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| '''Contact''' | | '''Contact''' | ||
| '''Reason''' | | '''Reason''' | ||
| '''GFX Owner''' | | '''GFX Owner''' | ||
| '''Priority''' | | '''Priority''' | ||
|- | |- | ||
| Fennec Layers Acceleration | | Fennec Layers Acceleration | ||
| Blizzard/Stuart | | Blizzard/Stuart | ||
| For best possible performance on Fennec layers are required to be accelerated on Fennec. | | For best possible performance on Fennec layers are required to be accelerated on Fennec. | ||
| Jrmuizel & Bjacob | | Jrmuizel & Bjacob | ||
| P1 | | P1 | ||
|- | |- | ||
| Electrolysis Accelerated Layers | | Electrolysis Accelerated Layers | ||
| Blizzard | | Blizzard | ||
| In order not to regress performance in electrolysis builds all types of accelerated layers need to be able to operate in conjunction with electrolysis. | | In order not to regress performance in electrolysis builds all types of accelerated layers need to be able to operate in conjunction with electrolysis. | ||
| Bas & cjones | | Bas & cjones | ||
| P1 | | P1 | ||
|- | |- | ||
| | | Implement new CSS Font Spec | ||
| | | jdaggett | ||
| | | The new CCS font specification needs to be implemented. | ||
| P1 | |||
| | |- | ||
| WebGL antialiasing | |||
| jgilbert | |||
| Even though it's not a normative part of the spec, WebGL defaults to antialiasing, Chrome already supports it, and it's very visible for the end-user | |||
| bjacob & jrmuizel | |||
| P1 | | P1 | ||
|- | |- | ||
| Layers 3D Transforms | | Layers 3D Transforms | ||
| Roc | | Roc | ||
| CSS 3D transforms need to be supported by layers for good performance when we start supporting them. | | CSS 3D transforms need to be supported by layers for good performance when we start supporting them. | ||
| Mattwoodrow | | Mattwoodrow | ||
| P1 | | P1 | ||
|- | |- | ||
| | | Azure Cairo Backend | ||
| | | Joe | ||
| | | Azure requires a cairo backend so we can start experimenting with a Thebes wrapper around Azure, using Azure for gecko drawing. | ||
| | | Bas & Roc | ||
| P1 | | P1 | ||
|- | |- | ||
| Fennec Gradient Performance | | Fennec Gradient Performance | ||
| Blizzard | | Blizzard | ||
| Common use cases slowed down by poorly performing gradients on ARM | | Common use cases slowed down by poorly performing gradients on ARM | ||
| tbd | | tbd | ||
| P2 | | P2 | ||
|- | |- | ||
| Accelerated Layers on X11 | | Accelerated Layers on X11 | ||
| ? | | ? | ||
| Important feature that's still not default on X11. Matt's patches in bug 640082 are a large part of the work there, but there remains the Flash crash and probably some reftest failures. | | Important feature that's still not default on X11. Matt's patches in bug 640082 are a large part of the work there, but there remains the Flash crash and probably some reftest failures. | ||
| Bjacob & Mattwoodrow | | Bjacob & Mattwoodrow | ||
| P2 | | P2 | ||
|- | |- | ||
| WebGL 1.0 full conformance | | WebGL 1.0 full conformance | ||
| bjacob | | bjacob | ||
| There's a good WebGL conformance test suite, and we already pass 98% of it. Make it 100%. | | There's a good WebGL conformance test suite, and we already pass 98% of it. Make it 100%. | ||
| bjacob | | bjacob | ||
| P2 | | P2 | ||
|- | |- | ||
| WebGL float textures extension | | WebGL float textures extension | ||
| bjacob | | bjacob | ||
| This is a massively useful extension, Chrome supports it, and some cool WebGL apps require it. | | This is a massively useful extension, Chrome supports it, and some cool WebGL apps require it. | ||
| tbd (I think that Vlad had a patch) | | tbd (I think that Vlad had a patch) | ||
| P2 | | P2 | ||
| | |- | ||
| Azure Thebes Wrapper | |||
| Bas | |||
| We should create a Thebes wrapper around Azure so we can get some early indications going on content rendering speed-up using Azure with the Direct2D backend. | |||
| Bas & Roc | |||
| P2 | |||
|- | |- | ||
| WebGL on Windows: default to OpenGL using D3D interop where possible | | WebGL on Windows: default to OpenGL using D3D interop where possible | ||
| bjacob | | bjacob | ||
| Not using ANGLE can allow for a great performance boost, given good OpenGL drivers and D3D interop. | | Not using ANGLE can allow for a great performance boost, given good OpenGL drivers and D3D interop. | ||
