Make USE_WIN_SURFACE runtime switchable

RESOLVED INVALID

Status

()

Core
ImageLib
RESOLVED INVALID
8 years ago
8 years ago

People

(Reporter: bas, Assigned: Joe Drew (not getting mail))

Tracking

Firefox Tracking Flags

(Not tracked)

Details

Attachments

(1 attachment, 2 obsolete attachments)

(Reporter)

Description

8 years ago
In libpr0n's imgFrame USE_WIN_SURFACES is currently a #define. For D2D we don't want this to be used though, and we want to be able to switch to D2D based on a pref. Therefor windows surface usage should not be compile time switched.
(Assignee)

Updated

8 years ago
Component: Graphics → ImageLib
QA Contact: thebes → imagelib
(Assignee)

Comment 1

8 years ago
Created attachment 418217 [details] [diff] [review]
make USE_WIN_SURFACE a global variable
Attachment #418217 - Flags: review?(vladimir)
(Assignee)

Comment 2

8 years ago
Created attachment 418234 [details] [diff] [review]
make USE_WIN_SURFACE a global variable v2

The previous patch a) didn't compile and b) wasn't really that good anyways. Here's a better one.
Attachment #418217 - Attachment is obsolete: true
Attachment #418234 - Flags: review?(vladimir)
Attachment #418217 - Flags: review?(vladimir)
(Reporter)

Updated

8 years ago
Blocks: 527707
Comment on attachment 418234 [details] [diff] [review]
make USE_WIN_SURFACE a global variable v2

We should be able to just test the global in ShouldUseImageSurface() and avoid change the preprocessor define and all that other code churn.
Attachment #418234 - Flags: review?(vladimir) → review-
(Assignee)

Comment 4

8 years ago
Created attachment 426316 [details] [diff] [review]
Keep USE_WIN_SURFACE; add a global variable controlling it

Address comments; makes this patch much simpler.
Attachment #418234 - Attachment is obsolete: true
Attachment #426316 - Flags: review?(jmuizelaar)
why is that variable not controlled by the render mode?
(Assignee)

Comment 6

8 years ago
It will be, eventually. Probably as a follow-up to this patch.
(Reporter)

Comment 7

8 years ago
As jrmuizel suggested, a better way is to use the ShouldUseImageSurfaces function which is already around. And the easiest way is to check the RenderMode from there directly, without a global. The D2D bug 527707 now contains a patch that does this.
Status: NEW → RESOLVED
Last Resolved: 8 years ago
Resolution: --- → INVALID
Attachment #426316 - Flags: review?(jmuizelaar)
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