Issue #618 - Don't preload nomodule scripts when modules are enabled

Ref: BZ 1382020
This commit is contained in:
Gaming4JC 2020-08-26 11:19:42 -04:00 committed by Roy Tam
commit 6c8f24a735
8 changed files with 57 additions and 18 deletions

View file

@ -189,15 +189,18 @@ nsHtml5TreeBuilder::createElement(int32_t aNamespace,
aAttributes->contains(nsHtml5AttributeName::ATTR_ASYNC);
bool defer =
aAttributes->contains(nsHtml5AttributeName::ATTR_DEFER);
bool noModule =
aAttributes->contains(nsHtml5AttributeName::ATTR_NOMODULE);
mSpeculativeLoadQueue.AppendElement()->InitScript(
url,
charset,
type,
crossOrigin,
integrity,
mode == nsHtml5TreeBuilder::IN_HEAD,
mode == nsHtml5TreeBuilder::IN_HEAD,
async,
defer);
defer,
noModule);
mCurrentHtmlScriptIsAsyncOrDefer = async || defer;
}
} else if (nsHtml5Atoms::link == aName) {
@ -303,7 +306,8 @@ nsHtml5TreeBuilder::createElement(int32_t aNamespace,
integrity,
mode == nsHtml5TreeBuilder::IN_HEAD,
false /* async */,
false /* defer */);
false /* defer */,
false /* noModule */);
}
} else if (nsHtml5Atoms::style == aName) {
nsHtml5TreeOperation* treeOp = mOpQueue.AppendElement();