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
The Quantum Flow and Photon projects have exciting newsletters. The Quantum graphics project (integrating WebRender in Firefox) hasn't provided a newsletter so far and people have asked for it, so let's give it a try! This newsletter will not capture everything that is happening in the project, only some highlights, and some of the terminology … Continue reading WebRender newsletter #1
We recently enabled off-main-thread compositing on Linux. As I write this post it is enabled on Firefox nightly and Firefox developer edition and if nothing bad comes up it will ride the trains and get enabled in beta and in the stable release of Firefox 40. Web browsers render web content in separate intermediate surfaces … Continue reading Off-main-thread compositing on Linux
As usual, there will be a lot of Mozillians attending FOSDEM this year, including 3 members of the graphics team. Bas Schouten will give a talk about Utilizing GPUs to accelerate 2D content on Saturday (16:30 in the Mozilla devroom). It's going to be a very interesting and also fairly technical talk. If you are … Continue reading FOSDEM 2014
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
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?
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