Closed
Bug 1696390
Opened 4 years ago
Closed 1 year ago
Reduce default precision in fragment shaders to mediump
Categories
(Core :: Graphics: WebRender, task)
Tracking
()
RESOLVED
DUPLICATE
of bug 1823411
People
(Reporter: jnicol, Assigned: jnicol)
References
(Blocks 1 open bug)
Details
In this bug we see that webrender is heavily GPU bound on many different websites on a Mali-T830 MP1 GPU. To help with this we should try to reduce the amount of work that our fragment shaders need to do. One such issue is that we use a default highp
precision. Using the Mali offline compiler to statically analyze our shaders has shown that reducing this can help, although it won't be enough by itself.
Simply changing the default precision will result in many rendering issues, however. For example, mediump
has 2^-10 floating point precision, therefore normalized UV coordinates must be highp
if the texture can be greater than 1024 in size.
Assignee | ||
Comment 1•1 year ago
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This is not quite a dup of 1823411 but it's effectively the same thing, we don't need this any more
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Description
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