- gfxVRExternal Enables other processes to present
real or simulated VR hardware to Firefox.
- This functionality is disabled by default, under
dom.vr.external.enabled.
- VRDisplayInfo, VRControllerInfo, and associated
structs have been restructured to ensure internal
state is not exposed via shmem interface.
- Some refactoring to convert structs to
POD types, enabling them to be located
in shmem and be memcpy'd.
- Work needed before unpreffing marked
with "TODO" comments.
MozReview-Commit-ID: FbsusbxuoQ8
--HG--
extra : rebase_source : 8a448169c3f47411c705a4d9fd462a1f9363dfd9
extra : amend_source : e6702549527292e2850d16e8f503f0be9848159f
This code was originally added to debug the frame visibility code.
However it wasn't architected correctly and makes the compositor use an
untrusted layers id from content. Instead of fixing this I'd rather just
delete it, since it's a big pile of code that is basically a debugging
tool that nobody owns anymore.
MozReview-Commit-ID: nPZqVeYsFp
image.animated.decode-on-demand.threshold-kb is the maximum size in kB
that the aggregate frames of an animation can use before it starts to
discard already displayed frames, and redecode them as necessary. The
lower it is set to, the less overall memory we will consume at the
expense of execution time for as long as the tab with the animation(s)
above the threshold are kept open.
image.animated.decode-on-demand.batch-size is the minimum number of
frames we want to have buffered ahead of an animation's currently
displayed frame. The decoding will request this number of frames at a
time to maximize use of memory caching. Note that this is related to the
above preference as well; increasing the batch size will in effect raise
what the minimum threshold. This simplifies the logic in patches later
in the series.
image.mem.volatile.min_threshold_kb is the minimum buffer allocation for
an image frame in KB before it will use volatile memory. If it is less
than it will use the heap. This only is set to > 0 on Android.
image.mem.animated.use_heap forces image frames to use the heap if it is
for an animated image. This is only enabled for Android, and was
previously a compile time option also for Android.
The image decoding thread pool can grow to be quite large, up to 32
threads, depending on the number of processors on the system. If the
user is not actively browsing, these threads are occupying resources
which could be reused elsewhere. After the timeout period, it will
release up to half of the threads in the pool.
The image decoding thread pool can grow to be quite large, up to 32
threads, depending on the number of processors on the system. If the
user is not actively browsing, these threads are occupying resources
which could be reused elsewhere. After the timeout period, it will
release up to half of the threads in the pool.
This commit adds a paint worker thread pool to PaintThread, and dispatches
tiled paints to it. The thread pool is only created if tiling is enabled,
and its size is set by 'layers.omtp.paint-workers' and defaults to 1. If
-1 is specified, it will be sized to 'max((cpu_cores * 3) / 4, 1)'.
The one tricky part of dispatching tiled paints to a thread pool is the
AsyncEndLayerTransaction message that must execute once all paints are
finished. Previously, this runnable would be queued after all the paints
had been queued, ensuring it would be run after they had all completed.
With a thread pool, there is no guarantee. Instead this commit, uses
a flag on CompositorBridgeChild to signify whether all of the paints
have been queued ('mOutstandingAsyncEndLayerTransaction'), and after
every tiled paint it is examined to see if that paint was the last
paint, and if it is to run AsyncEndLayerTransaction. In addition,
if the async paints complete before we even mark the end of the
layer transaction, we queue it like normal.
The profiler markers are also complicated by using a thread pool.
I don't know of a great way to keep them working as they are per
thread, so for now I've removed them. I may have been the only
one using them anyway.
MozReview-Commit-ID: 5LIJ9GWSfCn
--HG--
extra : rebase_source : 0c26806f337a1b4b1511945f9c72e787b426c5ba
Mechanism for restricting pinch zooming when gesture is a two
finger pan. If the pinch span is below a given threshold and the
scroll distance above a given threshold then the zoom level is
maintained to allow for smooth panning with two fingers.
