WebGL is slow regardless of the complexity of the scene



Fennec Graveyard
7 years ago
6 years ago


(Reporter: Florian Traverse, Unassigned)







7 years ago
User-Agent:       Mozilla/5.0 (X11; Linux x86_64; rv:2.0b10pre) Gecko/20110117 Firefox/4.0b10pre
Build Identifier: Mozilla/5.0 (Android; Linux armv7l; rv:2.0b10pre) Gecko/20110117 Firefox/4.0b10pre Fennec/4.0b4pre

I haven't seen any WebGL demo that runs "smoothly" (at least 15fps) on my Android Phone (HTC Desire, both using HTC's default ROM or a Cyanogen MOD + overclocking to 1.2GHz) using Fennec for months.

There seems to have a quite constant overhead costing lots of "fps" to run any WebGL context right now. Simple scenes are almost as affected as heavy scenes

Reproducible: Always

Steps to Reproduce:
1.Go to http://webglsamples.googlecode.com/hg/aquarium/aquarium.html
2.Check all options, 500 fishes
3.Uncheck all options, 1 fish
Actual Results:  
Step 2. gives me 2 FPS
Step 3. gives me 3 FPS

Expected Results:  
Step 3. should at least produces 10-15 fps, and I guess Step 2. can too (according to what "native" games can achieve on my phone), as it seems that it's not GPU related (otherwise the Step 3. should have far worse recsults than Step 2.)

Comment 1

7 years ago
I've swapped Step 2. and 3. in my last comment, should be:
"otherwise the Step 2. should have far worse results than
Step 3."


7 years ago
Ever confirmed: true
Priority: -- → P3
The WebGL aquarium runs at 2 or 3 fps also on Samsung Galaxy Tab 10.1 and Samsung Galaxy S II. In both cases, toggling the effect&fish options to minimum and maximum makes no difference. Thus, the problem isn't related to the complexity of the scene.

My wild guess is that Fennec ends up doing readbacks from the GPU and the readback perf is constant and bad.
Depends on: 582818
Summary: Generic performance problem with WebGL → WebGL is slow regardless of the complexity of the scene
Looks like force-enabling layers acceleration doesn't make this problem go away.
No longer depends on: 582818
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