h
Differential Revision: https://phabricator.services.mozilla.com/D3875
--HG--
extra : rebase_source : 4e9e7c9f2fb4ca60122712dd06632147cdec7195
Also speed up compositing videos as there's no longer need to check every single frames twice to determine if they were composited or not.
Differential Revision: https://phabricator.services.mozilla.com/D2178
We report the number of frames dropped by the compositor because they were too late through:
ImageComposite -> ImageHost -> CompositableTransactionParent -> ImageBridgeParent -> IPDL -> ImageBridgeChild -> ImageContainerListener -> ImageContainer -> VideoSink
Differential Revision: https://phabricator.services.mozilla.com/D2177
We can't rely on the FrameID continuity to determine if a frame has been dropped due to timing or not.
The reason being that the VideoSink will not send to the compositor frames it knows as being late already (causing a discontinuity in the frames IDs), and count them as being dropped.
If we were to look at discontinuity on the compositor we would account for those frames twice.
FramesID will also increase non-linearly if a frame isn't painted because it's not visible (either out of the visible tree or in a hidden tab).
What we can measure however, is when a frame should have been painted but didn't because it was too late by looking at the value returned by ImageComposite::ChooseImageIndex() or when a new set of images is being received by the ImageComposite.
Any images found in the earlier array but never returned must have been dropped due to timing.
Looking at the index continuity greatly simplify the logic as we no longer need to worry if a video is hidden or not, or be part of a layer that is itself hidden as neither SetImages will be called then, nor ChooseImage
For now, we only account for those frames dropped, and do not report them yet.
Differential Revision: https://phabricator.services.mozilla.com/D2176
We will use the characteristic of which TimedImage is returned to keep track on how many frames were dropped because they were too old. As such, we must make sure the retrieval of the current image is serialised.
This allows to reduce duplicated code between WebRenderImageHost and ImageHost classes.
Additionally, make RenderInfo::img member const as really, we never want to modify that one.
A future change will enforce that RenderInfo.img never survives longer than the ChooseImage()'s caller to clarify the lifetime of the TimedImage.
Differential Revision: https://phabricator.services.mozilla.com/D2175
In bug 1482415 a special check was added for the case where we fail to allocate
a buffer and started an async task. This papered over one crash for another
as ClientPaintedLayer also assumes that if there is an async task there is
a capture. It'd be best to just null out mAsyncTask and keep those checks
as is.
Differential Revision: https://phabricator.services.mozilla.com/D3520
--HG--
extra : rebase_source : 8cb2458f0a98795a6ece90b38a9c194c863bbd84
With a couple of exceptions:
- WebRender, which doesn't support zooming yet
- Windows, which is tracked in bug 1495580
Differential Revision: https://phabricator.services.mozilla.com/D7349
--HG--
extra : rebase_source : 216d8de599b95d28ffd74120aca9b999dab686dc
extra : histedit_source : c206fd9e8046ca7536cc17047a140096d2333617
Double-tap zoom requires that the layout viewport be wider than the screen,
so if we want the test to run on desktop, we need a wide enough layout viewport.
Differential Revision: https://phabricator.services.mozilla.com/D7347
--HG--
extra : rebase_source : e398781447df9de0966ce96a8e540230967d1087
extra : histedit_source : b110e5b26cedb00cec74f44633860be22f654408
Retained displaylists can produce empty paints, which wasn't the case before.
Differential Revision: https://phabricator.services.mozilla.com/D7343
--HG--
extra : rebase_source : a7cce68d6cde3f11aa838609586fd939d428650b
extra : histedit_source : d4e490a445daf01db5ba87185cd0461095f003d7
And also wide enough that the corresponding, proportionally computed, viewport
height is tall enough to allow enough scrolling to bring the iframe under
the cursor.
Differential Revision: https://phabricator.services.mozilla.com/D7342
--HG--
extra : rebase_source : 5b0fee255201cde94dab8faf4b95825f776c76c9
extra : histedit_source : d282542adf2f2678624834e694bbabf095669afa
Previously we would log the displayport and the critical displayport separately,
which made it more difficult to write cross-platform APZ tests.
