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# Contract Staff Software Engineer – Performance Graphics (C++,Rust, WebGL)

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[Apply for this job](#job-application)[View company](https://jobicy.com/company/mozilla.md)ShareRemote from[Canada](https://jobicy.com/job-region/canada.md)SalaryCAD 131,400–186,172 / yrDepartment[Software Engineering](https://jobicy.com/categories/engineering.md)EmploymentContractExperienceSeniorPublished6 Oct 2026Apply before5 Nov 2026Listing views38Application actions0Application toolkit

## Make your next move.

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AI Summary

## The role, at a glance.

Mozilla is seeking a contract Staff Software Engineer to maintain and improve Firefox's graphics stack across rendering, compositing, images, canvas, and WebGL. The role centers on diagnosing regressions, resolving cross-platform graphics defects, maintaining tests, and performing code reviews in a mature open-source codebase. The engineer will use strong C++ and/or Rust skills alongside GPU and graphics-framework knowledge to keep the graphics area healthy. This is a highly autonomous technical role that enables full-time engineers to focus on performance work. Experience with shaders, Android, and open-source collaboration is preferred.

## Role DNA

A quick view of the complexity, pace, ownership and collaboration implied by the job description.

### Job Complexity

5/5EasyHard

### Pace & Pressure

4/5RelaxedFast-paced

### Autonomy Level

5/5GuidedFull ownership

### Communication Load

4/5IndependentCollaborative

AI insightThe role requires staff-level judgment in a large, multithreaded browser graphics codebase, with complex cross-platform debugging involving GPUs, rendering pipelines, and regressions. Success depends on independently prioritizing maintenance work while delivering safe, reviewable fixes.

## Salary analysis

Estimated compensation compared with the broader CA market for similar roles.

Estimated job medianMarket rateC$158,786CA market rangeC$140k–C$190k0C$209k

AI insightThe disclosed Canadian annual hiring ranges span CAD 131,400 to CAD 186,172 across location tiers, producing an overall offer median of CAD 158,786. For a comparable US staff-level graphics/software engineering contract role, the estimated annual market range is USD 140,000 to USD 190,000; actual contract compensation may vary based on engagement structure, location, and benefits.

## Core skills

Skills and capabilities most closely associated with this opportunity.

[C++](https://jobicy.com/jobs?search_keywords=C%2B%2B.md)[Rust](https://jobicy.com/jobs?search_keywords=Rust.md)[WebGL](https://jobicy.com/jobs?search_keywords=WebGL.md)[Computer Graphics](https://jobicy.com/jobs?search_keywords=Computer%20Graphics.md)[GPU Architecture](https://jobicy.com/jobs?search_keywords=GPU%20Architecture.md)[Rendering](https://jobicy.com/jobs?search_keywords=Rendering.md)[Compositing](https://jobicy.com/jobs?search_keywords=Compositing.md)[Multithreaded Debugging](https://jobicy.com/jobs?search_keywords=Multithreaded%20Debugging.md)[Performance Optimization](https://jobicy.com/jobs?search_keywords=Performance%20Optimization.md)[Cross-Platform Development](https://jobicy.com/jobs?search_keywords=Cross-Platform%20Development.md)

Sample interview questionsHow would you investigate a graphics regression that occurs on Windows but not on macOS or Linux?I would first create a minimal reproducible case and collect platform-specific diagnostics, including GPU details, driver versions, logs, and rendering captures where available. I would then bisect recent changes, compare backend or compositor behavior across platforms, and validate any fix with targeted regression tests and relevant try builds.

Describe your approach to debugging a race condition in a multithreaded rendering pipeline.

I start by defining ownership, lifetime, and synchronization expectations for the affected data. I use tracing, assertions, sanitizers, and deterministic stress tests where possible, then make the smallest synchronization or architectural correction that preserves throughput and verify it does not introduce deadlocks or performance regressions.

What factors would you consider when optimizing a WebGL or canvas rendering performance issue?

I would measure before changing code and identify whether the bottleneck is CPU submission, GPU execution, synchronization, memory allocation, texture uploads, shader compilation, or excessive draw calls. I would prioritize changes that reduce unnecessary state changes, copies, overdraw, or blocking GPU/CPU synchronization while preserving correctness across supported hardware.

How do you maintain code quality while handling a steady stream of bugs and regressions?

I triage issues by user impact, regression status, security or stability risk, and reproducibility. For each fix, I aim to add or improve automated coverage, document non-obvious behavior, request focused review, and identify recurring patterns that warrant a broader preventative improvement.

How have you worked effectively in a large open-source codebase?

I begin by learning project conventions, ownership boundaries, build and test workflows, and communication channels. I keep patches focused, explain tradeoffs in code reviews, respond constructively to feedback, and use transparent issue updates so maintainers can understand progress and risks.

Opportunity details

## About this role.

### The role

You will take on the ongoing maintenance and engineering work in Firefox’s Graphics area (rendering, compositing, images, canvas, WebGL). You help keep the graphics code healthy.

### Responsibilities

* Own day-to-day Graphics maintenance: bug fixes, regressions, test upkeep, incoming issues.
* Diagnose and fix graphics problems across platforms (Windows, macOS, Linux, Android).
* Carry code review and routine upkeep so the FTE engineers can focus on performance.

### Definition of done

A healthy Graphics area, backlog and regressions kept down, with the team’s senior engineers freed to focus on performance.

### Required qualifications

* Strong C++ and/or Rust.
* Knowledge of graphics frameworks and GPU architecture.
* Strong debugging and optimization in a multithreaded codebase.
* Able to work independently and lead technically in a large, mature codebase.

### Preferred

* Shader languages; mobile/Android; open-source collaboration.

Hiring Ranges:

Canada Tier 1 Locations

$145,800—$186,172 CAD

Canada Tier 2 Locations

$131,400—$154,600 CAD

Show more

[Apply now >](https://jobicy.com/jobs/154693-contract-staff-software-engineer-performance-graphics-crust-webgl.md)

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