Based on ideas discussed to solve bug 1633912, this patch implements allowing each shader to switch between no-perspective and perspective on per-primitive based on whether or not the primitive's W coordinates all match. This should be a sufficient stop-gap for now to unblock testing and development. Performance and memory usage costs of this approach will need to be evaluated before we decide whether to keep it long term.
Differential Revision: https://phabricator.services.mozilla.com/D73298
It's no longer needed with the recent fix to how rectangle prim
and clip rects are stored. It's also a performance win, reducing
the amount of work done when comparing primitive dependencies.
Differential Revision: https://phabricator.services.mozilla.com/D72794
It's no longer needed with the recent fix to how rectangle prim
and clip rects are stored. It's also a performance win, reducing
the amount of work done when comparing primitive dependencies.
Differential Revision: https://phabricator.services.mozilla.com/D72794
Part 1 - support RGB external surfaces for promotion to compositor
surfaces; add new shader permutations to handle all buffer kinds.
Set the promotion flag when the pixel format has no alpha, or when the
texture provider can guarantee all-solid alpha values.
Differential Revision: https://phabricator.services.mozilla.com/D71120
The RenderBackend can be sent an `invalidate_rendered_frame` flag to
indicate that the current rendered frame is invalid. This is useful
when the platform requires a render, eg when starting or resuming the
app on Android. Upon receiving this flag, the render backend will set
a variable `doc.rendered_frame_is_valid = false`. Later on it will
decide to skip rendering only if this variable is true, so by setting
the invalidate flag we should be able to ensure the next render will
occur.
However, the RenderBackend also tries to skip renders which it
determines are not required. Currently it does this by setting
`doc.rendered_frame_is_valid = true` if it decides the frame is a
no-op. This overwrites the previous value set by the
`invalidate_rendered_frame` flag, meaning webrender skips renderering
even though the platform has requested it.
This was resulting in the GVE app showing a black screen on startup,
and Fenix temporarily showing a black screen whilst opening a new tab,
because despite WebRenderBridgeParent requesting an invalidation
immediately on startup, webrender ignored that request until it
decided it actually had content to paint.
To fix this, the logic should be flipped. The value of
`doc.rendered_frame_is_valid` must be remembered across document
updates rather than defaulting to false. And instead of setting it
true if webrender thinks the frame is a no-op, we must set it false if
webrender thinks the frame is *not* a no-op.
Differential Revision: https://phabricator.services.mozilla.com/D72600
This adds the last remaining explicit API for defining clips of
a specific type, and ports wrench and examples to use them.
Differential Revision: https://phabricator.services.mozilla.com/D72284
This allows defining rectangle clips directly, rather than via
the generic clip region methods.
This patch doesn't make use of it in Gecko yet, but it will do
once we add the remaining rounded rect API.
Differential Revision: https://phabricator.services.mozilla.com/D72268
They aren't used, so can easily be removed as the first part of
this seried of patches.
If this functionality is ever required, it can be handled by the
caller defining complex clip nodes explicitly.
Differential Revision: https://phabricator.services.mozilla.com/D72261
The information comes with SetDisplayList messages but was applied before scene building instead of during scene swap, which breaks the transaction model and looks like a bug.
Differential Revision: https://phabricator.services.mozilla.com/D71934
Separating out the generic clip definition API into image masks
(and other types in future) makes the serialized data smaller. More
importantly, it will allow us to simplify some of the WR clip internals
in future and optimize the performance spent in clip chain handling.
Differential Revision: https://phabricator.services.mozilla.com/D72125
This is not used, so we can remove it as the first part of modifying
the public clip API in order to allow some internal optimizations.
If callers ever want to make use of this in future, it can be
achieved by placing an image mask clip node in the clip chain for
the primitives in the scroll layer.
Differential Revision: https://phabricator.services.mozilla.com/D72099
A previous patch attempted to optimize only GL or GLES shaders,
depending on the target platform. However, it was trying to detect the
platform by using `cfg!(target_os = {})`, but as this is in a
build script that actually detects the host platform instead. This
resulted in the wrong version of shaders being optimized, and
therefore falling back to unoptimized shaders at runtime.
This fix uses `env::var("CARGO_CFG_TARGET_OS")` instead, which works
correctly in build scripts.
