This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget
API necessary for integration with CanvasRenderingContext2D. It translates them to
suitable commands for its internal ClientWebGLContext, which then manages remoting
WebGL requests to the parent/GPU process.
Currently two shaders are used for drawing Canvas2D primitives, but can be expanded
in the future. These are an image shader and a solid color shader.
The core of this implementation revolves around TexturePacker and TextureHandle,
which cope with the necessity of frequently uploading SourceSurfaces for use with
WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads
into texture pages, which can either be SharedTextures if they are reasonably small,
or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload
is assigned a TextureHandle which is used to manage it in a move-to-front cache,
so that we can easily eject TextureHandles from the back of the cache if we have
too many. These TextureHandles are associated with the SourceSurface that spawned
them to more easily manage their lifetimes.
There are further dependent caches for dealing with blurred shadows and with text.
Shadows are cached in an uploaded texture bound to the SourceSurface that generated
them. Text is handled by caching entire runs in the GlyphCache (keyed by both their
rendering parameters and their glyphs). The text is first rasterized to a surface
and then uploaded to a texture in the GlyphCache which can be reused should the
text be encountered again.
To deal with commands we can't accelerate, a separate internal DrawTargetSkia is
also maintained. The content of the WebGL framebuffer is copied into it so that
drawing can then proceed in software from there. It remains in this fallover state
until the next frame, when it resets back to using the WebGL framebuffer again.
This acceleration is disabled by default. To enable it, you must toggle the pref
"gfx.canvas.accelerated" to true. This should be suitably different from the naming
of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs
that follow from the previous SkiaGL prefs for setting the size limitations for
acceleration and also limitations for the internal texture cache.
Differential Revision: https://phabricator.services.mozilla.com/D130388
This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget
API necessary for integration with CanvasRenderingContext2D. It translates them to
suitable commands for its internal ClientWebGLContext, which then manages remoting
WebGL requests to the parent/GPU process.
Currently two shaders are used for drawing Canvas2D primitives, but can be expanded
in the future. These are an image shader and a solid color shader.
The core of this implementation revolves around TexturePacker and TextureHandle,
which cope with the necessity of frequently uploading SourceSurfaces for use with
WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads
into texture pages, which can either be SharedTextures if they are reasonably small,
or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload
is assigned a TextureHandle which is used to manage it in a move-to-front cache,
so that we can easily eject TextureHandles from the back of the cache if we have
too many. These TextureHandles are associated with the SourceSurface that spawned
them to more easily manage their lifetimes.
There are further dependent caches for dealing with blurred shadows and with text.
Shadows are cached in an uploaded texture bound to the SourceSurface that generated
them. Text is handled by caching entire runs in the GlyphCache (keyed by both their
rendering parameters and their glyphs). The text is first rasterized to a surface
and then uploaded to a texture in the GlyphCache which can be reused should the
text be encountered again.
To deal with commands we can't accelerate, a separate internal DrawTargetSkia is
also maintained. The content of the WebGL framebuffer is copied into it so that
drawing can then proceed in software from there. It remains in this fallover state
until the next frame, when it resets back to using the WebGL framebuffer again.
This acceleration is disabled by default. To enable it, you must toggle the pref
"gfx.canvas.accelerated" to true. This should be suitably different from the naming
of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs
that follow from the previous SkiaGL prefs for setting the size limitations for
acceleration and also limitations for the internal texture cache.
Differential Revision: https://phabricator.services.mozilla.com/D130388
With Feature::WINDOW_OCCLUSION, about:support could show if window occlusion is enabled. And Feature::WINDOW_OCCLUSION could be used to override windows occlusion setting. It could be used for Bug 1733955.
Differential Revision: https://phabricator.services.mozilla.com/D127752
This does not in itself change user-visible behavior, but is a foundation for bug
1715507 where we will make the behavior per-context instead of global. This is basically
just plumbing, passing a pointer to the presContext that's asking for fonts to be
resolved all the way down to the gfx code that handles the font list and looks up
fonts.
