Demo at https://codepen.io/t_afif/pen/qBXOroE has visual artifacts
Categories
(Core :: Graphics: WebRender, defect)
Tracking
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| Tracking | Status | |
|---|---|---|
| firefox99 | --- | fixed |
People
(Reporter: mayankleoboy1, Unassigned)
References
()
Details
Attachments
(2 files)
go to https://codepen.io/t_afif/pen/qBXOroE
The demo will have some visual artifacts. If they are not apparent, resize the browser window horizontally till you see the artifact. The artifact is like a triangle on the bottom of the demo.
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Comment 1•4 years ago
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| Reporter | ||
Comment 2•4 years ago
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Updated•4 years ago
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Comment 3•4 years ago
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Can you check for a regression window on this to see if it was anything recent?
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Comment 4•4 years ago
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Not a recent regression. I remember trying a build from last year, and I could still repro.
Edit1 : The bug is reproducible with sw-wr as well.
Edit2: I tested a build from 2020-06-23 and can still repro this bug (so its not a new regression). Then i tried an older build from 2019-06-23 which had Dx11 rendering enabled and couldnt repro.
Then I force enabled WR, and could repro again.
This implies that this particular testcase worked fine on D3d11, but has been broken on WR for years
| Reporter | ||
Comment 5•4 years ago
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This was fixed by Bug 1749380.
Bug 1749380 - Improve how WR handles bounding rects for off-screen surfaces r=gfx-reviewers,kvark
This patch introduces a number of subtle but important changes
to how we deal with off-screen surfaces. The overall goals are:
- Improve rendering correctness in a number of edge cases.
- Begin reducing complexity related to surfaces, scaling
factors, surface size adjustments and clipping. - Improve CPU performance by removing some per-primitive work.
- Simplify implementation of future SVG and CSS filters by
having explicit support for picture rects + inflation regions. - Lay the groundwork for caching child picture surfaces,
reduction of per-primitive work during visibility pass,
simplifying picture code.
Unfortunately, the nature of the changes make it impossible to
split up in to small isolated patches. Details below:
-
Introduce
LocalRectKindconcept. This allows us to separate
out the bounding rect of the surface (a group of primitives
backed by a texture) from the bounding rect of the picture
compositing that surface (e.g. a drop-shadow which draws the
surface once at the local origin and once at a specific offset- blur-radius). This fixes a number of correctness bugs we have
related to culling, clipping, invalidation regions of complex
primitives such as drop-shadows and blur filters. Importantly,
it makes it simpler to implement (or fix) SVG filter chains,
backdrop-filter implementations.
- blur-radius). This fixes a number of correctness bugs we have
-
Establish raster roots for all off-screen surfaces. Every off-screen
surface uses the spatial node of the enclosing stacking context as
a coordinate system root, ensuring that each off-screen surface is
drawn in a 2D coordinate system, with appropriate scaling factors
applied to ensure high quality rendering. The primary goal is to make
it possible to correctly inflate and clip off-screen surfaces, removing
some correctness issues we currently have with complex filters interacting
with transforms. The initial work here doesn't reduce complexity a huge
amount, but will allow us to simplify large parts of the picture/surface
handling code in future, as well as simplify a number of shaders that
currently must handle arbitrarily complex transform matrices. This will
also allow us to simplify the implementation of features such as
mix-blend-mode and backdrop-filter, which rely on readback and UV mapping
from the parent surface. -
Remove concepts of
estimatedandpreciselocal rects for pictures. This
is both a performance optimization and a code simplification. Instead, we
only determine the estimated local rect during bounding rect propagation,
and rely on the clipping regions from the tile dirty regions to reduce which
parts of the picture we allocate if drawing to an off-screen surface. This
removes some per-primitive work during the visibility pass, and also means
we can rely on the final picture bounding rect from the start of the visibility
pass. This also removes much of the complexity intake_contextwhere we
previously determined surface scale factors and device pixel ratio - instead
these can be determined earlier duringpropagate_bounding_rects. -
Remove some complexity in
update_prim_visibility. This is still recursive,
but follow up patches will aim to remove this recursion and integrate this
pass with the picture graph (similar to howpropagate_bounding_rectsworks). -
Remove
PictureOptionsstruct. Instead, storeinflate_if_requiredwith
the Blur filter enum, which is the only place that uses it. -
Remove
root_scaling_factorfrom text runs - this is handled implicitly
by the surface device-pixel scale. -
Skip calling
update_clip_taskfor pass-through pictures (since they have
no defined local rect). -
Improve scaling factors used for determining the render task cache size for
complex line decorations.
Differential Revision: https://phabricator.services.mozilla.com/D137569
2022-03-13T09:53:49.398000: DEBUG : Did not find a branch, checking all integration branches
2022-03-13T09:53:49.413000: INFO : The bisection is done.
2022-03-13T09:53:49.413000: INFO : Stopped
Updated•4 years ago
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Description
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