Closed
Bug 1635629
Opened 5 years ago
Closed 1 year ago
Avoid calling SyncObjectD3D11Host::Synchronize from BeginFrame if possible
Categories
(Core :: Graphics: WebRender, enhancement)
Core
Graphics: WebRender
Tracking
()
RESOLVED
DUPLICATE
of bug 1847665
People
(Reporter: jrmuizel, Assigned: sotaro)
References
Details
According to GPUView this Synchronize calls costs about .12ms and I suspect we only need it when we're synchronizing textures from another device.
Reporter | ||
Comment 1•5 years ago
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Sotaro, does this sounds possible?
Flags: needinfo?(sotaro.ikeda.g)
Assignee | ||
Comment 2•5 years ago
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It seems possible. mSyncObject->Synchronize() was removed once and it was revived by Bug 1612665.
It seems that only D3D11DXVA2Manager::CopyToImage() requests mSyncObject->Synchronize().
I am going to take a look.
Assignee: nobody → sotaro.ikeda.g
Flags: needinfo?(sotaro.ikeda.g)
Assignee | ||
Updated•5 years ago
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Assignee | ||
Comment 3•4 years ago
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Bug 1638819 is simple implementation of skipping SyncObjectD3D11Host::Synchronize(). It seems that we could skip more.
Comment hidden (off-topic) |
Comment 5•2 years ago
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Sorry, there was a problem with the detection of inactive users. I'm reverting the change.
Assignee: nobody → sotaro.ikeda.g
Assignee | ||
Updated•1 year ago
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Description
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