Re: PSA: Non-unified builds no longer occurring on central/inbound and friends

2015-01-14 Thread Steve Fink
On 01/14/2015 11:26 AM, Ehsan Akhgari wrote:
> From now on, the only supported build mode is unified compilation.  I
> am planning to follow-up with removing support for the
> --disable-unified-compilation configure option altogether in bug 1121000.

I commented in the bug, but I guess this is probably a better forum.

Why is the configure option being removed? I understand always building
unified in automation, but not having a straightforward way at all to
see if your code is buggy seems... suboptimal. If someone wants to go
through occasionally and make our codebase valid C++, how should they do
it after this change?

Perhaps the previous dev-platform thread would provide enlightenment and
I ought to go back and reread it :( , but I do not offhand recall it
deciding to remove the configure option altogether.

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Web APIs documentation meeting Friday at 10 AM PST

2015-01-14 Thread Eric Shepherd
The Web APIs documentation meeting is Friday at 10 AM Pacific Time (see 
http://bit.ly/APIdocsMDN for your time zone). Everyone's welcome to attend; if 
you're interested in ensuring that all Web APIs are properly documented, we'd 
love your input.

We have an agenda, as well as details on how to join, here:

https://etherpad.mozilla.org/WebAPI-docs-2015-01-16.

If you have topics you wish to discuss, please feel free to add them to the 
agenda.

We look forward to seeing you there!

If you're unable to attend but have been working on documentation related to 
APIs, please add notes to the agenda about what you've been doing so we can 
share your progress.


Eric Shepherd
Developer Documentation Lead
Mozilla Developer Network
Blog: http://www.bitstampede.com/
Twitter: http://twitter.com/sheppy

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Re: Possible to make all (CSS) transitions 0/1ms to speed up FxOS Gaia tests?

2015-01-14 Thread kgrandon
Sorry for reviving this. Since I've been doing a lot of investigation into our 
testing framework I recalled that a time dilation pref would be very nice to 
have. I've opened a bug to track this here: 
https://bugzilla.mozilla.org/show_bug.cgi?id=1121667

Please duplicate it if a previously filed bug exists. Any help with getting the 
preference implemented would be appreciated.

Best,
Kevin
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PSA: Non-unified builds no longer occurring on central/inbound and friends

2015-01-14 Thread Ehsan Akhgari
From now on, the only supported build mode is unified compilation.  I 
am planning to follow-up with removing support for the 
--disable-unified-compilation configure option altogether in bug 1121000.


This puts an end to the issue of burning non-unified builders when pushing.
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PSA: OSX static analysis builds enabled

2015-01-14 Thread Ehsan Akhgari
These are the OSX equivalents to the existing Linux64 static analysis 
builds.  They show up as "S" jobs under OSX debug in TBPL/TreeHerder. 
They will help us catch static analysis errors in OSX specific code.

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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer

> On 14 Jan 2015, at 18:21, Vincent Scheib  wrote:
> 
> Artillery.com asked for features in 
> http://lists.w3.org/Archives/Public/public-webapps/2014JanMar/0473.html 
> 
> 
> They are related to Pointer Lock and notes were added here 
> https://www.w3.org/wiki/Webapps/PointerLockFeatures 
> 
> 
> Specifically a concept Pointer Clip was distilled for restricting the system 
> cursor, similar to the Windows call ClipCursor. (raw) notes were gathered in 
> a Chromium discussion but there has been no progress beyond this:  
> https://docs.google.com/a/chromium.org/document/d/1lfU5BwiBaC0CeqsbUWLGGKtAr5tho6PBrN2zXk3he6A/edit?pli=1
>  
> 
> 
> If there is another company beyond Artillery it would be valuable to have 
> them identify their interest. Given resources/priorities it is unlikely today 
> that Chromium will drive this topic, though I'm happy to consult on spec 
> development and or review patches to Chromium.

Aha! These are the people I talked with too. Small world…

Well, that’s basically what I was talking about and the Pointer Clip feature 
outlined in the Chromium discussion looks very good. It also looks like there 
are implementation strategies for all platforms.
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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Vincent Scheib
Artillery.com asked for features in
http://lists.w3.org/Archives/Public/public-webapps/2014JanMar/0473.html

They are related to Pointer Lock and notes were added here
https://www.w3.org/wiki/Webapps/PointerLockFeatures

Specifically a concept Pointer Clip was distilled for restricting the
system cursor, similar to the Windows call ClipCursor. (raw) notes were
gathered in a Chromium discussion but there has been no progress beyond
this:
https://docs.google.com/a/chromium.org/document/d/1lfU5BwiBaC0CeqsbUWLGGKtAr5tho6PBrN2zXk3he6A/edit?pli=1

If there is another company beyond Artillery it would be valuable to have
them identify their interest. Given resources/priorities it is unlikely
today that Chromium will drive this topic, though I'm happy to consult on
spec development and or review patches to Chromium.
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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Anne van Kesteren
On Wed, Jan 14, 2015 at 5:36 PM, Vincent Scheib  wrote:
> I've only a snippet of context, but the flash link looks like the concept
> CSS cursor: url(), random demo.

