Our existing batched texture upload logic works with pixel buffer objects which we don't use with ANGLE.
The motivation is to avoid expensive driver overhead from submitting many glTexSubImage2D calls (one for each texture cache item) on low-end Intel Windows configurations.
On Windows+Intel it is much faster to use batched draw calls to copy from staging textures to texture cache than using CopySubResourceRegion (when there is a high number of copies).
Differential Revision: https://phabricator.services.mozilla.com/D103333
We can disable WebRender because the GPU process crashed, or we
encountered a graceful runtime error in WebRender. This patch adds two
new prefs to control how that fallback works.
gfx.webrender.fallback.software-d3d11 controls if WebRender falls back
to Software WebRender + D3D11 compositing. If true, and the user is
allowed to get Software WebRender, we will fallback to Software
WebRender with the D3D11 compositor first.
gfx.webrender.fallback.software controls if WebRender falls back to
Software WebRender. If true, and the user is allowed to get Software
WebRender, we will fallback to Software WebRender without the D3D11
compositor.
gfx.webrender.fallback.basic controls if WebRender or Software
WebRender falls back to Basic. If true, it falls back to Basic.
Otherwise it continues to use Software WebRender without the D3D11
compositor. Note that this means OpenGL on Android.
This patch also means that gfx.webrender.all=true and MOZ_WEBRENDER=1
no longer disables Software WebRender. It will still prefer (Hardware)
WebRender but we want to allow fallback to Software WebRender for
configurations that forced WebRender on.
Differential Revision: https://phabricator.services.mozilla.com/D103491
We can disable WebRender because the GPU process crashed, or we
encountered a graceful runtime error in WebRender. This patch adds two
new prefs to control how that fallback works.
gfx.webrender.fallback.software-d3d11 controls if WebRender falls back
to Software WebRender + D3D11 compositing. If true, and the user is
allowed to get Software WebRender, we will fallback to Software
WebRender with the D3D11 compositor first.
gfx.webrender.fallback.software controls if WebRender falls back to
Software WebRender. If true, and the user is allowed to get Software
WebRender, we will fallback to Software WebRender without the D3D11
compositor.
gfx.webrender.fallback.basic controls if WebRender or Software
WebRender falls back to Basic. If true, it falls back to Basic.
Otherwise it continues to use Software WebRender without the D3D11
compositor. Note that this means OpenGL on Android.
This patch also means that gfx.webrender.all=true and MOZ_WEBRENDER=1
no longer disables Software WebRender. It will still prefer (Hardware)
WebRender but we want to allow fallback to Software WebRender for
configurations that forced WebRender on.
Differential Revision: https://phabricator.services.mozilla.com/D103491
We can disable WebRender because the GPU process crashed, or we
encountered a graceful runtime error in WebRender. This patch adds two
new prefs to control how that fallback works.
gfx.webrender.fallback.software-d3d11 controls if WebRender falls back
to Software WebRender + D3D11 compositing. If true, and the user is
allowed to get Software WebRender, we will fallback to Software
WebRender with the D3D11 compositor first.
gfx.webrender.fallback.software controls if WebRender falls back to
Software WebRender. If true, and the user is allowed to get Software
WebRender, we will fallback to Software WebRender without the D3D11
compositor.
gfx.webrender.fallback.basic controls if WebRender or Software
WebRender falls back to Basic. If true, it falls back to Basic.
Otherwise it continues to use Software WebRender without the D3D11
compositor. Note that this means OpenGL on Android.
This patch also means that gfx.webrender.all=true and MOZ_WEBRENDER=1
no longer disables Software WebRender. It will still prefer (Hardware)
WebRender but we want to allow fallback to Software WebRender for
configurations that forced WebRender on.
Differential Revision: https://phabricator.services.mozilla.com/D103491
The pref is only checked on startup and sets a process-wide flag, so that we
don't have to worry about the value changing from under us.
Differential Revision: https://phabricator.services.mozilla.com/D102911
Once all the remaining patches for test tweaks / fixes have landed, this
patch should be green on try. Couple test annotation changes:
* clip-003.html fails the same way it fails on mac (odd, but couldn't
repro...). I'll try to dig a bit more before calling it a day.
* radiobutton-min-size starts behaving like every other platform.
* Event-dispatch-redispatch and baseline-alignment-and-overflow start
passing.
* Couple minor fuzzy annotations (one was backwards, the other was
missing).
Differential Revision: https://phabricator.services.mozilla.com/D103327
The pref is only checked on startup and sets a process-wide flag, so that we
don't have to worry about the value changing from under us.