For the immediate goal of making font visibility work per-context, it would be
sufficient to pass the desired visibility level in to the font-selection methods.
However, passing the actual presContext down (and not just its visibility level)
will enable us to report back via the dev console when a font is blocked (see bug
1715537), so the approach here provides the basis for that upcoming enhancement.
Depends on D124194
Differential Revision: https://phabricator.services.mozilla.com/D124195
This does not in itself change user-visible behavior, but is a foundation for bug
1715507 where we will make the behavior per-context instead of global. This is basically
just plumbing, passing a pointer to the presContext that's asking for fonts to be
resolved all the way down to the gfx code that handles the font list and looks up
fonts.
For the immediate goal of making font visibility work per-context, it would be
sufficient to pass the desired visibility level in to the font-selection methods.
However, passing the actual presContext down (and not just its visibility level)
will enable us to report back via the dev console when a font is blocked (see bug
1715537), so the approach here provides the basis for that upcoming enhancement.
Depends on D124194
Differential Revision: https://phabricator.services.mozilla.com/D124195
MOZ_WEBRENDER=0 now does nothing -- you will either get HW-WR or SW-WR
depending on the platform configuration. The pref
gfx.webrender.force-legacy-layers is removed. This leaves no
configuration option to disable WebRender.
MOZ_WEBRENDER=1 will continue to force WR on, which will ensure in CI we
get HW-WR unless gfx.webrender.software is true.
Differential Revision: https://phabricator.services.mozilla.com/D122474
MOZ_WEBRENDER=0 now does nothing -- you will either get HW-WR or SW-WR
depending on the platform configuration. The pref
gfx.webrender.force-legacy-layers is removed. This leaves no
configuration option to disable WebRender.
MOZ_WEBRENDER=1 will continue to force WR on, which will ensure in CI we
get HW-WR unless gfx.webrender.software is true.
Differential Revision: https://phabricator.services.mozilla.com/D122474
This changes font-family storage to reuse the rust types, removing a
bunch of code while at it. This allows us to, for example, use a single
static font family for -moz-bullet and clone it, rather than creating a
lot of expensive copies.
Differential Revision: https://phabricator.services.mozilla.com/D118011
Currently, reftest-content uses GfxInfo::GetInfo() to obtain information about
the Azure backend. GetInfo() uses Win32k APIs, and therefore will mostly
return garbage in content processes.
This adds a new way to obtain the same information directly from GfxInfo
without using Win32k APIs.
Differential Revision: https://phabricator.services.mozilla.com/D111890
Fission without WebRender is an unsupported configuration and enrolls
users based on their compositor. However because of our own rollout of
WebRender, a user might start in early beta with WebRender and lose it
in late beta, while they remain enrolled in the Fission experiment.
Also, a user could lose WebRender because of crashes or device reset,
and we may fall back to Basic.
This patch forces Software WebRender as available (but does not override
Hardware WebRender) if Fission is enabled for users enrolled in the
Fission experiment. It also prevents fallback to Basic layers when
disabling acceleration due to crashes and runtime errors, so the user
will be stuck with Software WebRender at a minimum. It also enables
Software WebRender for Windows popups with transparency.
Differential Revision: https://phabricator.services.mozilla.com/D107661
Well, mostly thread-safe, in the sense that on shutdown we might free
them, but that is pre-existing and can't happen for the code-path that
I'm about to touch.
We could probably just avoid freeing these transforms if we wanted...
Differential Revision: https://phabricator.services.mozilla.com/D104946
Well, mostly thread-safe, in the sense that on shutdown we might free
them, but that is pre-existing and can't happen for the code-path that
I'm about to touch.
We could probably just avoid freeing these transforms if we wanted...
Differential Revision: https://phabricator.services.mozilla.com/D104946
This also adds related DLLs to be delay loaded to xul's moz.build. This means
that if we don't create the devices they are not loaded at all.
Differential Revision: https://phabricator.services.mozilla.com/D105630