diff --git a/webrender/src/picture.rs b/webrender/src/picture.rs index c13dd59910..c404ebf1fc 100644 --- a/webrender/src/picture.rs +++ b/webrender/src/picture.rs @@ -2617,7 +2617,7 @@ impl TileCacheInstance { // tiles if the user is scrolling up and down small amounts, at the cost of // a bit of extra texture memory. let desired_rect_in_pic_space = screen_rect_in_pic_space - .inflate(0.0, 3.0 * self.tile_size.height); + .inflate(0.0, 1.0 * self.tile_size.height); let needed_rect_in_pic_space = desired_rect_in_pic_space .intersection(&pic_rect) @@ -3937,7 +3937,7 @@ pub enum Picture3DContext { /// Additional data per child for the case of this a root of 3D hierarchy. root_data: Option>, /// The spatial node index of an "ancestor" element, i.e. one - /// that establishes the transformed element’s containing block. + /// that establishes the transformed element's containing block. /// /// See CSS spec draft for more details: /// https://drafts.csswg.org/css-transforms-2/#accumulated-3d-transformation-matrix-computation diff --git a/webrender/src/texture_cache.rs b/webrender/src/texture_cache.rs index d55287ceb7..418383d997 100644 --- a/webrender/src/texture_cache.rs +++ b/webrender/src/texture_cache.rs @@ -293,7 +293,7 @@ impl SharedTextures { array_color8_linear: TextureArray::new( color_formats.clone(), TextureFilter::Linear, - 4, + 16, ), // Used for image-rendering: crisp. This is mostly favicons, which // are small. Some other images use it too, but those tend to be @@ -736,7 +736,7 @@ impl TextureCache { // either. OpenGL on mac is not long for this earth, so this may be // good enough until we have WebRender on gfx-rs (on Metal). // - // On other platform, we also clamp the number of textures per layer + // On all platforms, we also clamp the number of textures per layer to 16 // to avoid the cost of resizing large texture arrays (at the expense // of batching efficiency). // @@ -751,7 +751,7 @@ impl TextureCache { // with the same bug but a lower max texture size, we might need // to rethink our strategy anyway, since a limit below 32MB might // start to introduce performance issues. - max_texture_layers = max_texture_layers.min(32); + max_texture_layers = max_texture_layers.min(16); let mut pending_updates = TextureUpdateList::new();