WebRender newsletter #2

Here comes the second installment of the WebRender newsletter. Last week's newsletter had some instructions about enabling WebRender but I apparently didn't make it clear enough that the Gecko integration is still in a very rough shape and will be for a while. If Gecko+WebRender spectacularly crashes at startup or renders some things incorrectly on … Continue reading WebRender newsletter #2

Removing old OpenGL layers

This post is only interesting for advanced Firefox users on Linux who manually activated OpenGL compositing. On more and more platforms we perform compositing in a separate thread from content rendering. This is awesome for smooth panning and zooming, as well as smooth video playback and CSS animations. We refer to this as "off-main-thread compositing" … Continue reading Removing old OpenGL layers

Looking for a good first place to contribute to Gecko gfx?

I heard we don't have enough mentored bugs filed for the gfx code. If you are interested in contributing to Gecko's graphics code, read on. Contributing to Gecko for the first time can be scary because Gecko is a complex beast and it is very easy to get overwhelmed by the amount of code. Trying … Continue reading Looking for a good first place to contribute to Gecko gfx?

Hardware acceleration and compositing

Let's talk about some common misconceptions about hardware acceleration. Hardware acceleration conveys the idea that some parts of the rendering use the GPU in order to speed things up. In a web browser there are two main topics for hardware acceleration: Hardware accelerated content rendering: Drawing content on the GPU, like rendering text, shadows, shapes, … Continue reading Hardware acceleration and compositing