This patch removes the old docshell timeline and timeline markers codebase and replaces them with equivalent Gecko profiler marker. This patch also fixes Bug 1834143, which is a subset of 1421651.
Differential Revision: https://phabricator.services.mozilla.com/D184217
This patch removes the old docshell timeline and timeline markers codebase and replaces them with equivalent Gecko profiler marker. This patch also fixes Bug 1834143, which is a subset of 1421651.
Differential Revision: https://phabricator.services.mozilla.com/D184217
There are several paths in ComputeGeometryChange where we can allocate an geometry item for a filter item, but only one path that will call DetectContainerLayerPropertiesBoundsChange (which adjusts the bounds for filter items). Make sure this always happens in ComputeGeometryChange.
This was causing a bug where the geometry bounds were the full filter item height on the first paint (even though only part of the filter item was visible inside the building rect), but we did not call DetectContainerLayerPropertiesBoundsChange because it was the first paint where the filter item was visible. Then on the next paint the full filter item was visible, and there is no rect change to signal that we need to repaint.
Differential Revision: https://phabricator.services.mozilla.com/D187549
This commits integrates the new animation triggered restyle counter into the existing tests to ensure that the counter matches the expected marker count.
Depends on D186714
Differential Revision: https://phabricator.services.mozilla.com/D186715
Tryserver says this fails on Linux, though it passes for me locally;
it depends whether we end up using subpixel positioning or not, which
in turn is dependent on a whole slew of factors. So marking as random
there. Other platforms look happy.
Depends on D184820
Differential Revision: https://phabricator.services.mozilla.com/D185294
Bug 1704954 disabled DirectComposition for users with NVIDIA graphics
hardware and mixed monitor refresh rates on Windows 10 and 11, as a
mitigation for bug 1638709. However, that bug is almost -- perhaps
entirely -- unknown on Windows 11 (q.v. for details), and the fallback
path it uses has been shown to cause issues there (bug 1763981).
Restrict the mitigation to only occur on Windows 10, where bug 1638709
is exhibited, but where no issues with the fallback path are known.
This also effectively reverts bug 1816001, which it obviates.
Differential Revision: https://phabricator.services.mozilla.com/D178848
This mitigation exposed bug 1763981. Unfortunately, not applying it on
Nightly made it look like bug 1763981 was _fixed_ in Nightly, tricking
several users and developers and making testing needlessly more
difficult even after this was discovered.
Apply the mitigation across the board, regardless of release channel.
Developers may still set `gfx.webrender.dcomp-apply-1704954` to override
this as needed for testing (e.g.) fixes for bug 1638709.
Differential Revision: https://phabricator.services.mozilla.com/D176843
This adds the new infrastructure for rendering masked primitives
and uses it for simple rectangle primitives. Follow up patches
will port other primitives to it (and transformed rectangles).
Instead of rendering an alpha mask and then applying that during
picture cache rendering of content, the underlying content is
drawn to an off-screen surface, and the mask is applied on
top of that via multiplicative blending.
This is particularly helpful for applying masks to dynamically
rendered pictures in future, as we can apply the mask over the
already rendered picture without allocating an extra surface.
Since the content and mask is rendered together to a surface,
we can take advantage of this in future by caching the result
in the texture cache, rather than a temporary render target.
This means we don't need to redraw clip masks for this content
each time the surrounding area is invalidated.
Since the clip-mask is rendered in to the off-screen surface,
it is cheaper and simpler to composite the content in to the
main scene, avoiding an extra texture fetch and some tricky
fragment shader logic to sample the correct part of the mask.
To reduce the number of off-screen pixels that get drawn, the
system supports splitting the content up in to a series of
segments. This can either be a 9-patch, for the simple and
common case of a single rounded clip, or a tile grid across
the primitive. The tile grid can make it much faster to apply
large image masks, where there are often large areas that we
can determine are not affected by the mask image.
Differential Revision: https://phabricator.services.mozilla.com/D173095
This adds the new infrastructure for rendering masked primitives
and uses it for simple rectangle primitives. Follow up patches
will port other primitives to it (and transformed rectangles).
Instead of rendering an alpha mask and then applying that during
picture cache rendering of content, the underlying content is
drawn to an off-screen surface, and the mask is applied on
top of that via multiplicative blending.
This is particularly helpful for applying masks to dynamically
rendered pictures in future, as we can apply the mask over the
already rendered picture without allocating an extra surface.
Since the content and mask is rendered together to a surface,
we can take advantage of this in future by caching the result
in the texture cache, rather than a temporary render target.
This means we don't need to redraw clip masks for this content
each time the surrounding area is invalidated.
Since the clip-mask is rendered in to the off-screen surface,
it is cheaper and simpler to composite the content in to the
main scene, avoiding an extra texture fetch and some tricky
fragment shader logic to sample the correct part of the mask.
To reduce the number of off-screen pixels that get drawn, the
system supports splitting the content up in to a series of
segments. This can either be a 9-patch, for the simple and
common case of a single rounded clip, or a tile grid across
the primitive. The tile grid can make it much faster to apply
large image masks, where there are often large areas that we
can determine are not affected by the mask image.
Differential Revision: https://phabricator.services.mozilla.com/D173095