Large percentage of time still spent in ScopedResolveTexturesForDraw after 1798929
Categories
(Core :: Graphics: CanvasWebGL, defect)
Tracking
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Tracking | Status | |
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firefox109 | --- | fixed |
People
(Reporter: jgilbert, Assigned: jgilbert)
References
(Blocks 1 open bug)
Details
(Whiteboard: [sp3])
Attachments
(3 files)
I thought the fix in bug 1798929 would remove the problem, but it didn't help as much as I thought!
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Updated•2 years ago
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Comment 1•2 years ago
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Updated•2 years ago
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Comment 2•2 years ago
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On webgl aquarium, this pushed fps in a local opt build from 24fps@30k fish to 31fps.
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Comment 3•2 years ago
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(Edge gets 40fps)
Comment 5•2 years ago
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Backed out for mochitest failure on WebGLContextDraw.cpp
Backout link: https://hg.mozilla.org/integration/autoland/rev/8404b8ebd31cb1e784a2a1b64bf27457a5181562
Log link: https://treeherder.mozilla.org/logviewer?job_id=396362246&repo=autoland&lineNumber=1973
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Comment 6•2 years ago
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- Add inlining_vector<T,N>, like AutoTArray, but using std::vector for
familiarity and safety.
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Comment 7•2 years ago
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Unlike std::vector::resize, AutoTArray::SetLength does not value-initialize.
This seems dangerous, but I don't want to try to fix it.
Can we just adapt std::vector to our needs, it seems like it!
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Comment 8•2 years ago
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I was just playing with this, and it seems pretty straightforward, if clunkily phrased: https://godbolt.org/z/377rqfxKn
Comment 10•2 years ago
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Comment 11•2 years ago
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Comment 12•2 years ago
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bugherder |
https://hg.mozilla.org/mozilla-central/rev/837b9d0269be
https://hg.mozilla.org/mozilla-central/rev/be4f28d07be5
Updated•2 years ago
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Updated•2 years ago
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Description
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