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The existing linear gradient shader is quite slow, especially on very large gradients on integrated GPUs. The vast majority of gradients in real content are very simple (typically < 4 stops, no angle, no repeat). For these, we can run a fast path to persist a small gradient in the texture cache and draw the gradient via the image shader. This is _much_ faster than the catch-all gradient shader, and also results in better batching while drawing the main scene. In future, we can expand the fast path to handle more cases, such as angled gradients. For now, it takes a conservative approach, but still seems to hit the fast path on most real content. Differential Revision: https://phabricator.services.mozilla.com/D22445 --HG-- extra : moz-landing-system : lando |
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