Currently whenever we use a render surface we render into a texture. We
also always track damage on a per-RS basis. I think it'd be fine to simply
not delete the texture unless it received damage or we are over/close to
some memory limit, in the worst case it means that we don't free up the
texture as quickly.
OK - the request from the UI people was mainly to be able to kill the
layers that are underneath the "frozen" layer (which would cause more
damage to happen).
We don't necessarily need this for this particular case, but we'll need to
change other parts of the UI to guarantee that we won't generate damage
(e.g. freeze the renderer somehow).
Comment #6 on issue 123388 by sain...@chromium.org: RenderSurface for
opacity with descendentDrawsContent is slow when large
http://code.google.com/p/chromium/issues/detail?id=123388
Antoine: please triage, set mstone, etc...
Comment #7 on issue 123388 by dan...@chromium.org: RenderSurface for
opacity with descendentDrawsContent is slow when large
http://code.google.com/p/chromium/issues/detail?id=123388
99556 is a bug I had made before to cache surface contents.
Comment #10 on issue 123388 by pi...@chromium.org: RenderSurface for
opacity with descendentDrawsContent is slow when large
http://code.google.com/p/chromium/issues/detail?id=123388
Must have for 21.