Open
Bug 1136734
Opened 10 years ago
Updated 2 years ago
Bypass compositor for WebGL canvas elements in fullscreen mode.
Categories
(Core :: Graphics: CanvasWebGL, defect, P3)
Core
Graphics: CanvasWebGL
Tracking
()
NEW
People
(Reporter: mikedeboer, Unassigned)
References
()
Details
(Whiteboard: [gfx-noted][games:p3][platform-rel-Games])
See URL for the relevant thread on the WebGL mailing list.
Quote from the first message in that tread:
"One of the issues with WebGL in particular on mobile is because WebGL has to be composited it loses a lot of performance. What I mean is WebGL renders to a texture. That texture is then drawn into the backbuffer in the correct order with other HTML elements. This effectively means a fullscreen WebGL app is drawing an entire extra screen worth of pixels vs a native app."
So once a canvas element goes fullscreen, it is expected that we can get quite the performance boost and framerate improvement if we can bypass the Gecko layout pipeline - the compositor - and write to the (GL) backbuffer directly.
This was also discussed on the dev-platform mailing list, starting here: https://lists.mozilla.org/pipermail/dev-platform/2015-January/008277.html
Comment 1•10 years ago
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Thank you for bringing this discussion here too, we'll be following this one closely as well!
Again, if you ever need a real-life example of such usage or potentially a testbed game, feel free to send me a mail and we'll give you access to Project Atlas' closed alpha.
Comment 2•10 years ago
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Yep, this is the plan. It'll take a little work, but it'd be really nice for a number of reasons. Hopefully something for Q2.
Whiteboard: gfx-noted
Comment 3•9 years ago
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I can also provide large numbers of WebVR test cases.
Updated•9 years ago
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Whiteboard: gfx-noted → [gfx-noted][webvr]
Whiteboard: [gfx-noted][webvr] → [gfx-noted][webvr][games:p3]
Updated•8 years ago
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Whiteboard: [gfx-noted][webvr][games:p3] → [gfx-noted][webvr][games:p3][platform-rel-Games]
Updated•8 years ago
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platform-rel: --- → ?
Comment 4•8 years ago
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I am removing the [webvr] tag as a VR specific rendering path that bypasses the compositor has been implemented as part of the WebVR 1.0 support in Bug 1250244.
Perhaps the VR specific implementation may be a good reference for someone implementing the general purpose WebGL case.
Whiteboard: [gfx-noted][webvr][games:p3][platform-rel-Games] → [gfx-noted][games:p3][platform-rel-Games]
Updated•8 years ago
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Updated•8 years ago
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platform-rel: ? → ---
Assignee: nobody → rbarker
Updated•8 years ago
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Assignee: rbarker → nobody
Updated•7 years ago
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Priority: -- → P3
Updated•2 years ago
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Severity: normal → S3
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Description
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