Closed Bug 846535 Opened 11 years ago Closed 3 years ago

Investigate triple buffering for content drawing (triple-buffered BasicShadowableThebesLayer)

Categories

(Core :: Graphics: Layers, defect, P3)

ARM
Gonk (Firefox OS)
defect

Tracking

()

RESOLVED WONTFIX

People

(Reporter: cjones, Unassigned)

References

Details

(Keywords: perf, Whiteboard: [c=progress p= s= u=])

When the gfx pipeline is working "correctly", buffer swaps are very quick and content spends very little time blocked on the compositor.  But when we have hiccoughs and start dropping frames, content can end up blocked on the compositor for longer periods due to bad timing.  The extra blockage can cause more frame skipping, etc.

One thing we can try relatively easily is triple-buffered content drawing.  This is a memory/speed tradeoff that's actually quite easy to make, since it's easy to measure.
Does this bug have any relationship to why we are seeing the BasicShadowableThesbesLayer crash in bug 834372?
And even when the pipeline is operating normally, triple buffering returns the few hundred us - 1ms taken by the synchronous IPC transaction to the content frame budget.
Nope, not a thing.
Keywords: perf
OS: Linux → Gonk (Firefox OS)
Priority: -- → P2
Hardware: x86_64 → ARM
Whiteboard: [c=progress p= s= u=]
Blocks: Silk
Blocks: 1035076
No longer blocks: Silk
We should check the profile result to see if we need triple-buffer or not for content.
Moving to p3 because no activity for at least 1 year(s).
See https://github.com/mozilla/bug-handling/blob/master/policy/triage-bugzilla.md#how-do-you-triage for more information
Priority: P2 → P3
Moving to p3 because no activity for at least 1 year(s).
See https://github.com/mozilla/bug-handling/blob/master/policy/triage-bugzilla.md#how-do-you-triage for more information
Status: NEW → RESOLVED
Closed: 3 years ago
Resolution: --- → WONTFIX
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