Closed
Bug 1646073
Opened 5 years ago
Closed 5 years ago
Enable WebGL and WebXR SwapChain pooling on Android
Categories
(Core :: Graphics: CanvasWebGL, enhancement)
Tracking
()
RESOLVED
FIXED
mozilla79
Tracking | Status | |
---|---|---|
firefox79 | --- | fixed |
People
(Reporter: mortimergoro, Assigned: mortimergoro)
Details
Attachments
(1 file)
After https://phabricator.services.mozilla.com/D78533 patch, WebGL/WebXR are instancing surfaces every frame instead of using a pool. This is causing a performance hit on Android due to long SurfaceTexture destructor times (profile: https://share.firefox.dev/2z49nu5)
We need to enable poolong just on Android.
Assignee | ||
Updated•5 years ago
|
Assignee: nobody → imanol
Assignee | ||
Comment 1•5 years ago
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||
- Enable WebGL SwapChain pooling on Android. Creating and releasing Android Surfaces every frame causes a big performance hit due to AndroidSurface slow destructors bug.
- Add a separate SwapChain for WebVR. We are already using separate SwapChains for WebXR (WebGLFramebuffer::mOpaqueSwapChain) but not for WebVR (it uses the canvas backbuffer).
Pushed by igorostizaga@mozilla.com:
https://hg.mozilla.org/integration/autoland/rev/885e57be1978
Enable WebGL SwapChain pooling on Android. Use a separate SwapChain for WebVR. r=jgilbert
Comment 3•5 years ago
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bugherder |
Status: NEW → RESOLVED
Closed: 5 years ago
status-firefox79:
--- → fixed
Resolution: --- → FIXED
Target Milestone: --- → mozilla79
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Description
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