Also:
* Add label for WebGLContext::Create.
* *Remove* label for WebGLContext::Draw*, since the labels for these are
showing up in draw-call-heavy profiles. (~1.5%)
* WebGLContext::UniformData continues to not have a label, since that
would likely add another 2-3% labelling overhead.
* Add missing !mHost check to RecvTexImage.
Differential Revision: https://phabricator.services.mozilla.com/D134883
The swizzling operations were showing up in talos profiles on Linux with
GLX and using OOP WebGL. If DMABuf has been disabled, similar performance
should be observed with EGL as well. This patch combines the necessary
copies, swizzling between RGBA and BGRA, and premultiplication operations
as much as possible for GetFrontBufferSnapshot.
It also has the advantage of unblocking the WebGL thread in the
compositor process sooner since it is a sync IPC call and moving that
work to the caller which would be blocked anyways.
Differential Revision: https://phabricator.services.mozilla.com/D130690
This patch integrates OffscreenCanvasDisplayHelper with
HTMLCanvasElement, OffscreenCanvas and nsDisplayCanvas to allow
asynchronous display of an OffscreenCanvas.
Differential Revision: https://phabricator.services.mozilla.com/D130787
Workers require all runnables to implement nsIDiscardableRunnable. This
is because the worker may want to terminate after going out of scope,
and want to discard any pending events. It should be safe to simply drop
any WebGL related events since we are going to tear down the context /
actors as well.
Also ensure that we record dirty events even without an associated
HTMLCanvasElement so that the OffscreenCanvas is notified properly.
Differential Revision: https://phabricator.services.mozilla.com/D130783
This patch integrates OffscreenCanvasDisplayHelper with
HTMLCanvasElement, OffscreenCanvas and nsDisplayCanvas to allow
asynchronous display of an OffscreenCanvas.
Differential Revision: https://phabricator.services.mozilla.com/D130787
Workers require all runnables to implement nsIDiscardableRunnable. This
is because the worker may want to terminate after going out of scope,
and want to discard any pending events. It should be safe to simply drop
any WebGL related events since we are going to tear down the context /
actors as well.
Also ensure that we record dirty events even without an associated
HTMLCanvasElement so that the OffscreenCanvas is notified properly.
Differential Revision: https://phabricator.services.mozilla.com/D130783
For WebGL canvases with preserveDrawingBuffer:false, frontbuffer
snapshotting was not working properly.
If the frontbuffer had no user-fb associated with it,
was inexplicably calling BindDefaultFBForRead, which binds
*webgl*'s default FB, not *gl*'s default FB 0.
This caused frontbuffer snappshotting to actually snapshot the (cleared)
backbuffer instead of the visible frontbuffer contents.
Differential Revision: https://phabricator.services.mozilla.com/D126024
Currently we return an error when creating a WebGL context in headless
mode, but our WebGL implementation renders to an offscreen context, so
in theory it could work normally in a headless browser, and in practice
it already does work on some OSes. This patch removes that check; the
attempt to use GL may fail, in which case we'll return an error to
content.
The main purpose of this patch is to run content processes with headless
mode set in an otherwise non-headless browser, but it should also be
useful for fully headless mode. Comments in bug NNNNNNN indicate that
this change should be sufficient for headless WebGL on Windows and MacOS,
although it may not have been extensively tested.
Linux is more complicated. The EGL/X11 backend manages its own
connection to the X server (indirectly via the EGL library); a later
patch in this series allows doing that in GLX mode as well. Our Wayland
support can't do this yet, but it should be possible.
This patch also modifies the Linux sandbox policy so that content
processes can connect to a local X server (via the file broker) even when
the parent process is in headless mode.
Differential Revision: https://phabricator.services.mozilla.com/D118721
Previously we called GetFrontBufferSize, alloc'd a buffer, and called
FrontBufferSnapshotInto to read into the buffer.
Now, call FrontBufferSnapshotInto({}) to get size, and then alloc and
pass pointer to newly alloc'd data into
FrontBufferSnapshotInto(Some(ptr)).
Using the same function for both means that logic can't diverge and
cause mismatch bugs.
Differential Revision: https://phabricator.services.mozilla.com/D113611
Previously we called GetFrontBufferSize, alloc'd a buffer, and called
FrontBufferSnapshotInto to read into the buffer.
Now, call FrontBufferSnapshotInto({}) to get size, and then alloc and
pass pointer to newly alloc'd data into
FrontBufferSnapshotInto(Some(ptr)).
Using the same function for both means that logic can't diverge and
cause mismatch bugs.
Differential Revision: https://phabricator.services.mozilla.com/D113611
GfxInfo generally wants to be main-thread, so WebGL (especially
out-of-process) runs into problems sometimes.
Also rename to UNUSED_FEATURE_WEBGL_MSAA, pending removal.
Differential Revision: https://phabricator.services.mozilla.com/D91208
GfxInfo generally wants to be main-thread, so WebGL (especially
out-of-process) runs into problems sometimes.
Also remove obsolete FEATURE_WEBGL_MSAA.
Differential Revision: https://phabricator.services.mozilla.com/D91208
GfxInfo generally wants to be main-thread, so WebGL (especially
out-of-process) runs into problems sometimes.
Also remove obsolete FEATURE_WEBGL_MSAA.
Differential Revision: https://phabricator.services.mozilla.com/D91208
* Use clearer pref names.
* Default (and only support) IPDL dispatching.
* Make DispatchCommands async-only.
* Sync ipdl command per sync webgl entrypoint.
* Eat the boilerplate cost, since there's not too many.
* Run SerializedSize off same path as Serialize.
* All shmem uploads go through normal DispatchCommands.
* Defer pruning of dead code for now so we can iterate quickly.
* Use Read/Write(begin,end) instead of (begin,size).
* This would have prevented a bug where we read/wrote N*sizeof(T)*sizeof(T).
Differential Revision: https://phabricator.services.mozilla.com/D81495
- WaitForBufferOwnership() must be called before locking the front buffer
- Use mDefaultFB->mFB instead of 0 to fix a freeze in the readPixels call
- SurfaceTexture.releaseTexImage must be called after each use
Differential Revision: https://phabricator.services.mozilla.com/D82944
- Enable WebGL SwapChain pooling on Android. Creating and releasing Android Surfaces every frame causes a big performance hit due to AndroidSurface slow destructors bug.
- Add a separate SwapChain for WebVR. We are already using separate SwapChains for WebXR (WebGLFramebuffer::mOpaqueSwapChain) but not for WebVR (it uses the canvas backbuffer).
Differential Revision: https://phabricator.services.mozilla.com/D79840