MozReview-Commit-ID: 62Fv0WeplOo
--HG--
extra : rebase_source : 71d7da4c4b4cc3a5adde13ad1a7c1fbf49856c35
- Add pref to enable the ovrInit_Invisible flag for Oculus sessions, enabled by default.
- Ensure that the Oculus library is unloaded every time it is uninitialized,
improving reliability of exiting and returning to WebVR.
MozReview-Commit-ID: 6VCugCJ2dUz
--HG--
extra : rebase_source : c6002bbaab650a86a31f62b63029f13ce2c8f614
- Ensure ovr_GetSessionStatus is polled even when a VR presentation
is not active.
- When we fail to initialize an Oculus Session or detect VR hardware,
immediately unload the Oculus Library as we can't poll for ShouldQuit
without a valid Oculus session.
- When we poll ovr_GetSessionStatus, we are now updating the mounted state
in VRDisplayInfo::mIsMounted.
- Added prefs to control enumeration throttling and timeout to release
VR hardware when inactive.
- Some refactoring to make frame loop more understandable and less
brittle.
- When throttling enumeration, we ensure that all other VR apis
also throttle enumeration so that they don't pick up the same device
during throttling.
- Some long functions in VRManager have been broken up and
had their inner-workings documented in more detail.
MozReview-Commit-ID: CEYwwQ9mYd0
--HG--
extra : rebase_source : b2ab0dfc17b9ddc06f6afafdf69497fb9418fd47
This was previously limited to 2 per principal and 4 total on
mobile. Mobile GPU drivers have progressed a lot since the limit was
put in place, and the strict limit is causing webcompat issues on
google maps.
Increase to 8 per principal and 16 in total, bringing us
closer in line with Chrome. Make these limits contrallable via a pref
so that if there are any problems it is easy to change.
MozReview-Commit-ID: 8Tsbrjr4KCE
--HG--
extra : rebase_source : 8efd43265a665237a8bfcb689f5fc758466bcd71
High resolution, high framerate was disabled by default on old AMD cards on the provisio that it was bad. But this assumes that the CPU decoder could do it better.
This assumption appears fragile at best, as CPU with those old adapter are likely to be old and underpower to start with.
Chrome doesn't appear to restrict use of those cards to a given resolution.
So we disable this restriction, while making it user configurable.
MozReview-Commit-ID: HhADHNR0FdJ
--HG--
extra : rebase_source : ece39cd9b84c6e372d1002ee12e72523cee3d04d
Setting the 'layout.display-list.retain.verify' gfxPrefs implies
'layout.display-list.build-twice', and then compares the retained-built tree
to the non-retained one, and outputs differences&trees to the terminal.
MozReview-Commit-ID: 3dnyIUTbtH8
--HG--
extra : rebase_source : 36a6b8f029d0bd1339557e7c630906311ecf1254
This commit removes the `layers.omtp.force-sync` preference and replaces
it with a preprocessor define that is commented out. This commit also
changes the behavior of force-sync so that it also does synchronization
with CompositorBridgeChild like normal OMTP. This simplifies the code
and makes using a preprocessor define easier.
MozReview-Commit-ID: 6RfuFTFBdMh
--HG--
extra : rebase_source : 0778a3087324b9e87f44587efbb49c71edf47f23
This also adds a flag to the nsDisplayListBuilder to better control
the creation of these items.
MozReview-Commit-ID: BbeRGDjd2ie
--HG--
extra : rebase_source : ec36114d3c7eefffcf9612fc2da1aaf1353c35d8
This removes non-"gfx.*" prefs defined in gfxPrefs.h, but the generated gfxPrefs
properties are not accessed anywhere in the code base:
* apz.overscroll.spring_friction
* apz.overscroll.stop_velocity_threshold
* apz.overscroll.stretch_factor
* dom.w3c_touch_events.enabled - this pref is accessed in other places, but not through
gfxPrefs::TouchEventsEnabled().
