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We currently do most snapping on the GPU in the shader. However the picture's local rect needs to take into account the snapping done there, so we need to calculate this earlier in the pipeline. Instead of using the clipped primitive local rects to create the picture's own local rect, we now snap the child local rects first. If no snapping is required, there should be no functional change. If snapping is required, there should be fewer visual distortions caused by an inaccurate picture local rect. Differential Revision: https://phabricator.services.mozilla.com/D28882 |
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