Open
Bug 1112606
Opened 11 years ago
Updated 4 years ago
Use the new SyncObject infrastructure for syncing D3D11 ANGLE textures instead of IDXGIKeyedMutex
Categories
(Core :: Graphics: CanvasWebGL, enhancement, P5)
Tracking
()
NEW
People
(Reporter: jrmuizel, Unassigned)
Details
(Whiteboard: [gfx-noted])
In bug 1109718 we've run into problems with IDXGIKeyedMutex invalidating the RenderTargetView on some machines. Instead of recreating the RenderTargetView we could use the new SyncObject infrastructure added in bug 1088414. Not only will this avoid having to recreate the RenderTargetView but it will also avoid the extra flushes that using a IDXGIKeyedMutex causes. This should improve performance when we're drawing anything more than just the canvas.
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Comment 1•11 years ago
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(In reply to Jeff Muizelaar [:jrmuizel] from comment #0)
> In bug 1109718 we've run into problems with IDXGIKeyedMutex invalidating the
> RenderTargetView on some machines. Instead of recreating the
> RenderTargetView we could use the new SyncObject infrastructure added in bug
> 1088414. Not only will this avoid having to recreate the RenderTargetView
> but it will also avoid the extra flushes that using a IDXGIKeyedMutex
> causes. This should improve performance when we're drawing anything more
> than just the canvas.
The additional device used by ANGLE will make this a trickier than I originally thought. I still don't have a good idea of what this should look like...
Updated•7 years ago
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Type: defect → enhancement
Priority: -- → P5
Updated•4 years ago
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Severity: normal → S3
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Description
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