Remove clipped_world_rect from PrimitiveVisibility
Categories
(Core :: Graphics: WebRender, task)
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()
People
(Reporter: gw, Assigned: gw)
References
Details
Attachments
(4 files)
Calculating this for every primitive on every frame is expensive. In all cases where it is currently used, we can replace it by an equivalent or better calculation, removing the need to build this.
Assignee | ||
Updated•5 years ago
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Assignee | ||
Comment 1•5 years ago
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Remove need for per-prim clipped_world_rect in calculate of
conservative visible rects for tiled primitives.
Assignee | ||
Comment 2•5 years ago
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Clip task bounds already create a world space rect from the input
local / picture clip chain rect. So we can achieve the same result
by intersecting that with the current world clip rect.
Comment 4•5 years ago
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bugherder |
Assignee | ||
Comment 5•5 years ago
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Instead of relying on the per-primitive calculated rect, add a path
that specifically determines this for pictures with surfaces. This
leaves only one place that relies on the per-primitive value, which
will be removed in the next patch.
Comment 7•5 years ago
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bugherder |
Assignee | ||
Comment 8•5 years ago
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This patch removes the last use of clipped_world_rect, and removes
it from the PrimitiveVisibility struct.
Instead, the already calculated tile rect is used for visibility
determination when picture caching is enabled. When picture caching
is disabled, the clipped world rect is calculated on demand but
not stored.
This patch also introduces an enum for current visibility state,
which gives better control over accessing visibility information
depending on the current pass of frame building.
Comment 10•5 years ago
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bugherder |
Assignee | ||
Updated•5 years ago
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Description
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