* general.smoothScroll.lines
* general.smoothScroll.pixels
* layers.composer2d.enabled
* layers.stereo-video.enabled
MozReview-Commit-ID: 5OByjpnFthJ
The following prefs are removed because they are defined in gfxPrefs, but the
resulting gfxPrefs property is used at all.
* gfx.SurfaceTexture.detach.enabled
* gfx.touch.resample.*
* gfx.screen-mirroring.enabled
MozReview-Commit-ID: CyI3JN4TTu5
Add a new TextureClientData type, AndroidNativeWindowTextureData,
backed by a SurfaceTexture in single-buffer mode. It uses the
NativeWindow API, which provides producer-side access to the buffer.
This provides a DrawTarget which can be used to paint directly in to
the SurfaceTexture, which can then be composited using a SurfaceTextureHost.
Due to API restrictions it is not possible to read from a NativeWindow
while the corresponding SurfaceTexture has ownership of the
buffer. TiledContentClient now handles that by painting the additional
region that it cannot copy from the front buffer, if required.
MozReview-Commit-ID: 1NZq6MQqwFq
--HG--
extra : rebase_source : 9d1db721d4892f3df033d43127489a85421e8863
This pref is only for webrender layers mode. So we should remove it.
MozReview-Commit-ID: AxPLnc0uO1U
--HG--
extra : rebase_source : daecac41200be2244b0c6dccb66e0d61d7634691
The pref is enabled by default, but it allows the feature to be disabled
easily if necessary.
MozReview-Commit-ID: Iu1JmMKEQv9
--HG--
extra : rebase_source : 57c27ef5840d4932e28cda2eb2f6e921ccd11a71
WMFDecoderModule should only focus on whether the mime type is supported or not.
Let WMFVideoMFTManager do the checking.
MozReview-Commit-ID: K6jPfrntu7s
--HG--
extra : rebase_source : f6ba055824c3a7ebac85666e3201fd6b79e8d815
WMFDecoderModule should only focus on whether the mime type is supported or not.
Let WMFVideoMFTManager do the checking.
MozReview-Commit-ID: K6jPfrntu7s
--HG--
extra : rebase_source : f6ba055824c3a7ebac85666e3201fd6b79e8d815
MediaPrefs isn't initialised in the GPU process, so use gfxPrefs instead.
MozReview-Commit-ID: CgDSTtVo6GL
--HG--
extra : rebase_source : 7bac527573f8d85c0ea88334c8691d27e95ee53c
Gecko still finds out the current driver is blacklisted or not if we set "media.wmf.deblacklisting-for-telemetry-in-gpu-process" = true.
But this is only for telemetry usage.
MozReview-Commit-ID: 2Ydg527uQhe
--HG--
extra : rebase_source : d516f12674aa5532416635d6b95950786b74f6a2
extra : intermediate-source : ed0c0f7e47aca0ab962922f5e9ac58d6486ebc87
extra : source : b24c06b2b9854f68b60ba4a73755cf65c5266ae9
This patch adds a new tolerance pref, which controls how far the second touchdown
is allowed to be from the first touchdown when detecting a multi-tap gesture
such as double-tap or one-touch-pinch. This stops the one-touch-pinch code
from inadvertently triggering when the user does a tap followed by a second tap
far away from the first.
The default value for the new pref is 5x the touch-start tolerance pref. This
seems to provide a reasonable behaviour for me, although this value could
probably be tuned.
MozReview-Commit-ID: 63aAyGCbvoN
--HG--
extra : rebase_source : 36e9bd66d165c8d746ea7b5d6c33e9cf2771194a
This commit adds the pref, 'apz.keyboard.passive-listeners', to allow web
content to have passive key event listeners and use keyboard APZ. When we are
allowing passive listeners, we need to dispatch the input to content and can
no longer consume the event. So we use mHandledByAPZ in nsXBLWindowKeyHandler
to determine whether we still need to do the default action, or whether it
has been done by APZ.
