Open
Bug 1887842
Opened 8 months ago
Updated 8 months ago
Handle opacity in quad primitives when possible
Categories
(Core :: Graphics: WebRender, enhancement, P3)
Core
Graphics: WebRender
Tracking
()
NEW
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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Description
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