Open Bug 1732986 Opened 3 years ago Updated 2 years ago

High GPU power usage when scrolling with SWGL

Categories

(Core :: Graphics: WebRender, defect, P3)

Firefox 92
defect

Tracking

()

UNCONFIRMED

People

(Reporter: gameking1000, Assigned: ahale, NeedInfo)

References

(Blocks 2 open bugs)

Details

User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:92.0) Gecko/20100101 Firefox/92.0

Steps to reproduce:

Open any webpage where you can scroll (such as Youtube, Reddit, even search results) and start scrolling. Hardware acceleration is disabled.

Hardware profile: https://share.firefox.dev/3zVEmCc

Actual results:

GPU power usage (I have an RTX 3080 but this doesn't seem contained to any particular GPU) spikes to 90 watts, and GPU clocks climb to 1710MHz (the 3080's "full-performance" 3D clocks) when first starting to scroll, and then falls down to approximately 60W and 1200MHz while continuing to scroll, eventually fluctuating between 30W and 60W but tending towards 60W. This causes the GPU to heat up, eventually requiring it to turn its fans on to prevent overheating.

Expected results:

GPU power usage only increases slightly, to approximately 35-40W, and stays that way for the duration of scrolling. (I tested both Microsoft Edge and Google Chrome, and both of them only use approximately 35W of power when scrolling.)

The Bugbug bot thinks this bug should belong to the 'Core::Layout: Scrolling and Overflow' component, and is moving the bug to that component. Please revert this change in case you think the bot is wrong.

Component: Untriaged → Layout: Scrolling and Overflow
Product: Firefox → Core
Component: Layout: Scrolling and Overflow → Graphics: WebRender

The severity field is not set for this bug.
:jimm, could you have a look please?

For more information, please visit auto_nag documentation.

Flags: needinfo?(jmathies)
Severity: -- → N/A
Flags: needinfo?(jmathies) → needinfo?(nical.bugzilla)
Priority: -- → P3

Could you copy-paste or attach the content of the graphics section of your about:support page?
How are you measuring the GPU power usage?

Flags: needinfo?(gameking1000)

Graphics
Features
Compositing WebRender (Software)
Asynchronous Pan/Zoom wheel input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabled; smooth pinch-zoom enabled
WebGL 1 Driver WSI Info EGL_VENDOR: Google Inc. (adapter LUID: 000000000000d46f)
EGL_VERSION: 1.5 (ANGLE 2.1.14226 git hash: 31a43497be09)
EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync
EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_platform_angle_d3d11on12 EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control
IsWebglOutOfProcessEnabled: 1
WebGL 1 Driver Renderer Google Inc. -- ANGLE (NVIDIA GeForce RTX 3080 Direct3D11 vs_5_0 ps_5_0)
WebGL 1 Driver Version OpenGL ES 2.0.0 (ANGLE 2.1.14226 git hash: 31a43497be09)
WebGL 1 Driver Extensions GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture
WebGL 1 Extensions ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic MOZ_debug OES_element_index_uint OES_fbo_render_mipmap OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context
WebGL 2 Driver WSI Info EGL_VENDOR: Google Inc. (adapter LUID: 000000000000d46f)
EGL_VERSION: 1.5 (ANGLE 2.1.14226 git hash: 31a43497be09)
EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync
EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_platform_angle_d3d11on12 EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control
IsWebglOutOfProcessEnabled: 1
WebGL 2 Driver Renderer Google Inc. -- ANGLE (NVIDIA GeForce RTX 3080 Direct3D11 vs_5_0 ps_5_0)
WebGL 2 Driver Version OpenGL ES 3.0.0 (ANGLE 2.1.14226 git hash: 31a43497be09)
WebGL 2 Driver Extensions GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_copy_texture_3d GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_buffers_indexed GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_buffers_indexed GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_OVR_multiview GL_OVR_multiview2 GL_WEBGL_video_texture
WebGL 2 Extensions EXT_color_buffer_float EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic MOZ_debug OES_texture_float_linear OVR_multiview2 WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context
Target Frame Rate 144
DirectWrite true (10.0.19041.1288)
GPU #1
Active Yes
Description NVIDIA GeForce RTX 3080
Vendor ID 0x10de
Device ID 0x2206
Driver Version 30.0.14.7212
Driver Date 9-13-2021
Drivers C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumdx.dll C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_19c79fb6254e3b11\nvldumd.dll
Subsys ID 146710de
RAM 10240
GPU #2
Active No
RAM 0
Diagnostics
AzureCanvasBackend skia
AzureCanvasBackend (UI Process) skia
AzureContentBackend skia
AzureContentBackend (UI Process) skia
AzureFallbackCanvasBackend (UI Process) skia
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Display0 3440x1440@144Hz : NVIDIA GeForce RTX 3080
Display1 1920x1080@60Hz : NVIDIA GeForce RTX 3080
DisplayCount 2
HardwareStretching both=1 window-only=0 full-screen-only=1 none=0 error=0
GPUProcessPid 25624
ClearType Parameters \.\DISPLAY1 [ Gamma: 2.2 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 ] \.\DISPLAY2 [ Gamma: 2.2 Pixel Structure: RGB ClearType Level: 50 Enhanced Contrast: 0 ]
Decision Log
HW_COMPOSITING
available by default
disabled by user: Disabled by pref
D3D11_COMPOSITING
unavailable by default: Hardware compositing is disabled
DIRECT2D
unavailable by default: Direct2D requires Direct3D 11 compositing
D3D11_HW_ANGLE
unavailable by default: D3D11 compositing is disabled
disabled by env: D3D11 compositing is disabled
GPU_PROCESS
available by default
WEBRENDER
available by default
unavailable-no-hw-compositing by runtime: Hardware compositing is disabled
WEBRENDER_QUALIFIED
available by default
WEBRENDER_COMPOSITOR
available by default
unavailable by runtime: No DirectComposition usage
WEBRENDER_PARTIAL
available by default
WEBRENDER_SHADER_CACHE
available by default
unavailable by runtime: WebRender disabled
WEBRENDER_OPTIMIZED_SHADERS
available by default
unavailable by runtime: WebRender disabled
WEBRENDER_ANGLE
available by default
unavailable-no-angle by runtime: ANGLE is disabled
WEBRENDER_DCOMP_PRESENT
available by default
blocked by env: Monitor refresh rate too high/mixed
unavailable by runtime: Requires ANGLE
WEBRENDER_SOFTWARE
available by default
WEBGPU
disabled by default: Disabled by default
blocked by runtime: WebGPU can only be enabled in nightly
Crash Guard Disabled Features
WMF VPX Video Decoder