Differential Revision: https://phabricator.services.mozilla.com/D7341
--HG--
extra : rebase_source : ef2d87b7f9314bb5e6943a8da2b4fd40de85c99b
extra : histedit_source : 80f1e914330f1be0a7a5e531356e6b869b0d29ac
The assertion is not serving much purpose. Now that container scrolling is
a Live pref, checking it on the compositor side is racy if the pref is
flipped, and on the content side it's clear from the code that it will
only be set to true if the pref is turned on.
Differential Revision: https://phabricator.services.mozilla.com/D7339
--HG--
extra : rebase_source : 4ba80a40969aeac50f303e949472e51d05884fbd
extra : histedit_source : 54c1c0ac5d33a1523080f43ab10c2d01b545a3cc
When the namespace changes (e.g. due to a tab move between windows), we
may get stale transaction requests that we need to ignore. In
WebRenderBridgeParent::RecvSetDisplayList, we would automatically send
any unsent transaction data when exiting the method, but this did not
take into account the staleness. This patch ensures we only flush the
data if we actually want it.
The transaction in question that was observed and causing crashes was
UpdateImageBuffer.
This results in fixed position elements being attached to the layout viewport
when being async-scrolled by APZ (when the layout viewport is larger than the
visual viewport).
MozReview-Commit-ID: 2YYIDnTWgVn
--HG--
extra : rebase_source : 58b77b2e9c8ed35bdc2d24dd8ca9494e8d23a391
Includes a new RAII class: AutoApplyAsyncTestAttributes, which, for the
duration of its lifetime, applies mTestAsyncScrollOffset and mTestAsyncZoom to
the APZC's FrameMetrics. We need this to ensure that the
AsyncPanZoomController::GetCurrentAsync* methods consider test scroll and zoom
attributes when doing their respective computations.
MozReview-Commit-ID: 9owJcdIegNH
--HG--
extra : rebase_source : 35273faf10b8db13e3b5485278262f93d4adc579
These method names and ordering have gotten out of sync because of
the recent churn.
Differential Revision: https://phabricator.services.mozilla.com/D3288
--HG--
extra : rebase_source : 42bceaeb66a0df4808981b8c9cb0ed70b23f5a30
extra : histedit_source : 228024efe8de4e149f7e7ca66a2bb078bba820ce
This may have been needed at some point, but all the important code for
EndLayerTransaction is in CompositorBridgeChild behind a lock, so this
should be safe.
--HG--
extra : rebase_source : bda4080bc04afa95954732050df7bd25c8177752
extra : histedit_source : 9386583dd923bf0ae44ff783d3ef1c6692944c77
There should only ever be at most four TextureClients here, so
allocated a vector seems wasteful.
--HG--
extra : rebase_source : 6b0f9f7749461eb39cd3c6c6bf7917152ffc9aab
extra : histedit_source : b5539d02c294596a5147dc55b417ef7970f8c0cd
This was needed when there were multiple types of CapturedPaintStates but
is not anymore.
--HG--
extra : rebase_source : 3648edccca7c73e3e3aa7a5c3e0d48d12d6324c5
extra : histedit_source : 021814c10b6578970c3a6d234c1e6641ad26b095
Multiple tabs in the same process could be viewing the same image. If it
is an image we are taking some time to download from the network, it may
not be displayed all at once. As a result, it could generate several
dirty rects for the newly decoded lines each time we paint. Since we
only apply the dirty rect to the active tab, and forget it afterwards,
then when one returns to the other tab(s), it may not reupload all of
the modified image data. Now we save the dirty rect and accumulate it
for the handles which weren't able to be updated immediately.
Multiple tabs in the same process could be viewing the same image. If it
is an image we are taking some time to download from the network, it may
not be displayed all at once. As a result, it could generate several
dirty rects for the newly decoded lines each time we paint. Since we
only apply the dirty rect to the active tab, and forget it afterwards,
then when one returns to the other tab(s), it may not reupload all of
the modified image data. Now we save the dirty rect and accumulate it
for the handles which weren't able to be updated immediately.
This patch was written entirely by the following script:
#!/bin/bash
if [ ! -d "./.hg" ]
then
echo "Not in a source tree." 1>&2
exit 1
fi
find . -regex '.*\(ref\|crash\)test.*\.list' | while read FILENAME
do
echo "Processing ${FILENAME}."
