Closed Bug 1069647 Opened 11 years ago Closed 6 years ago

Investigate avoiding blitFramebuffer when doing multisampling by using multisample textures

Categories

(Core :: Graphics: CanvasWebGL, defect)

x86
macOS
defect
Not set
normal

Tracking

()

RESOLVED WONTFIX

People

(Reporter: jrmuizel, Unassigned)

Details

ARB_texture_multisample, OGL ES 3.1 and Direct3D recent should all let us do this and it would avoid an extra copy of the framebuffer during present and lower memory usage.

Chrome has been trying to use this, and running into some serious issues. Flush()es will throw away all contents, so a lot of care needs to be exercised, and even still it probably isn't usable in all cases.

With BlitFramebuffer+InvalidateFramebuffer, we should end up on a nearly-as-fast path, and that's much safer.

Status: NEW → RESOLVED
Closed: 6 years ago
Resolution: --- → WONTFIX
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