| bjacob & jrmuizel | | bjacob & jrmuizel | ||
| P2 | | P2 | ||
|- | |- | ||
| Cross Process WebGL | | Cross Process WebGL | ||
| Stuart(Fennec) Blizzard(Desktop) | | Stuart(Fennec) Blizzard(Desktop) | ||
| In the future we will need a way to render WebGL fast, without readback from a content process and render it into the composition process, to avoid the performance impact from readback to software. | | In the future we will need a way to render WebGL fast, without readback from a content process and render it into the composition process, to avoid the performance impact from readback to software. | ||
| tbd | | tbd | ||
| P2 | | P2 | ||
|- | |- | ||
| Fennec 2D HW Acceleration | | Fennec 2D HW Acceleration | ||
| Stuart | | Stuart | ||
| 2D Hardware Acceleration is important on mobile to further improve performance characteristics. | | 2D Hardware Acceleration is important on mobile to further improve performance characteristics. | ||
| tbd | | tbd | ||
| P2 | | P2 | ||
|- | |- | ||
| Container Layer Masking/Clipping | | Container Layer Masking/Clipping | ||
| Roc | | Roc | ||
| Make container layers support clip-path, filter and mask APIs, including clipping to rounded-rectangles, so we can avoid dropping down to fallback, avoiding performance hits. | | Make container layers support clip-path, filter and mask APIs, including clipping to rounded-rectangles, so we can avoid dropping down to fallback, avoiding performance hits. | ||
| tbd | | tbd | ||
| P2 | | P2 | ||
|- | |- | ||
| Border Drawing Performance | | Border Drawing Performance | ||
| Roc | | Roc | ||
| Border drawing is currently slower than it should be, this requires work. | | Border drawing is currently slower than it should be, this requires work. | ||
| tbd | | tbd | ||
| P2 | | P2 | ||
|- | |- | ||
| Accelerated Filters | | Accelerated Filters | ||
| Roc | | Roc | ||
| Numerous filters could potentially be accelerated through layers. Leading to performance improvements. | | Numerous filters could potentially be accelerated through layers. Leading to performance improvements. | ||
| tbd {{bug|644368}} (partly) | | tbd {{bug|644368}} (partly) | ||
| P2 | | P2 | ||
|- | |- | ||
| Async Publishing of Video Frames | | Async Publishing of Video Frames | ||
| Roc | | Roc | ||
| Needs motivation | | Needs motivation | ||
| tbd {{bug|598868}} | | tbd {{bug|598868}} | ||
| P2 | | P2 | ||
|- | |- | ||
| Layers Animation API | | Layers Animation API | ||
| Roc | | Roc | ||
| By making animations implicitly supported inside layers, those animations can be executed asynchronously in the composition process, allowing for smoother animation. | | By making animations implicitly supported inside layers, those animations can be executed asynchronously in the composition process, allowing for smoother animation. | ||
| tbd | | tbd | ||
| P3 | | P3 | ||
| | |- | ||
| NPAPI Async Drawing Extension | |||
| Bas | |||
| With the release of IE9 and Flash 10.2 IE has created an easier method for windowless plugin drawing. For performance and other reasons (such as the current elaborate background copying/alpha recovery scheme) a more efficient drawing model for windowless plugins is required. | |||
| Bas & Roc | |||
| P3 | |||
|- | |- | ||
| Common Benchmark Perf Improvements | | Common Benchmark Perf Improvements | ||
| Blizzard | | Blizzard | ||
| It's important to perform well on commonly quoted benchmarks. Even when they are not necessarily representative of common browser usage they strongly influence impression of browser performance. | | It's important to perform well on commonly quoted benchmarks. Even when they are not necessarily representative of common browser usage they strongly influence impression of browser performance. | ||
| tbd | | tbd | ||
| ? | | ? | ||
|} | |} | ||
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# azure completed | # azure completed | ||
## 2D and 3D parts | ## 2D and 3D parts | ||
## option for | ## option to use it for all drawing on desktop | ||
## option for | ## option to use it for all drawing on mobile | ||
## cross process remoting | ## cross process remoting | ||
# webgl | # webgl |