This avoids arbitrary precision loss when computing REM units and so on,
which is particularly important if we ever change the base of our app
units (but useful regardless).
Differential Revision: https://phabricator.services.mozilla.com/D79928
This avoids arbitrary precision loss when computing REM units and so on,
which is particularly important if we ever change the base of our app
units (but useful regardless).
Differential Revision: https://phabricator.services.mozilla.com/D79928
- Enable WebGL SwapChain pooling on Android. Creating and releasing Android Surfaces every frame causes a big performance hit due to AndroidSurface slow destructors bug.
- Add a separate SwapChain for WebVR. We are already using separate SwapChains for WebXR (WebGLFramebuffer::mOpaqueSwapChain) but not for WebVR (it uses the canvas backbuffer).
Differential Revision: https://phabricator.services.mozilla.com/D79840
When inserting an argument into the IpdlQueue for transmission, we need to resize the internal buffer if we end up with more data than expected.
Differential Revision: https://phabricator.services.mozilla.com/D79581
- Do not apply mIsCanvasDirty bailout when presenting from a opaque FBO
back buffer.
- Create a separate WebGLContext::PresentInto with more specific XR
validations and logic.
- Use the Opaque FBO backbuffer as source when calling
BlitBackbufferToCurDriverFB
- Always invalidate OpaqueFBO regardless of the WebGL context's
preserveDrawingBuffer value.
Differential Revision: https://phabricator.services.mozilla.com/D78301
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
- Do not apply mIsCanvasDirty bailout when presenting from a opaque FBO
back buffer.
- Create a separate WebGLContext::PresentInto with more specific XR
validations and logic.
- Use the Opaque FBO backbuffer as source when calling
BlitBackbufferToCurDriverFB
- Always invalidate OpaqueFBO regardless of the WebGL context's
preserveDrawingBuffer value.
Differential Revision: https://phabricator.services.mozilla.com/D78301
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
- Do not apply mIsCanvasDirty bailout when presenting from a opaque FBO
back buffer.
- Create a separate WebGLContext::PresentInto with more specific XR
validations and logic.
- Use the Opaque FBO backbuffer as source when calling
BlitBackbufferToCurDriverFB
- Always invalidate OpaqueFBO regardless of the WebGL context's
preserveDrawingBuffer value.
Differential Revision: https://phabricator.services.mozilla.com/D78301
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
Since we are no longer peeking or removing without copying, Read always gets a valid object. This makes its parameter a reference and removes extraneous null checks.
Differential Revision: https://phabricator.services.mozilla.com/D78544
Since we are no longer peeking or removing without copying, MinSize always gets a valid object. This converts its parameter to a reference and removes extraneous null checks.
Differential Revision: https://phabricator.services.mozilla.com/D78543
Peeking or pulling entries from the queue without deserializing them into an object requires making QueueParamTraits more complex. We don't currently need the functionality; the added complexity isn't worth it.
Differential Revision: https://phabricator.services.mozilla.com/D78542
EnumSerializers allow for easy enum validation in deserialization. The implementation is taken from IPDL's EnumSerializers and uses the IPDL EnumValidator classes and is used in exactly the same way.
Differential Revision: https://phabricator.services.mozilla.com/D78541
Type checking these queues turned out not to be useful. It added tokens to the stream that validated the type of the data in the stream against the type of the objects that it would deserialize into. However, the IPC mechanism is already completely type safe at the source code level so it was not useful in debugging.
Differential Revision: https://phabricator.services.mozilla.com/D78539
- Do not apply mIsCanvasDirty bailout when presenting from a opaque FBO back buffer.
- Create a separate WebGLContext::PresentInto with more specific XR validations and logic.
- Use the Opaque FBO backbuffer as source when calling BlitBackbufferToCurDriverFB
- Always invalidate OpaqueFBO regardless of the WebGL context’s preserveDrawingBuffer value.
Differential Revision: https://phabricator.services.mozilla.com/D78301