# The following has four substitutions:
# * The first one replaces the *first* argument to fuzzy() when it doesn't
# have a - in it, by replacing it with an explicit 0-N range.
# * The second one does the same for the *second* argument to fuzzy().
# * The third does the same for the *second* argument to fuzzy-if().
# * The fourth does the same for the *third* argument to fuzzy-if().
#
# Note that this is using perl rather than sed because perl doesn't
# support non-greedy matching, which is needed for the first argument to
# fuzzy-if.
perl -pi -e 's/(fuzzy\()([^ ,()-]*)(,[^ ,()]*\))/${1}0-${2}${3}/g;s/(fuzzy\([^ ,()]*,)([^ ,()-]*)(\))/${1}0-${2}${3}/g;s/(fuzzy-if\([^ ]*?,)([^ ,()-]*)(,[^ ,()]*\))/${1}0-${2}${3}/g;s/(fuzzy-if\([^ ]*?,[^ ,()]*,)([^ ,()-]*)(\))/${1}0-${2}${3}/g' "${FILENAME}"
done
Differential Revision: https://phabricator.services.mozilla.com/D2974
--HG--
extra : moz-landing-system : lando
This commit exposes a method on DrawTargetCapture to see if it has
captured any drawing commands. This allows us to not dispatch
paint tasks if they will do nothing.
Ideally these tasks would execute instantly on the PaintThread, and
we would never delay sending the layer transaction or block on the
next paint, but with thread starvation and context switches it's
best to just not send them.
MozReview-Commit-ID: 7ywkEDBw6EX
--HG--
extra : rebase_source : c60c1c25d551e4a7c14c529137f8e0babc888466
extra : source : 7ae4c893867a5f7df81e0757d4b4a6a21cbc6986
This commit adds the ability to create a different kind of DrawTargetCapture which
has a limit on the size of which its CaptureCommandList can grow before it is
synchronously flushed to its destination DrawTarget.
Special care is taken to not do a sync flush until we would need to resize
the backing store of the CaptureCommandList. This allows us to not waste
memory we've already allocated.
The async painting content clients are updated to use it, and get a default
value from a new preference.
MozReview-Commit-ID: CJL7ffvaRzR
--HG--
extra : rebase_source : f646862dcef7a480b21dfb7ddb1fa165338ba506
extra : source : b865a866fe5a3257615cb54b7e5e790cc9331988
This commit moves ContentClient from creating a CapturedBufferState for
buffer operations, to performing all of those operations on the
DrawTarget(Capture). Creating a DrawTargetCapture is now performed
by the RotatedBuffer when we BeginPaint, all operations are performed
on this capture, and then it's returned to the ClientPaintedLayer
as a PaintTask.
This commit is an involved refactoring of ContentClient and RotatedBuffer
to get this all to work. Here are the major parts:
1. RotatedBuffer is refactored to always perform operations on a single
DrawTarget, which may be a single DT, dual DT, or capture.
2. RotatedBuffer adds BeginCapture and EndCapture methods to switch
which DT is used in operations
3. ContentClient uses the RB capture methods when we are async painting
4. CC::BeginPaint is refactored to only perform capturing on a single
RotatedBuffer. This is because we can't have the output of one
PaintTask be the input of a different PaintTask due to the design
of the Snapshot API.
a. This can occur, today, by doing a FinalizeFrame only to later
fail to Unrotate the buffer, causing a new RB to be created
and painted into
b. The previous PaintThread code worked because it used the
buffer operations which didn't use Snapshot's
c. This is fixed by not doing FinalizeFrame on a buffer if we
realize we cannot unrotate it, and switching to initializing
a buffer using the front buffer which should be up to date.
d. I don't like touching this code, but it passes reftests,
might be a performance improvement, and I've tested it on
known regressions from the last time I messed up this code.
5. CC::PrepareForPaint is inlined into BeginPaint because dual draw
targets can be cleared correctly from a previous commit
6. The code paths in ClientPaintedLayer are unified because we no
longer need to special case this beyond setting the correct
ContentClient flag.
7. CapturedPaintState and CapturedBufferState are removed in favor
of PaintTask. Additionally EndLayer is no longer needed as all
quadrants of a rotated buffer are in the same capture, so we
don't need special case flushing code.
