http://www.robohornet.org gives a score of 101.36 on master, and 102.68 with this PR. The latter is slightly better, but probably within noise level. So it looks like this PR does not affect DOM performance.
This is expected since `Box::new` is defined as:
```rust
impl<T> Box<T> {
#[inline(always)]
pub fn new(x: T) -> Box<T> {
box x
}
}
```
With inlining, it should compile to the same as box syntax.
Source-Repo: https://github.com/servo/servo
Source-Revision: a9022be0c3e30249845ca5947ac0c0a6743c7991
The elephant 🐘 (not PHP's) still remains in the room: `Rc<Promise>` shouldn't require `#[allow(unrooted_must_root)]`.
Source-Repo: https://github.com/servo/servo
Source-Revision: 4af0d9acb3f5724cac9f40a46ee03ab364a053bc
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change function signature to get type name via intrinsics
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Automatically verify that derive() lists are alphabetically ordered #18172
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This reverts commit 4d10d39e8fe841c5fe2ac58da2daaa13c10c140e, reversing
changes made to ee94e2b7c0bd327abe8f9545b2a1f792f67a2bdd.
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Source-Revision: fbabcaf614662a52eace21a64f27802c7eff4304
This reverts commit 90f55ea4580e2a15f7d70d0491444f18b972d450, reversing
changes made to 2e60b27a2186a8cba4b952960155dfcf3f47d7db.
Doing that per Josh's request, since it's causing very frequent intermittent OOMs on the android builders.
Source-Repo: https://github.com/servo/servo
Source-Revision: 4d10d39e8fe841c5fe2ac58da2daaa13c10c140e
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Info about the big picture and the goals of the WebGL refactor in this thread: https://groups.google.com/forum/#!topic/mozilla.dev.servo/0WMGz60kKzQ
I tried to reduce this PR as much as possible as requested in the thread. I'll do separate PRs for other features (e.g.: Batch messages or use shared memory to improve frame times) or fixes.
Some tips to ease the review process:
- Most changes in DOM objects follow the same pattern (remove CanvasMsg wrapper and use the new sender method).
- WebGLCommands are the same ones as before (moved from webrender_api). So those lines are already reviewed.
- See WebGL traits in [components/canvas_traits/webgl.rs](https://github.com/servo/servo/pull/17891/files#diff-8701045d01505418701d0631d4d45562)
- See WebGLThread and WR External Image bridge in [components/canvas/webgl_thread.rs](https://github.com/servo/servo/pull/17891/files#diff-281554879f39a2a041f7a69d442a5d2e)
- The implementation submitted in this PR creates a single `WebGLThread` for all ScriptThread/Pipelines. See that in [components/canvas/webgl_mode/inprocess.rs](https://github.com/servo/servo/pull/17891/files#diff-250070c6c5a38c7f9fa0f5b3c101f68b)
The conformance tests will help to guarantee that we don't miss anything.
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Servo WebVR implementation started when WebVR spec 1.2 was about to be released. 1.2 API included some minor breaking changes from spec 1.1 in order to improve the support of the API in WebWorkers.
But eventually the WebVR committee decided not to release 1.2 and make it a major version number with a lot more changes. WebVR API 2.0 is still under heavy churn.
This PR removes the WebVR changes that non-released 1.2 version introduced to support full WebVR 1.1 spec.
I pushed some GC fixes in a separate commit. See https://github.com/servo/servo/issues/17076 and https://github.com/servo/rust-mozjs/issues/351
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Required for https://github.com/servo/servo/issues/16556
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Source-Revision: 3c267d7fddd036f6bcc9ebf000ed37665cf7496d
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Gamepad API implementation. Tested with HTC Vive and Daydream controllers ;)
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Source-Revision: 26c45275ffaccf746e47606a74b3aee519673e54
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Fix WebVR data race condition when calling GetFrameData outside of VRDisplay.requestAnimationFrame callback. Fixes a possible deadlock during the interval when the requestAnimationFrame is moved from window to VRDisplay.
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I added the check, modified the tests and removed all instances of "-> ()" that were already there.
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Source-Revision: a6f89c503671726bcb0407cd84c380f3af4a7916
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WebVR API Implementation with HTC Vive support on Windows. The current implementations only enables the WebVR support on Windows. In other platforms the API is available on JavaScript but navigator.vr.getDisplays() returns an empty array. This will change when we add support for more VR providers and platforms ;)
Info about the architecture:
https://blog.mozvr.com/webvr-servo-architecture-and-latency-optimizations/
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Proprietary openvr.dll must be copied next to servo.exe in order to test on HTC Vive (https://github.com/ValveSoftware/openvr/tree/master/bin/win64) I have added some of the official WebVR samples for testing. Switch on your headset and run:
mach run tests/html/webvr/room-scale.html
Source-Repo: https://github.com/servo/servo
Source-Revision: 518ef39cfd429082dd8dc0d5b13e2db637d08a53