Differential Revision: https://phabricator.services.mozilla.com/D102911
There are some complications here to handle unpackaged and packaged
builds. In addition, there could be a difference between App prefs
and GRE prefs. Since the underlying backgroundtasks code is built as
part of Gecko (i.e., `toolkit/...` rather than `browser/...`) I have
favoured GRE prefs. I think, however, that what is written will work
for App-specific prefs, but I'm not concerned with that detail at this
time.
This also add tests for backgroundtask-specific prefs, which are
structured as both xpcshell and mochitest-chrome tests because
locally, the former tests unpackaged builds and the latter can
accommodate testing packaged builds. We could use mochitest-chrome
for both, but this has been pleasant to work with locally.
Differential Revision: https://phabricator.services.mozilla.com/D97510
There are some complications here to handle unpackaged and packaged
builds. In addition, there could be a difference between App prefs
and GRE prefs. Since the underlying backgroundtasks code is built as
part of Gecko (i.e., `toolkit/...` rather than `browser/...`) I have
favoured GRE prefs. I think, however, that what is written will work
for App-specific prefs, but I'm not concerned with that detail at this
time.
This also add tests for backgroundtask-specific prefs, which are
structured as both xpcshell and mochitest-chrome tests because
locally, the former tests unpackaged builds and the latter can
accommodate testing packaged builds. We could use mochitest-chrome
for both, but this has been pleasant to work with locally.
Differential Revision: https://phabricator.services.mozilla.com/D97510
CLOSED TREE
Backed out changeset 3c771d45563a (bug 1684040)
Backed out changeset 76e79151d53c (bug 1684040)
Backed out changeset 7a993eb7bfde (bug 1684040)
This patch enables EGL robustness with WebRender. It also tries harder
to get RBAB, favouring KHR+RBAB over EXT-RBAB, as testing with Intel and
NVIDIA Mesa drivers on Ubuntu suggests we can get KHR+RBAB but not
EXT+RBAB. It also adds support for requesting NVIDIA specific resets via
EGL_NV_robustness_video_memory_purge.
Differential Revision: https://phabricator.services.mozilla.com/D102971
There are some complications here to handle unpackaged and packaged
builds. In addition, there could be a difference between App prefs
and GRE prefs. Since the underlying backgroundtasks code is built as
part of Gecko (i.e., `toolkit/...` rather than `browser/...`) I have
favoured GRE prefs. I think, however, that what is written will work
for App-specific prefs, but I'm not concerned with that detail at this
time.
This also add tests for backgroundtask-specific prefs, which are
structured as both xpcshell and mochitest-chrome tests because
locally, the former tests unpackaged builds and the latter can
accommodate testing packaged builds. We could use mochitest-chrome
for both, but this has been pleasant to work with locally.
Differential Revision: https://phabricator.services.mozilla.com/D97510
As we make the transition to using EGL over GLX, we will need our
detection code to be sufficient without EGL to determine the device in
use. This patch makes us always use the EGL testing code over the GLX
testing code, regardless of the pref/envvar setting.
At the very least, we need to know the vendor ID of the device in use.
We can determine this if there is only one GPU on the PCI list, if we
get a driver name from Mesa, or if it is a proprietary driver (i.e.
NVIDIA) which includes its name in the vendor ID. If we know the vendor
ID, we can usually derive the device ID from the PCI list.
We now also track which path glxtest took. If we successfully did the
test via EGL, then we will allow the pref/envvar to use EGL instead of
GLX. If the test reverted to GLX, then it will use GLX regardless of the
pref/envvar. This is necessary because we need to know if the libraries
are available or not -- some systems may be missing one or the other.
Differential Revision: https://phabricator.services.mozilla.com/D102933
As we make the transition to using EGL over GLX, we will need our
detection code to be sufficient without EGL to determine the device in
use. This patch makes us always use the EGL testing code over the GLX
testing code, regardless of the pref/envvar setting.
At the very least, we need to know the vendor ID of the device in use.
We can determine this if there is only one GPU on the PCI list, if we
get a driver name from Mesa, or if it is a proprietary driver (i.e.
NVIDIA) which includes its name in the vendor ID. If we know the vendor
ID, we can usually derive the device ID from the PCI list.
We now also track which path glxtest took. If we successfully did the
test via EGL, then we will allow the pref/envvar to use EGL instead of
GLX. If the test reverted to GLX, then it will use GLX regardless of the
pref/envvar. This is necessary because we need to know if the libraries
are available or not -- some systems may be missing one or the other.
Differential Revision: https://phabricator.services.mozilla.com/D102933