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No more headless compositor. Just the normal one.
This changes headless operation to strictly be a runtime option, rather than a compile-time one. Note that the old headless version still relied on a display server to support WebGL, while it now requires one all the time. Fixes #8573
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25 changed files with 119 additions and 474 deletions
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@ -342,7 +342,7 @@ pub enum Msg {
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#[derive(Deserialize, Serialize)]
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pub enum LayoutToPaintMsg {
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PaintInit(Epoch, Arc<DisplayList>),
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Exit(IpcSender<()>),
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Exit,
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}
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pub enum ChromeToPaintMsg {
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@ -505,21 +505,20 @@ impl<C> PaintThread<C> where C: PaintListener + Send + 'static {
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// FIXME(njn): should eventually measure the paint thread.
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channel.send(Vec::new())
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}
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Msg::FromLayout(LayoutToPaintMsg::Exit(ref response_channel)) => {
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Msg::FromLayout(LayoutToPaintMsg::Exit) => {
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// Ask the compositor to remove any layers it is holding for this paint thread.
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// FIXME(mrobinson): This can probably move back to the constellation now.
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debug!("PaintThread: Exiting.");
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self.compositor.notify_paint_thread_exiting(self.id);
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debug!("PaintThread: Exiting.");
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let _ = response_channel.send(());
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break;
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}
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Msg::FromChrome(ChromeToPaintMsg::Exit) => {
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// Ask the compositor to remove any layers it is holding for this paint thread.
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// FIXME(mrobinson): This can probably move back to the constellation now.
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debug!("PaintThread: Exiting.");
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self.compositor.notify_paint_thread_exiting(self.id);
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debug!("PaintThread: Exiting.");
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break;
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}
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}
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