diff --git a/gfx/layers/wr/WebRenderCommandBuilder.cpp b/gfx/layers/wr/WebRenderCommandBuilder.cpp index 179deb454128..8113073bce43 100644 --- a/gfx/layers/wr/WebRenderCommandBuilder.cpp +++ b/gfx/layers/wr/WebRenderCommandBuilder.cpp @@ -748,7 +748,9 @@ struct DIGroup GP("doing children in EndGroup\n"); aGrouper->PaintContainerItem(this, item, bounds, children, aContext, aRecorder); } else { - if (dirty) { + // Hit test items don't have anything to paint so skip them. Ideally we + // would drop these items earlier... + if (dirty && item->GetType() != DisplayItemType::TYPE_COMPOSITOR_HITTEST_INFO) { // What should the clip settting strategy be? We can set the full clip everytime. // this is probably easiest for now. An alternative would be to put the push and the pop // into separate items and let invalidation handle it that way.