Flags: needinfo?(gameking1000)
Flags: needinfo?(nical.bugzilla)
Summary: High GPU power usage when scrolling → High GPU power usage when scrolling with SWGL
Severity: N/A → S2
Blocks: 1782834

gameking1000 how are you measuring GPU power usage?

Flags: needinfo?(gameking1000)

(In reply to Jeff Muizelaar [:jrmuizel] from comment #5)

gameking1000 how are you measuring GPU power usage?

I'm using CPUID HWMonitor, as well as GPU-Z. GPU-Z will display it in the "Sensors" tab, under "Board Power Draw".

Flags: needinfo?(gameking1000)

Is this really S2?

Blocks: gfx-triage
Severity: S2 → S3
Assignee: nobody → ahale
No longer blocks: gfx-triage

I thought I would update you folks on this. I've been using Brave for quite a while now specifically because of this issue, but I decided to switch back because Firefox device syncing is much better (and the UI is prettier, and the fox is cute). It was doing it when I first switched, but then I went into about:config and set "widget.transparent_windows" and "dom.animations-api.compositing.enabled" both to false, and it seems to have fixed it. I haven't tested every site, but scrolling through Google Search, Youtube, and this very thread now see similar power usage to Chrome/Edge/Brave. However, I also reset those settings back to true, and it's still much improved. I also changed "mousewheel.min_line_scroll_amount" from its default of 5 to a value of 40, but even after resetting this back to 5, it's still much better, with only occasional spikes to 90W while scrolling (usually when starting to scroll, and not every time I start to scroll), and my GPU otherwise hovering just above idle while scrolling (from ~25W to ~30W), which I would expect and which matches other browsers. (Disabling compositing and transparent windows doesn't help with the brief spikes when initially scrolling, if you were wondering. But other programs and browsers do this as well, so I believe it's either an OS issue, an Nvidia driver issue, or intended/expected behavior.) Could messing with the settings, even though I reset them (other than "mousewheel.min_line_scroll_amount") to their default values, have done something here?

Are you still using software WebRender (SWGL)? I admit I am a little confused as to why you would not use hardware WebRender on a GPU such as the RTX 3080 which is quite capable of running it.

I'm happy to look into reducing power usage of SWGL when scrolling, it's an uncommon configuration as that mode is mostly meant for compatibility with very old GPUs.

Flags: needinfo?(gameking1000)

Would SWGL be the same thing as disabling hardware acceleration?

(In reply to gameking1000 from comment #10)

Would SWGL be the same thing as disabling hardware acceleration?

Yes. SWGL/SW WR/Software WebRender = software rendering = disabled hardware rendering = more power usage and worse performance than hardware rendering.

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