MozReview-Commit-ID: 9UI40dwran
--HG--
extra : rebase_source : 809d9816970648468de972c30b0c230c2f21e27b
extra : source : 405ad351821813333c0e989b93e2aeb49ba8552c
This commit adds a buffer unrotate operation to DrawTarget. It's
initially implemented with LockBits in DrawTarget. DrawTargetDual
overrides the implementation to pass on the operation to it's
DrawTargets.
No override is given for DrawTargetCapture as we intentionally
avoid this code path when async painting as it can fail.
This is needed so that RotatedBuffer can expose a single DrawTarget,
which can be a DrawTarget (for normal alpha), DrawTargetDual (for
component alpha), or DrawTargetCapture (when async painting).
MozReview-Commit-ID: csjjZ733hl
--HG--
rename : gfx/layers/BufferUnrotate.cpp => gfx/2d/BufferUnrotate.cpp
rename : gfx/layers/BufferUnrotate.h => gfx/2d/BufferUnrotate.h
extra : rebase_source : 5d96e2a5d36a01f2f9992adb37830e56436c7c35
extra : source : 64cb50b227e0ae604653f03ce2e892493126392e
This commit renames CapturedTiledPaintState to PaintTask as in a future
commit I will fold CapturedPaintState into it.
MozReview-Commit-ID: 8py7SrK4s29
--HG--
extra : rebase_source : 7abdf127351cdc82ee4c40112dce7150bdb67243
extra : source : 01110727f2e9e0846fc06997653e04860efb23dc
This commit refactors TiledContentClient to not create PaintThread
buffer operations, but to instead perform all of these operations
on the DrawTarget(Capture). This simplifies the code dramatically
and allows us to add flushing behavior to DrawTargetCapture in a
future commit.
With this change, CapturedTiledPaintState is simply a container
for a DrawTarget, DrawTargetCapture, and keep-alive TextureClients.
Part of this commit is moving the logic of locking the texture
clients, constructing a dual draw target, and constructing a capture
into TiledContentClient so it can be shared.
MozReview-Commit-ID: 2rwz9aDI737
--HG--
extra : rebase_source : 4ac317f632c0a2c21480bc88e6246f4dc0daf0be
extra : source : 56d967e03ee225e032034ffd193b6f42b343226b
This commit adds a RAII class for the common operation of attempting
to lock one or two TextureClients and then maybe constructing a
DrawTargetDual from them.
MozReview-Commit-ID: ECQkDSgpyuL
--HG--
extra : rebase_source : 6debecb9d4ca33895daa78de3a52a1ed575706e1
extra : source : 082638a5c6432e0ca6ce377986d84ed130b32ad3
This commit adds an operation to perform 'edge padding' on a draw
target. By default this is performed using LockBits, but it's
overriden in DrawTargetTiled and DrawTargetCapture to propagate
the call so it functions correctly.
This helps TiledContentClient move from applying this operation
on a per texture client basis, to being able to do it on the
DrawTargetTiled after painting. This in turn helps move all
paint thread operations into DrawTargetCapture.
MozReview-Commit-ID: 2ncOTxGXQfk
--HG--
rename : gfx/layers/BufferEdgePad.cpp => gfx/2d/BufferEdgePad.cpp
rename : gfx/layers/BufferEdgePad.h => gfx/2d/BufferEdgePad.h
extra : rebase_source : a3315644fe31f2a432935dcbfdb9969c58b691e1
extra : source : 699c954992f87db7fc792f5562090de42a8162cb
system-info is a stub on Tier3 platforms while physical vs. logical
difference only matters for hyper-threading. As hyper-threading
is usually available on CPUs with more than 2 physical cores this
change has no impact there as the default is clamped to [1, 4].
However, on Intel i3-* CPUs with 2 physical and 4 logical cores this
bumps the default from 1 to 3.
MozReview-Commit-ID: 1Yh8rJL2JcN
--HG--
extra : rebase_source : 5c563ec8e388a3fd05a0650e8d4c330d48675332
This commit exposes a method on DrawTargetCapture to see if it has
captured any drawing commands. This allows us to not dispatch
paint tasks if they will do nothing.
Ideally these tasks would execute instantly on the PaintThread, and
we would never delay sending the layer transaction or block on the
next paint, but with thread starvation and context switches it's
best to just not send them.
