(In reply to Lee Salzman [:lsalzman] from comment #8) > In that profile, it's still hitting the DrawTargetD2D1::FillCircle path, so that hasn't really changed, and is what it is as far as performance. The only real overhead I see in the front-end is from the sheer amount of FillCircle requests being submitted in the recording, which is causing us to occasionally block on waiting for buffers here. > > Any thoughts, Bob? I don't spot anything obvious we can do other that increase the max buffers. It's an arbitrary figure, but I'm not sure how we would optimize it.
Bug 1879824 Comment 9 Edit History
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(In reply to Lee Salzman [:lsalzman] from comment #8) > In that profile, it's still hitting the DrawTargetD2D1::FillCircle path, so that hasn't really changed, and is what it is as far as performance. The only real overhead I see in the front-end is from the sheer amount of FillCircle requests being submitted in the recording, which is causing us to occasionally block on waiting for buffers here. > > Any thoughts, Bob? I don't spot anything obvious we can do other that increase the max buffers. It's an arbitrary figure, but I'm not sure how we would optimize it.