Closed Bug 1419876 Opened 4 years ago Closed 4 years ago
Angle full-screen Present pass
RenderDoc captures show that (when running MotionMark) we are rendering into an off-screen texture, which gets blit to the swapchain right before Present call. This is likely coming from Angle, and I can see that the image is flipped during this flip (may be the reason for a flip in the first place?). It takes surprisingly large amount of GPU time, although I suspect RenderDoc timing just going crazy at this spot... Anyhow, there should be absolutely no need for this full-screen blit.
4 years ago
Whiteboard: [wr-mvp] [triage] → [wr-mvp] [triage][wr-reserve-candidate]
Priority: -- → P3
Whiteboard: [wr-mvp] [triage][wr-reserve-candidate] → [wr-reserve]
Glenn found this wonderful link: https://github.com/Microsoft/angle/wiki/Getting-Good-Performance-From-ANGLE#--use-our-render-to-backbuffer-flags Basically, Microsoft has a patch for disabling this extra pass. We should definitely use it!
(In reply to Dzmitry Malyshau [:kvark] from comment #1) > Glenn found this wonderful link: > https://github.com/Microsoft/angle/wiki/Getting-Good-Performance-From-ANGLE#- > -use-our-render-to-backbuffer-flags > Basically, Microsoft has a patch for disabling this extra pass. We should > definitely use it! Created Bug 1421199 for enabling EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE usage.
Confirmed to be fixed by Sotaro's changes. Thank you!
Status: NEW → RESOLVED
Closed: 4 years ago
Resolution: --- → FIXED
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