{"push_id":1384001896,"size":1,"distinct_size":1,"ref":"refs/heads/resource-list-2","head":"d237ebc1468ad8221ee0de5ad7f041e2e2a9d0af","before":"1d453f4d9b74be294a713c99b49201bc9dd4f2ab","commits":[{"sha":"d237ebc1468ad8221ee0de5ad7f041e2e2a9d0af","author":{"name":"Glenn Watson","email":"f27a17fc90c00d8c248d8510a1084221738b492b@intuitionlibrary.com"},"message":"Remove ResourceList structure and usage.\n\nPreviously, a resource list would be built at the start of the\nframe. This would allow glyphs missing from the texture cache\nto be rasterized.\n\nHowever, sometimes (e.g. with subpixel antialiasing) it's not possible\nto know right at the start of the frame exactly what needs to be\nrasterized yet.\n\nInstead, we now allow the resource cache to add requests during\nthe prepare_prim_for_render() stage. Primitives that request\nresources are marked as needing a resolve operation. This allows\nprimitives that request resources to update their UV coords etc\nbefore batching occurs (since texture IDs for resources must be\nknown before batching can occur).\n\nThis also lays most of the groundwork for running the resource\ncache rasterizer as a separate thread in the future. This will be\nused to ensure that if too many glyphs are requested in one frame,\nWR can continue running without blocking, using older glyphs and\nthen re-render the scene when newer, high resolution glyphs are\navailable.","distinct":true,"url":"https://api.github.com/repos/glennw/webrender/commits/d237ebc1468ad8221ee0de5ad7f041e2e2a9d0af"}]}
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