D3D9 tiling causes us to use dual pass plugin rendering

NEW
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()

Core
Graphics: Layers
4 years ago
4 years ago

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(Reporter: mattwoodrow, Assigned: mattwoodrow)

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29 Branch
x86
Mac OS X
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(Assignee)

Description

4 years ago
When we have tiling we fail the native surface checks in gfxWindowsNativeDrawing::BeginNativeDrawing and so we fallback to use dual pass rendering.

This causes us to fail dom/plugins/test/mochitest/test_painting.htm and test_visibility.html

Assuming we care about this regression, I think we can add an API to DrawTargetTiled to get the tile for a given rectangle in user space. If this rect only intersects with a single tile, then it can be returned.

This would let us do efficient native drawing in the majority of cases.
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