MozReview-Commit-ID: 7ywkEDBw6EX
--HG--
extra : rebase_source : c8f628180a3d908c8851e5c576296f903b9b255d
This commit adds the ability to create a different kind of DrawTargetCapture which
has a limit on the size of which its CaptureCommandList can grow before it is
synchronously flushed to its destination DrawTarget.
Special care is taken to not do a sync flush until we would need to resize
the backing store of the CaptureCommandList. This allows us to not waste
memory we've already allocated.
The async painting content clients are updated to use it, and get a default
value from a new preference.
MozReview-Commit-ID: CJL7ffvaRzR
--HG--
extra : rebase_source : 546d9838808320c51d9ceef0ed0ffcbb88a16269
This commit moves ContentClient from creating a CapturedBufferState for
buffer operations, to performing all of those operations on the
DrawTarget(Capture). Creating a DrawTargetCapture is now performed
by the RotatedBuffer when we BeginPaint, all operations are performed
on this capture, and then it's returned to the ClientPaintedLayer
as a PaintTask.
This commit is an involved refactoring of ContentClient and RotatedBuffer
to get this all to work. Here are the major parts:
1. RotatedBuffer is refactored to always perform operations on a single
DrawTarget, which may be a single DT, dual DT, or capture.
2. RotatedBuffer adds BeginCapture and EndCapture methods to switch
which DT is used in operations
3. ContentClient uses the RB capture methods when we are async painting
4. CC::BeginPaint is refactored to only perform capturing on a single
RotatedBuffer. This is because we can't have the output of one
PaintTask be the input of a different PaintTask due to the design
of the Snapshot API.
a. This can occur, today, by doing a FinalizeFrame only to later
fail to Unrotate the buffer, causing a new RB to be created
and painted into
b. The previous PaintThread code worked because it used the
buffer operations which didn't use Snapshot's
c. This is fixed by not doing FinalizeFrame on a buffer if we
realize we cannot unrotate it, and switching to initializing
a buffer using the front buffer which should be up to date.
d. I don't like touching this code, but it passes reftests,
might be a performance improvement, and I've tested it on
known regressions from the last time I messed up this code.
5. CC::PrepareForPaint is inlined into BeginPaint because dual draw
targets can be cleared correctly from a previous commit
6. The code paths in ClientPaintedLayer are unified because we no
longer need to special case this beyond setting the correct
ContentClient flag.
7. CapturedPaintState and CapturedBufferState are removed in favor
of PaintTask. Additionally EndLayer is no longer needed as all
quadrants of a rotated buffer are in the same capture, so we
don't need special case flushing code.
MozReview-Commit-ID: 9UI40dwran
--HG--
extra : rebase_source : 2f63464c1f8ca03992700b33838c4aa56608f872
This commit adds a buffer unrotate operation to DrawTarget. It's
initially implemented with LockBits in DrawTarget. DrawTargetDual
overrides the implementation to pass on the operation to it's
DrawTargets.
No override is given for DrawTargetCapture as we intentionally
avoid this code path when async painting as it can fail.
This is needed so that RotatedBuffer can expose a single DrawTarget,
which can be a DrawTarget (for normal alpha), DrawTargetDual (for
component alpha), or DrawTargetCapture (when async painting).
MozReview-Commit-ID: csjjZ733hl
--HG--
rename : gfx/layers/BufferUnrotate.cpp => gfx/2d/BufferUnrotate.cpp
rename : gfx/layers/BufferUnrotate.h => gfx/2d/BufferUnrotate.h
extra : rebase_source : efc838a3a4b196f78eda79ff3304c15d386bdc63
This commit renames CapturedTiledPaintState to PaintTask as in a future
commit I will fold CapturedPaintState into it.
MozReview-Commit-ID: 8py7SrK4s29
--HG--
extra : rebase_source : 1b5259cca6520761ae99e64157d047441b90b563
This commit refactors TiledContentClient to not create PaintThread
buffer operations, but to instead perform all of these operations
on the DrawTarget(Capture). This simplifies the code dramatically
and allows us to add flushing behavior to DrawTargetCapture in a
future commit.
With this change, CapturedTiledPaintState is simply a container
for a DrawTarget, DrawTargetCapture, and keep-alive TextureClients.
Part of this commit is moving the logic of locking the texture
clients, constructing a dual draw target, and constructing a capture
into TiledContentClient so it can be shared.
