Open Bug 1340142 Opened 8 years ago Updated 2 years ago

Performance problems with captureStream from a canvas

Categories

(Core :: Graphics: CanvasWebGL, defect, P3)

52 Branch
defect

Tracking

()

People

(Reporter: jesup, Unassigned)

References

(Blocks 1 open bug, )

Details

+++ This bug was initially created as a clone of Bug #1329079 +++ > Canvas captureStream's frame capture happens in the refresh driver, and with webgl this does a > synchronous readback from the gpu. That can be very slow depending on the gpu bandwidth and canvas > size. > The synchronous readback can be improved to be async, but that would need support from gfx and be a > fairly large chunk of work I think. Though it would improve perf of canvas capture greatly too. A major problem is that it's currently synchronous and on MainThread.
Blocks: 1329079, webgl-perf-parity
No longer blocks: 1306591
No longer depends on: 1329079, 1331706, 1332226
Component: Audio/Video: MediaStreamGraph → Canvas: WebGL
Priority: P1 → --
Priority: -- → P3
Severity: normal → S3
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