Closed Bug 1490528 Opened 7 years ago Closed 7 years ago

Stop compiling shaders for our D3D11 Non-WR compositor if WR is enabled

Categories

(Core :: Graphics: WebRender, enhancement)

enhancement
Not set
normal

Tracking

()

RESOLVED FIXED
mozilla64
Tracking Status
firefox64 --- fixed

People

(Reporter: sotaro, Assigned: sotaro)

References

Details

Attachments

(1 file)

This bug is created by Bug 1467189 Comment 5 . We need to make sure that fallback from WR to D3D11 Non-WR compositor works if we stop doing it.
Blocks: 1467189
It seems that there are 2 ways to do it. - [1] reset gpu process during fallback from WR to D3D11 Non-WR compositor - [2] initialize shaders for our D3D11 Non-WR compositor during fallback from WR to D3D11 Non-WR compositor
I take a look.
Assignee: nobody → sotaro.ikeda.g
Shaders for D3D11 Non-WR compositor is pre-loaded by DeviceManagerDx::PreloadAttachmentsOnCompositorThread(). Even when PreloadAttachmentsOnCompositorThread() is not called, the shaders are loaded synchronously. Fallback from WR to D3D11 Non-WR compositor without re-creating gpu process happen only when WR causes error. It does not happen in normal situation. Then sync shaders load for D3D11 Non-WR compositor seems acceptable.
Attachment #9008277 - Flags: review?(matt.woodrow)
Attachment #9008277 - Flags: review?(matt.woodrow) → review+
Pushed by sikeda@mozilla.com: https://hg.mozilla.org/integration/mozilla-inbound/rev/1bf2fd049433 do not preload attachments for D3D11 Non-WR compositor when WR is used r=mattwoodrow
Status: NEW → RESOLVED
Closed: 7 years ago
Resolution: --- → FIXED
Target Milestone: --- → mozilla64
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