Closed
Bug 727939
Opened 14 years ago
Closed 14 years ago
Avoid double painting during runfield
Categories
(Core :: Graphics, defect)
Tracking
()
RESOLVED
FIXED
People
(Reporter: jrmuizel, Assigned: jrmuizel)
References
(Blocks 2 open bugs)
Details
(Keywords: perf, Whiteboard: mwc-demo)
Attachments
(1 file)
805 bytes,
patch
|
BenWa
:
review+
|
Details | Diff | Splinter Review |
We currently draw alot more during runfield than we need to. We have some ideas of how to fix this.
Assignee | ||
Updated•14 years ago
|
Whiteboard: mwc-demo
Assignee | ||
Updated•14 years ago
|
Assignee: nobody → jmuizelaar
Comment 1•14 years ago
|
||
In the new version of the demo, I scale the Canvas. This impacts the performance, right?
I use <meta viewport="width=device-width"> and the <canvas> is scaled (width: 100%). I could also use <meta viewport="width=thesizeofthecanvas"> but I guess that would do the same thing.
Assignee | ||
Comment 2•14 years ago
|
||
It looks like endTransaction is only called by endDrawing on the gecko thread and only on VirtualLayers. We don't need the extra requestRender call because we've already done the rendering.
Attachment #598583 -
Flags: review?(bgirard)
Comment 3•14 years ago
|
||
Comment on attachment 598583 [details] [diff] [review]
Don't request render in endTransaction
Nice find!
Attachment #598583 -
Flags: review?(bgirard) → review+
Assignee | ||
Comment 4•14 years ago
|
||
Assignee | ||
Updated•14 years ago
|
Status: NEW → RESOLVED
Closed: 14 years ago
Resolution: --- → FIXED
You need to log in
before you can comment on or make changes to this bug.
Description
•