Open Bug 1887842 Opened 8 months ago Updated 8 months ago

Handle opacity in quad primitives when possible

Categories

(Core :: Graphics: WebRender, enhancement, P3)

enhancement

Tracking

()

People

(Reporter: nical, Unassigned)

References

(Blocks 1 open bug)

Details

Opacity is currently done as a filter which requires rendering the content in a render task and then apply the opacity when compositing it into the destination target. If the primitive is large this is very expensive.

The quad shaders all support applying an opacity (via the alpha of the base color), so if something is drawn via a quad shader and requires opacity, we should not add a filter pass for it.

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