Closed Bug 1100510 Opened 10 years ago Closed 8 years ago

Ensure we don't create excessive D3D11 devices when using e10s

Categories

(Core :: Graphics, defect)

defect
Not set
normal

Tracking

()

RESOLVED WORKSFORME
Tracking Status
e10s + ---

People

(Reporter: bas.schouten, Unassigned)

References

Details

I believe we might be creating wasteful composition devices when using e10s, that's no good.
Bas, can you fill me in on why you suspect this?  Maybe its something we can assert on?
Flags: needinfo?(bas)
(In reply to David Parks [:handyman] from comment #1)
> Bas, can you fill me in on why you suspect this?  Maybe its something we can
> assert on?

So, I believe we'll init a Compositor device (mD3D11Device in gfxWindowsPlatform) unconditionally when initializing the platform in the child process. Even though we only need the mD3D11ContentDevice (or a D3D10 device when in D2D 1.0 mode) when in a content process.
Flags: needinfo?(bas)
Bas, is this still the case? thanks
Flags: needinfo?(bas)
(In reply to Sylvestre Ledru [:sylvestre] from comment #3)
> Bas, is this still the case? thanks

I think so.
Flags: needinfo?(bas)
I'm not so sure :)  David, you're a tiebreaker.  I think we should only be creating mD3D11Device in the parent process and mD3D11ContentDevice in the child process since the changes you've made, right?
Flags: needinfo?(dvander)
Yeah bug 1183910 part 8 eliminated extra D3D11 devices.
Status: NEW → RESOLVED
Closed: 8 years ago
Flags: needinfo?(dvander)
Resolution: --- → WORKSFORME
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