Open Bug 1224717 Opened 9 years ago Updated 2 years ago

Reduce index validation overhead

Categories

(Core :: Graphics: CanvasWebGL, defect, P2)

defect

Tracking

()

People

(Reporter: jrmuizel, Unassigned)

References

Details

(Whiteboard: [gfx-noted])

It looks like we might be validating our indices twice. Once in the WebGL implementation and once in ANGLE. Edge on the other head appears to be not validating at all. It's possible that the semantics on D3D11 make it possible to not validate at all.
Blocks: 1223870
Whiteboard: [gfx-noted]

Our overhead for this is pretty low these days, but we should trim off what we can.

We should at least not have ANGLE do this validation.

Priority: -- → P2
Severity: normal → S3
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