Bug 1586696 Comment 2 Edit History

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Hi Sotaro,

there's a WIP dmabuf backend patch for WebGL, I see 100% performance boost with it for simple WebGL samples at GL compositor (it's even faster than chrome/chromium on my box). It implements shared surfaces backed by dmabuf surface.

But I have some questions about it:

- Is is better to export export texture or framebuffer by shared surface? (dmabuf has both)
- What does mean a surface can be recycled? (a param at SharedSurface::SharedSurface()). Is that important and what is needed for that?
- I'm unable to decode what are the lock/unlock methods used for as there isn't any documentation for it: 
    LockProdImpl()/UnlockProdImpl()
    ProducerAcquireImpl()/ProducerReleaseImpl()
    ProducerReadAcquireImpl()/ProducerReadReleaseImpl()
    So do I need to implement them and do we need to implement commit?
- WebRender() - when I use this patch with webrender I get GL errors although it generally works somehow. I wonder if that's due to missing sync or something. I'll look at ti later.

Thanks.
Hi Sotaro,

there's a WIP dmabuf backend patch for WebGL, I see 100% performance boost with it for simple WebGL samples at GL compositor (it's even faster than chrome/chromium on my box). It implements shared surfaces backed by dmabuf surface.

But I have some questions about it:

- Is is better to export export texture or framebuffer by shared surface? (dmabuf has both)
- What does mean a surface can be recycled? (a param at SharedSurface::SharedSurface()). Is that important and what is needed for that?
- I'm unable to decode what are the lock/unlock methods used for as there isn't any documentation for it: 
    LockProdImpl()/UnlockProdImpl()
    ProducerAcquireImpl()/ProducerReleaseImpl()
    ProducerReadAcquireImpl()/ProducerReadReleaseImpl()
    So do I need to implement them and do we need to implement commit?
- WebRender() - when I use this patch with webrender I get GL errors although it generally works somehow. I wonder if that's due to missing sync or something. I'll look at it later.

Thanks.

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