Open
Bug 1624042
Opened 4 years ago
Updated 2 months ago
Add a way to warm-up shaders that includes offscreen draw calls
Categories
(Core :: Graphics: WebRender, enhancement, P3)
Tracking
()
NEW
Tracking | Status | |
---|---|---|
firefox76 | --- | affected |
People
(Reporter: mstange, Unassigned)
References
(Blocks 3 open bugs)
Details
(Whiteboard: wr-planning)
Attachments
(1 file)
On macOS, shader compilation happens in two steps:
- During
glLinkProgram
, a GPU-independent compilation is performed inShCompile
bylibGLProgrammability.dylib
: https://perfht.ml/35xW0gT - During draw calls such as
glDrawElementsInstanced
, the GPU-specific part of compilation is performed by the driver. For example byUSC::IM_Shader::Compile
inAppleIntelSKLGraphicsGLDriver
: https://perfht.ml/2WvtVoB
If the OpenGL context is moved to a different GPU, compilation 2 happens again with the other driver, once a given shader is used for the first time on the new GPU.
For shader warm-up, e.g. the one needed in bug 1624030, we should engage the entire compilation pipeline. That means we have to execute some draw calls that use the given shaders. Maybe we can draw to a 1x1 offscreen FBO?
Updated•4 years ago
|
Priority: -- → P3
Updated•4 years ago
|
Blocks: wr-mac-block
Updated•4 years ago
|
Whiteboard: wr-planning
Comment 2•2 years ago
|
||
The bug assignee didn't login in Bugzilla in the last 7 months.
:bhood, could you have a look please?
For more information, please visit auto_nag documentation.
Assignee: dlu → nobody
Flags: needinfo?(bhood)
Updated•2 years ago
|
Flags: needinfo?(bhood)
Updated•2 years ago
|
Severity: normal → S3
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Description
•