Closed Bug 1696390 Opened 3 years ago Closed 10 months ago

Reduce default precision in fragment shaders to mediump

Categories

(Core :: Graphics: WebRender, task)

Unspecified
Android
task

Tracking

()

RESOLVED DUPLICATE of bug 1823411

People

(Reporter: jnicol, Assigned: jnicol)

References

Details

In this bug we see that webrender is heavily GPU bound on many different websites on a Mali-T830 MP1 GPU. To help with this we should try to reduce the amount of work that our fragment shaders need to do. One such issue is that we use a default highp precision. Using the Mali offline compiler to statically analyze our shaders has shown that reducing this can help, although it won't be enough by itself.

Simply changing the default precision will result in many rendering issues, however. For example, mediump has 2^-10 floating point precision, therefore normalized UV coordinates must be highp if the texture can be greater than 1024 in size.

This is not quite a dup of 1823411 but it's effectively the same thing, we don't need this any more

Status: NEW → RESOLVED
Closed: 10 months ago
Duplicate of bug: 1823411
Resolution: --- → DUPLICATE
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