MozReview-Commit-ID: 2HAC6DjDyPZ
--HG--
extra : rebase_source : 77543ef3f28bdbb8ef77e984097ce75cdf333c82
Ideally, we definitely want APZ in remote popup browsers for the sake of
responsiveness. However, there are currently some serious painting and
checkerboarding issues that make APZ popups unsuitable for release
populations.
Once these issues are addressed, we should enable the preference by default.
But given the relative lack of testing, and the issues we've seen so far, we
should keep the preference so that we can disable it with a hotfix if further
issues arise.
MozReview-Commit-ID: GOZRdsmLNZR
--HG--
extra : rebase_source : ce0f2ca029d951a9c65ec1482e065b6695793133
We largely handle borders correctly except for two major classes of error:
* https://bugzilla.mozilla.org/show_bug.cgi?id=1363060 - gecko doesn't feed webrender transforms properly (major)
* https://github.com/servo/webrender/issues/1280 - webrender's 3D border colours are too naive (minor)
MozReview-Commit-ID: 42JtbLYzqKn
--HG--
extra : rebase_source : 7970e2f4cc2f66392d98486d663bf2ccb0040821
- Now destroying and re-creating Oculus sessions when switching
between magic window and immersive WebVR (BeginPresent / ExitPresent)
- Now sending flags to Oculus ovr_initilize to specify if Firefox will
be presenting to the VR display or just using tracking
- Now coordinating oculus session shutdown and restart between the
VR controllers and the VR display with reference counting.
- Now able to return to Oculus home after using WebVR
- Magic window / non-exclusive sessions no longer take over the VR headset
causing it to display a message that Firefox.exe is not responding.
MozReview-Commit-ID: EnRsxt6ZSzg
--HG--
extra : rebase_source : 10ba1b76bf75774b8842d99b555319fb5dd7f736
This allows us to reuse the minimum bound guards on the pref values in other
places that want to use the prefs.
MozReview-Commit-ID: 7XKuM5u1GB8
--HG--
extra : rebase_source : 9cf85c7cbe2e8511ad2db59e7bf7ba6e8db79883
With this in place, scroll-linked effects will remain in sync with async
scrolling if they can be processed and painted within the frame budget.
This change is currently behind a pref that's off by default.
MozReview-Commit-ID: 6GEJTKZh6ON
--HG--
extra : rebase_source : 534bf15ef1c5ca26e1dc0d7eb298063b80aa9dd3
- Now destroying and re-creating Oculus sessions when switching
between magic window and immersive WebVR (BeginPresent / ExitPresent)
- Now sending flags to Oculus ovr_initilize to specify if Firefox will
be presenting to the VR display or just using tracking
- Now coordinating oculus session shutdown and restart between the
VR controllers and the VR display with reference counting.
- Now able to return to Oculus home after using WebVR
- Magic window / non-exclusive sessions no longer take over the VR headset
causing it to display a message that Firefox.exe is not responding.
MozReview-Commit-ID: EnRsxt6ZSzg
--HG--
extra : rebase_source : d1ecf52e064ffe88c2cdebb011b8ffa9beb7b46e
This commit ties it all together by dispatching keyboard actions to scroll targets
in response to keyboard inputs when we have current and valid focus state.
MozReview-Commit-ID: G7rZiS3FH5e
--HG--
extra : rebase_source : 10129d417fe8ef576cac5bda3157dd8f65b5843a
extra : histedit_source : be651a33f787f68bc764988ddc073d346e854491
This commit adds code for keyboard scroll animations and computing the delta
needed for a keyboard scroll action. Keyboard scrolling behavior is more complex
with scroll snapping, so we don't support async keyboard scrolling when we have
scroll snap points.
MozReview-Commit-ID: 97CpprCBp2A
--HG--
extra : rebase_source : 154b2c6b5a6c587fca011ab885c8d46ba6b4d80a
extra : histedit_source : 87ba53fe89069a47751d9ce25fc344011fb0f4de