Closed
Bug 1419863
Opened 7 years ago
Closed 7 years ago
Slow depth clear shader by Angle
Categories
(Core :: Graphics: WebRender, enhancement, P2)
Tracking
()
RESOLVED
FIXED
Tracking | Status | |
---|---|---|
firefox57 | --- | unaffected |
firefox59 | --- | affected |
People
(Reporter: kvark, Assigned: kvark)
References
(Blocks 1 open bug)
Details
(Whiteboard: [wr-mvp])
Attachments
(1 file)
(deleted),
application/octet-stream
|
Details |
A RenderDoc capture shows a weird full-screen clear pass that doesn't belong to WR. It renders to depth only and the shader looks like this: Shader hash e8f66976-ac5a2d98-998c6426-787bd9e5 ps_4_0 dcl_constantbuffer cb0[2], immediateIndexed dcl_output oDepth 0: mov oDepth, zValue_Depth.x 1: ret It takes considerable GPU time, according to RenderDoc measurements. The fact that it's just writing the depth in the fragment shader is terrible and inefficient. We should figure out who (I suspect Angle, reflected in the subject) and why issues this sort of clear.
Assignee | ||
Updated•7 years ago
|
Blocks: motionmark
Updated•7 years ago
|
Whiteboard: [wr-mvp] [triage]
Assignee | ||
Comment 1•7 years ago
|
||
Updated•7 years ago
|
Updated•7 years ago
|
Whiteboard: [wr-mvp] [triage] → [wr-mvp]
Updated•7 years ago
|
Assignee: nobody → kvark
Updated•7 years ago
|
Status: NEW → ASSIGNED
Priority: P2 → P1
Updated•7 years ago
|
Priority: P1 → P3
Updated•7 years ago
|
Priority: P3 → P2
Assignee | ||
Updated•7 years ago
|
Status: ASSIGNED → RESOLVED
Closed: 7 years ago
Resolution: --- → FIXED
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Description
•