Bug 1908286 Comment 3 Edit History

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The overhead here seems like we have some unfortunate interactions between WebGL and Canvas2D. We are reading back from WebGL into the content process, and then sending that back to Canvas2D in the GPU/parent process via remoting. Seemingly vice versa as well - readback from Canvas2D to content process to send back to WebGL. Most of the churn here is in all this copying back and forth. We could do better here at least by removing the process ping-ponging, even if we still have to do some expensive copy between different WebGL contexts or D3D devices.
The overhead here seems like we have some unfortunate interactions between WebGL and Canvas2D. We are reading back from WebGL into the content process, and then sending that back to Canvas2D in the GPU/parent process via remoting. Seemingly vice versa as well - readback from Canvas2D to content process to send back to WebGL. Most of the churn here is in all this copying back and forth, mostly towards the direction of WebGL. We could do better here at least by removing the process ping-ponging, even if we still have to do some expensive copy between different WebGL contexts or D3D devices.

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