Platform/GFX/2010-Aug-9: Difference between revisions

 
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*** Starting work on full browser accelerated layers with {{bug|580410}} and {{bug|581213}}.
*** Starting work on full browser accelerated layers with {{bug|580410}} and {{bug|581213}}.
**This week:
**This week:
** Damon's in Toronto.
*** Damon's in Toronto.
** Push for accelerated layers automated reftests, and fix bugs in accelerated layers.
*** Push for accelerated layers automated reftests, and fix bugs in accelerated layers.


*Jeff
*Jeff
**Last week:
**Last week:
*** D2D reftests
*** D2D reftests
**** Support for detecting d2d from reftests
**** Fuzzy matching prototype
**** Looked into some rasterization issues
**This week:
**This week:
*** D2D reftests
*** D2D reftests (we might be getting very close this week)


* John
* John
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*Bas  
*Bas  
**Last week:
**Last week:
*** D2D reftest orange work
**** Custom operator support/cairo_d2d_device_t
**** Transformed stroke fixes
*** Some D2D memory diagnostics
*** D3D9 layers improvements
*** Minor CSS transform assistance
**This week:
**This week:
*** D2D reftest orange work
*** A little D3D9 layers improvements


*BenWa
*BenWa
**Last week:
**Last week:
***Exam studying.
***Can't reproduce: {{bug|584488}} - hang after attaching to external monitor.
***reviews:
***qcms
***{{bug|578868}} - [OOPP] OOPP are also loaded in main process
***{{bug|577494}} - Fullscreen in flash video does not hide dock, menubar or focus plugins windows.
**This week:
**This week:
***{{bug|583296}} - [Mac] Beach balling when I trigger the flash context menu
***Any reproducible OOPP bugs.


*Benoit
*Benoit
**Last week:
**Last week:
***WebGL security meeting.
***Big ongoing discussion about the mochitest in {{bug|582053}}.
***Big ongoing discussion about the mochitest in {{bug|582053}}.
***Thought about how to handle the part of the GL ES spec that says that certain "bad" textures must be handled as 1x1 black textures. Considered using WebKit code there, but it's actually slow in the case that matters most, and not easy to extract, so, going to take a different approach.
***Thought about how to handle the part of the GL ES spec that says that certain "bad" textures must be handled as 1x1 black textures. Considered using WebKit code there, but it's actually slow in the case that matters most, and not easy to extract, so, going to take a different approach.
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