Differential Revision: https://phabricator.services.mozilla.com/D72127
DocumentView has a mix of members that affect scene building and memebers that change frame to frame. These need to be updated at different rates and more importantly follow the respective flow of scene and frame transactions, which wasn't done properly before this change.
Depends on D71781
Differential Revision: https://phabricator.services.mozilla.com/D71927
The goal is to move this code out of the render backend to avoid requiring the messages to transit through this thread. Other similar changes are in progress.
Differential Revision: https://phabricator.services.mozilla.com/D71781
Include the inflation factor from all drop-shadow filters when
calculating the overall inflation factor for a surface.
This doesn't fix cases with large offsets, which is a larger amount
of work to fix, but it fixes the common case and the referenced
case in this bug.
Differential Revision: https://phabricator.services.mozilla.com/D71878
Include the inflation factor from all drop-shadow filters when
calculating the overall inflation factor for a surface.
This doesn't fix cases with large offsets, which is a larger amount
of work to fix, but it fixes the common case and the referenced
case in this bug.
Differential Revision: https://phabricator.services.mozilla.com/D71878
The full set of optimized shaders can be quite large, so only optimize
for the GL version we expect to be used on the target platform. That
is GLES on Android and Windows (where we presume ANGLE is being used),
and GL elsewhere.
If a different GL version is used we will simply fall back to the
unoptimized shaders.
Depends on D71905
Differential Revision: https://phabricator.services.mozilla.com/D71945
The list of pre-optimized shaders was being generated in a
non-deterministic order, causing large build time regressions. This
sort the list of shaders before writing them to the shaders.rs file.
Differential Revision: https://phabricator.services.mozilla.com/D71905
In bug 1589669 we ensured that webrender snaps the asynchronous scroll
offset correctly. Prior to that, the fractional offsets of picture
cache tiles were changing every frame, leading to excessive picture
cache invalidation. Since then, however, we have landed bug 1609002,
which made it so that asynchronous scrolling is split in to the scroll
offset and the visual viewport transform. The visual viewport
transform is sent to webrender as an animated transform property, and
since this was not being snapped it regressed the picture caching
invalidation fix. This change ensures that offset is snapped
correctly.
Differential Revision: https://phabricator.services.mozilla.com/D71920
The code is untested, and mostly obsoleted by (multi) frame captures.
Also it gets in the way of some other changes I need to make.
Differential Revision: https://phabricator.services.mozilla.com/D71372
Now that the capture code is gone, we don't use these serde implementations. They get in the way of changing the way transactions are represented so I'd like to remove a bunch of them for now.
Differential Revision: https://phabricator.services.mozilla.com/D71604
Add a gecko pref "gfx.webrender.use-optimized-shaders". If enabled,
then when attempting to compile a webrender shader first look for the
optimized source. If the optimized source is not present, emit a
warning and fall back to the unoptimized source.
Use the optimized source by default in wrench, and add the flag
"--use-unoptimized-shaders" to override this.
Differential Revision: https://phabricator.services.mozilla.com/D70033
Move more shader parsing code to webrender_build, so it can be used
both at runtime and build time.
At build time optimize a set of shaders and feature flag combinations,
using glslopt. Some features are skipped because they are not
supported by the gl version, because the optimizer does not support
them, or because webrender does not need them currently.
Use build-parallel to ensure the optimization is performed in parallel
using the make jobserver. Write the optimized shader source to a
hashmap to be used at runtime, in addition to the unoptimized source.
Differential Revision: https://phabricator.services.mozilla.com/D70032
This patch adds support for the capture and replaying of multiple frames
during normal operation of Firefox. Ctrl + Shift + 6 starts capturing
and pressing it again stops capturing. It attempts to capture the minimum
amount of data required to replay a sequence for debugging purposes.
There are several known limitations, particularly surrounding replaying
when transitioning between snapshots of the resource cache. It will
reload the entire document set, causing greater delay between frames.
Should you advance too quickly, it may also panic due to a race between
the current frame still being generated, and the new frame resetting the
resource cache state. These should be resolved with time, and the
current implementation should be workable to at least capture/debug most
animated issues with some effort.
It also adds support for loading dynamic properties which is necessary
for accurate replaying of a captured frame (sequence or individual)
which are in the middle of an animation.
Differential Revision: https://phabricator.services.mozilla.com/D59755