Apologies, you can find the full thread starting with this email:

  https://lists.mozilla.org/pipermail/dev-platform/2015-January/008277.html

Roughly, the request is giving pages access to hardware cursor
functionality for better (perceived) performance. This document
explains the concept to some extent:

  
http://technet.microsoft.com/en-us/magazine/2009.02.windowsconfidential.aspx?pr=blog

These are Flash' and Unity's APIs for this:

  
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/ui/Mouse.html#registerCursor()
  http://blogs.unity3d.com/2012/10/22/cursor-api/

Hope that helps.


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Re: Good ways to view Firefox compile errors in a terminal?

2015-01-14 Thread Neil

Nathan Froyd wrote:


Use the second cd command so mach is invoked from the correct directory.
 


Absolute path to mach doesn't work?

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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Jeff Muizelaar
On Wed, Jan 14, 2015 at 4:29 AM, Mike de Boer  wrote:

>
> On 13 Jan 2015, at 21:52, Jeff Muizelaar  wrote:
>
>
>
> On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer 
> wrote:
>
>>
>> 2. Optionally bypass the browser compositor when a WebGL context is in
>> fullscreen mode. In this mode, WebGL draw calls would write to the  OS back
>> buffer directly, increasing performance. Of course, this would never be
>> possible if the WebGL context has to be rendered amidst other HTML elements
>> on a web page, so that’s why the proposition here is for fullscreen mode
>> only.
>>
>
> There was a thread on this on the public webgl mailing list recently:
>
> https://www.khronos.org/webgl/public-mailing-list/archives/1412/msg00062.html
>
>
> This is exactly what I’m talking about, Robert, and it’d be used primarily
> to reduce latency and improve frame rates for fullscreen games.
>
>
> Interestingly enough, I believe Safari and IE already avoid the problem
> this would solve because they use the system compositor to composite there
> layers instead of a built-in one.
>
>
> So how do they deal with compositing adjecent HTML into a single texture?
> Regardless, I'd believe it right away that these browser targeted to a
> single platform can optimise their rendering pipeline.
> I did hear that Blink (perhaps Webkit too?) _does_ have this problem as
> well.
>

That content is just in a different layer and is composited on top by the
system compositor.

Safari uses CoreAnimation as compositor. CoreAnimation supports doing the
composition in the WindowServer process directly instead of into an
application backbuffer. DirectComposition gives the same benefit on Windows
and we actually have a similar thing on FirefoxOS.

Firefox and Chrome both composite everything into an application backbuffer
that is composited by the window manager and thus have an additional copy.

-Jeff
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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer

> On 13 Jan 2015, at 21:52, Jeff Muizelaar  wrote:
> 
> 
> 
> On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer  > wrote:
> 
> 2. Optionally bypass the browser compositor when a WebGL context is in 
> fullscreen mode. In this mode, WebGL draw calls would write to the  OS back 
> buffer directly, increasing performance. Of course, this would never be 
> possible if the WebGL context has to be rendered amidst other HTML elements 
> on a web page, so that’s why the proposition here is for fullscreen mode only.
> 
> There was a thread on this on the public webgl mailing list recently:
> https://www.khronos.org/webgl/public-mailing-list/archives/1412/msg00062.html 
> 

This is exactly what I’m talking about, Robert, and it’d be used primarily to 
reduce latency and improve frame rates for fullscreen games.

> 
> Interestingly enough, I believe Safari and IE already avoid the problem this 
> would solve because they use the system compositor to composite there layers 
> instead of a built-in one.

So how do they deal with compositing adjecent HTML into a single texture? 
Regardless, I'd believe it right away that these browser targeted to a single 
platform can optimise their rendering pipeline.
I did hear that Blink (perhaps Webkit too?) _does_ have this problem as well.
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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Anne van Kesteren
On Wed, Jan 14, 2015 at 10:18 AM, Mike de Boer  wrote:
> Yes, this is what I meant! I found a pretty good description of this feature
> over at
> http://www.adobe.com/devnet/flashplayer/articles/native-mouse-cursors.html.
>
> Anne, is this a feature that would be eligible to become a WHATWG spec?

Most things are, but given that Pointer Lock is done in the W3C's
WebApps WG, proposing this there and hoping Vincent (copied) can help
out might be a better way forward.


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Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer

> On 13 Jan 2015, at 21:28, Till Schneidereit  wrote:
> 
> On Tue, Jan 13, 2015 at 8:24 PM, Luke Wagner  wrote:
> 
>>> Do you know what they actually mean when they use the term "hardware
>>> pointer"?
>>> 
>> 
>> I believe what he's referring to is the type of hardware-accelerated cursor
>> support discussed here:
>> 
>> 
>> http://technet.microsoft.com/en-us/magazine/2009.02.windowsconfidential.aspx?pr=blog
>> and here
>>  http://blogs.unity3d.com/2012/10/22/cursor-api/
>> In my experience, if your game wasn't getting great or regular framerate,
>> the hardware cursor could make the mouse feel a lot snappier.
>> 
> 
> Adobe introduced support for this in Flash as well a few years ago:
> http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/ui/Mouse.html#registerCursor%28%29
> 
> I remember that people had been wanting it for a long time.
> 
> ( And yes, that does mean that ideally we'd be able to support it in
> Shumway :) )

Yes, this is what I meant! I found a pretty good description of this feature 
over at 
http://www.adobe.com/devnet/flashplayer/articles/native-mouse-cursors.html 
.

Anne, is this a feature that would be eligible to become a WHATWG spec?
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