MozReview-Commit-ID: 2rwz9aDI737
--HG--
extra : rebase_source : 16a4b87263f28b32f5bcb5fd6d9756548f137e11
This commit adds a RAII class for the common operation of attempting
to lock one or two TextureClients and then maybe constructing a
DrawTargetDual from them.
MozReview-Commit-ID: ECQkDSgpyuL
--HG--
extra : rebase_source : abad14bfee32ea2fd1626069f8229487d1f05015
This commit adds an operation to perform 'edge padding' on a draw
target. By default this is performed using LockBits, but it's
overriden in DrawTargetTiled and DrawTargetCapture to propagate
the call so it functions correctly.
This helps TiledContentClient move from applying this operation
on a per texture client basis, to being able to do it on the
DrawTargetTiled after painting. This in turn helps move all
paint thread operations into DrawTargetCapture.
MozReview-Commit-ID: 2ncOTxGXQfk
--HG--
rename : gfx/layers/BufferEdgePad.cpp => gfx/2d/BufferEdgePad.cpp
rename : gfx/layers/BufferEdgePad.h => gfx/2d/BufferEdgePad.h
extra : rebase_source : ab850358a763853d50d1f374f28e67a197740443
On Linux, when synthesizing mousemove events interleaved with button
press/release events, the caller is responsible for waiting for the
mousemove events be dispatched before attempting to synthesize the
press/release buttons, otherwise the events can be delivered by the OS
out of order. This updates a few tests to ensure this is done correctly.
MozReview-Commit-ID: 42HkqTCWToP
--HG--
extra : rebase_source : 57fbc84bcfbed345d8f6d90aaadb3399e691894e
This change also renames several related functions, as well as fields,
and the header is moved into EXPORTS.mozilla given it is defined under
mozilla namespace.
MozReview-Commit-ID: LqCdcW8fmUN
--HG--
rename : layout/base/ScrollbarStyles.cpp => layout/base/ScrollStyles.cpp
rename : layout/base/ScrollbarStyles.h => layout/base/ScrollStyles.h
extra : rebase_source : 8933f3bca88d5db4b9508e3947f695ecf7511b3e
On the compositor we store animation values in a hash table and the hash is
the compositor animation id which is a unique id for each property respectively.
So we can get the corresponding animation value for the given property.
In this patch there are lots of duplicated code, but they will be removed in the
next patch.
MozReview-Commit-ID: 7EboVcculcg
--HG--
extra : rebase_source : 304ea80849af8af72a07437736041aeabbe47eeb
When resuming composition in a new GeckoView, we wait for the first
paint signal in order to uncover the SurfaceView. This patch makes sure
that we always send the first paint signal.
MozReview-Commit-ID: EZeOR80d8HY
--HG--
extra : rebase_source : f82ab94ef87e5b0651f368918e8cd8a97469c68e
On the compositor we store animation values in a hash table and the hash is
the compositor animation id which is a unique id for each property respectively.
So we can get the corresponding animation value for the given property.
In this patch there are lots of duplicated code, but they will be removed in the
next patch.
MozReview-Commit-ID: 7EboVcculcg
--HG--
extra : rebase_source : 304ea80849af8af72a07437736041aeabbe47eeb
We can't use memcmp to compare PODs, largely because of undefined
padding. The rest of the Pod* functions are fine though, since we're
replicating or zeroing PODs.
MozReview-Commit-ID: LSspAi8qCWw
When masking as a secondary effect to RENDER_TARGET, mFBOTextureTarget
will have a target of GL_TEXTURE_2D, leading us to not use sampler2DRect
and friends for the mask. This fixes that, and also assures our coord
adjustments are based on the mask texture's dimensions.
MozReview-Commit-ID: JSDfDJuLNSa
--HG--
extra : rebase_source : 77010ae331f4d004e9b716e6063334d98529bf5f
Now that the shader problems are fixed it's a simple switch.
MozReview-Commit-ID: 6MJlEVITwii
--HG--
extra : rebase_source : cb33bd45196eca26476c52c2c50e51f03f6129f8
I'm not sure if there was a reason for not fully generalizing the
sampler2DRect and texture2DRect stuff throughout the shader
generalization file. It seemed the simplest thing was to fully
replace it - even if in some cases it doesn't make sense it's
more consistent, and it definitely fixes the trouble we were having
with switching to GL_TEXTURE_RECTANGLE_ARB for client storage.
