Bug 1525314 - Disable tile markers on Android as they seem to crash a lot. r=gw
authorKartikaya Gupta <kgupta@mozilla.com>
Thu, 04 Jul 2019 21:35:06 +0000
changeset 544189 7032c413182eda992d7a99ea8ce49ed0c1c7f1c0
parent 544188 dda10c593af043a0b1db62a3fd9ea22f66654d0c
child 544190 4f43e8655fefb4e1ea61385993458484821060f3
push id2131
push userffxbld-merge
push dateMon, 26 Aug 2019 18:30:20 +0000
treeherdermozilla-release@b19ffb3ca153 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersgw
bugs1525314
milestone69.0a1
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Bug 1525314 - Disable tile markers on Android as they seem to crash a lot. r=gw Differential Revision: https://phabricator.services.mozilla.com/D36794
gfx/wr/webrender/src/renderer.rs
--- a/gfx/wr/webrender/src/renderer.rs
+++ b/gfx/wr/webrender/src/renderer.rs
@@ -4392,31 +4392,34 @@ impl Renderer {
     fn draw_tile_frame(
         &mut self,
         frame: &mut Frame,
         device_size: Option<DeviceIntSize>,
         frame_id: GpuFrameId,
         stats: &mut RendererStats,
         clear_framebuffer: bool,
     ) {
+        // These markers seem to crash a lot on Android, see bug 1559834
+        #[cfg(not(target_os = "android"))]
         let _gm = self.gpu_profile.start_marker("tile frame draw");
 
         if frame.passes.is_empty() {
             frame.has_been_rendered = true;
             return;
         }
 
         self.device.disable_depth_write();
         self.set_blend(false, FramebufferKind::Other);
         self.device.disable_stencil();
 
         self.bind_frame_data(frame);
 
-        for (pass_index, pass) in frame.passes.iter_mut().enumerate() {
-            let _gm = self.gpu_profile.start_marker(&format!("pass {}", pass_index));
+        for (_pass_index, pass) in frame.passes.iter_mut().enumerate() {
+            #[cfg(not(target_os = "android"))]
+            let _gm = self.gpu_profile.start_marker(&format!("pass {}", _pass_index));
 
             self.texture_resolver.bind(
                 &TextureSource::PrevPassAlpha,
                 TextureSampler::PrevPassAlpha,
                 &mut self.device,
             );
             self.texture_resolver.bind(
                 &TextureSource::PrevPassColor,