Open Bug 1169000 Opened 5 years ago Updated 2 years ago

Render, Composite, and Present within 1 vsync interval

Categories

(Core :: Graphics, defect, P3)

29 Branch
defect

Tracking

()

People

(Reporter: mchang, Unassigned)

Details

(Whiteboard: [gfx-noted][games:p3][platform-rel-Games])

With Silk, we spend 1 vsync interval rendering/painting and another vysnc interval to composite, introducing one frame of latency for smoothness. Ideally, in some scenarios such as gaming / VR, we could try to do both rendering/compositing in 1 vsync interval to remove this added frame of latency.

Some references / extra discussion:

[1] https://bugzilla.mozilla.org/show_bug.cgi?id=1092978#c49
[2] https://bugzilla.mozilla.org/show_bug.cgi?id=1092978#c53
[3] http://markmail.org/message/ytzddwxllu43be3d
Whiteboard: [gfx-noted]
Whiteboard: [gfx-noted] → [gfx-noted][webvr]
Whiteboard: [gfx-noted][webvr] → [gfx-noted][webvr][games:p3]
Whiteboard: [gfx-noted][webvr][games:p3] → [gfx-noted][webvr][games:p3][platform-rel-Games]
platform-rel: --- → ?
No longer blocks: 1237693
I have removed the [webvr] tag, as WebVR no longer depends on this with the dedicated VR rendering path that landed in Bug 1250244.
Whiteboard: [gfx-noted][webvr][games:p3][platform-rel-Games] → [gfx-noted][games:p3][platform-rel-Games]
platform-rel: ? → ---
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