TextureMapperGL/TextureMapper do not know about device scale factors or scaling in general (unsure why, it appears to be because it integrates, or at least commonly integrates, with Coordinated Compositor and IPC/WebKit2).
Modifying TextureMapperGL to know about it has proven to be quite a large amount of effort due to back tiling. In addition, without TextureMapperGL/TextureMapper a custom implementation of the GraphicsLayer/Client/AnimationClient would need to be implemented which is a lot of heavy lifting.
So, either A) fix TextureMapperGL to support HiDPI rendering. Or B) create a new GraphicsLayer implementation (non-tiled?) with support for hi-dpi. Unsure where or if these are appropriate approaches. Modifying TextureMapperGL could prove risky as its used through out quite a bit of the webcore code as a private API. I've enhanced texturemapper through BitmapTexture::updateContents to support hi-dpi, but it causes quite a bit of confusion between RenderLayers, especially when animating CSS/SVG. I've taken out the hidpi code for now and will need to further investigate a more appropriate approach.
TextureMapperGL/TextureMapper do not know about device scale factors or scaling in general (unsure why, it appears to be because it integrates, or at least commonly integrates, with Coordinated Compositor and IPC/WebKit2).
Modifying TextureMapperGL to know about it has proven to be quite a large amount of effort due to back tiling. In addition, without TextureMapperGL/TextureMapper a custom implementation of the GraphicsLayer/Client/AnimationClient would need to be implemented which is a lot of heavy lifting.
So, either A) fix TextureMapperGL to support HiDPI rendering. Or B) create a new GraphicsLayer implementation (non-tiled?) with support for hi-dpi. Unsure where or if these are appropriate approaches. Modifying TextureMapperGL could prove risky as its used through out quite a bit of the webcore code as a private API. I've enhanced texturemapper through BitmapTexture::updateContents to support hi-dpi, but it causes quite a bit of confusion between RenderLayers, especially when animating CSS/SVG. I've taken out the hidpi code for now and will need to further investigate a more appropriate approach.