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)

x86
macOS
enhancement

Tracking

()

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.
(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...
Whiteboard: [gfx-noted]
Type: defect → enhancement
Priority: -- → P5
Severity: normal → S3
You need to log in before you can comment on or make changes to this bug.