MozReview-Commit-ID: 7243OjQdakN
--HG--
extra : rebase_source : 756741bbff4c56edec64cc6dd367328974b83b35
When masking as a secondary effect to RENDER_TARGET, mFBOTextureTarget
will have a target of GL_TEXTURE_2D, leading us to not use sampler2DRect
and friends for the mask. This fixes that, and also assures our coord
adjustments are based on the mask texture's dimensions.
MozReview-Commit-ID: JSDfDJuLNSa
--HG--
extra : rebase_source : c779b18789196c9352a862a17f4a1e8d799805ec
Now that the shader problems are fixed it's a simple switch.
MozReview-Commit-ID: 6MJlEVITwii
--HG--
extra : rebase_source : 7c91165633d5bc4fb07135781774998b0e1f1cf0
I'm not sure if there was a reason for not fully generalizing the
sampler2DRect and texture2DRect stuff throughout the shader
generalization file. It seemed the simplest thing was to fully
replace it - even if in some cases it doesn't make sense it's
more consistent, and it definitely fixes the trouble we were having
with switching to GL_TEXTURE_RECTANGLE_ARB for client storage.
MozReview-Commit-ID: 7243OjQdakN
--HG--
extra : rebase_source : d1b9f51f45d0cb875c82f3de5b2ea917e0385077
system-info is a stub on Tier3 platforms while physical vs. logical
difference only matters for hyper-threading. As hyper-threading
is usually available on CPUs with more than 2 physical cores this
change has no impact there as the default is clamped to [1, 4].
However, on Intel i3-* CPUs with 2 physical and 4 logical cores this
bumps the default from 1 to 3.
MozReview-Commit-ID: 1Yh8rJL2JcN
--HG--
extra : rebase_source : 77613cbb99c14f19217592080bfd51ea2194422b
This restricts the active-item-detection code to wrap lists and
perspective items because other wrapper items are not supported yet.
MozReview-Commit-ID: JuirkAId7Kk
--HG--
extra : rebase_source : 971de2c56d183090bb9a8701af62ada493e39b77
This restricts the active-item-detection code to wrap lists because
other wrapper items are not supported yet.
MozReview-Commit-ID: JuirkAId7Kk
--HG--
extra : rebase_source : 5dbb8af8504f301ca49273b4f6f434a91524860a
When the layout viewport is smaller than the visual viewport and the user
scrolls a web page, the layout viewport remains fixed to its position before
the scroll event took place. However, the visual viewport moves according to
the new scroll position. This patch addresses this issue by moving the layout
viewport along with the visual viewport.
MozReview-Commit-ID: 3Mk1o6AF2wr
--HG--
extra : rebase_source : 8c6068059593038dc443cb9c96242483de97e9d9
When computing whether we have an intermediate buffer or not, which
in our case amounts to the inverse of deciding whether we want to use
a DirectMapTextureSource or not, we want to ensure that we don't use
one if the texture is too big to be a single texture in OpenGL. This
will default to using a TiledTextureImage. In a perfect world we
would build tiling logic into the client storage approach, but that
shouldn't block this.
MozReview-Commit-ID: 7Oi86oGis93
--HG--
extra : rebase_source : a5477abdfc7140c983fd23692beeb6529f1714d1
This seems to be unused. Not sure if it's still left in here for
a reason or not.
MozReview-Commit-ID: 3wxaCDI7eCO
--HG--
extra : rebase_source : 17c54842e57bcdb52254e65220dfc733356a5f37
When computing whether we have an intermediate buffer or not, which
in our case amounts to the inverse of deciding whether we want to use
a DirectMapTextureSource or not, we want to ensure that we don't use
one if the texture is too big to be a single texture in OpenGL. This
will default to using a TiledTextureImage. In a perfect world we
would build tiling logic into the client storage approach, but that
shouldn't block this.
MozReview-Commit-ID: 7Oi86oGis93
--HG--
extra : rebase_source : df9d314ef3d9a285bb10a9e21b87dc280a88fa84
This seems to be unused. Not sure if it's still left in here for
a reason or not.
MozReview-Commit-ID: 3wxaCDI7eCO
--HG--
extra : rebase_source : 25dda76dce892e580dbf31741e359d3a78f5742a