Added #[allow(unused_extern_crates)] to silence false positives
* bitflags, lazy_static and matches because macro_use
* alloc_jemalloc because builtin crate
See https://github.com/rust-lang/rust/issues/30849
WebRender is an experimental GPU accelerated rendering backend for Servo.
The WebRender backend can be specified by running Servo with the -w option (otherwise the default rendering backend will be used).
WebRender has many bugs, and missing features - but it is usable to browse most websites - please report any WebRender specific rendering bugs you encounter!
Use SIMD in fast path for advance_for_char_range
In advance_for_char_range add a fast SIMD code path for the the common
case where there are no detailed glyphs.
r? @mbrubeck
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In advance_for_char_range add a SIMD code path for the the common
case of no detailed glyphs.
- gfx/Cargo.toml
Add simd dependency https://github.com/huonw/simd
- servo/Cargo.lock
Add simd dependency https://github.com/huonw/simd @
d9ad79d86eab50a8f36d45fe17aa9e3a533389ee.
- SIMD isn't used on non-x86_65/aarch64 architectures.
This commit introduces the `serde` dependency, which we will use to
serialize messages going between processes in multiprocess Servo.
This also adds a new debugging flag, `-Z print-display-list-json`,
allowing the output of display list serialization to be visualized.
This will be useful for our experiments with alternate rasterizers.
Move LayerBuffer cache to the compositor
Now that NativeDisplay can be shared between the compositor and the
paint task, we can move the LayerBuffer cache to the compositor. This
allows surfaces to be potentially reused between different paint tasks
and will eventually allow OpenGL contexts to be preserved between
instances of GL rasterization.
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Now that NativeDisplay can be shared between the compositor and the
paint task, we can move the LayerBuffer cache to the compositor. This
allows surfaces to be potentially reused between different paint tasks
and will eventually allow OpenGL contexts to be preserved between
instances of GL rasterization.