Closed Bug 1635629 Opened 5 years ago Closed 1 year ago

Avoid calling SyncObjectD3D11Host::Synchronize from BeginFrame if possible

Categories

(Core :: Graphics: WebRender, enhancement)

enhancement

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.

Blocks: 1634822

Sotaro, does this sounds possible?

Flags: needinfo?(sotaro.ikeda.g)

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)
Depends on: 1636868
Depends on: 1638819

Bug 1638819 is simple implementation of skipping SyncObjectD3D11Host::Synchronize(). It seems that we could skip more.

Sorry, there was a problem with the detection of inactive users. I'm reverting the change.

Assignee: nobody → sotaro.ikeda.g
Status: NEW → RESOLVED
Closed: 1 year ago
Duplicate of bug: 1847665
Resolution: --- → DUPLICATE
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