[Webkit-unassigned] [Bug 227585] New: For large WebGL contexts, WebGL is spending a lot of time in allocating new Metal textures for default frame buffer backing store
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Thu Jul 1 08:14:59 PDT 2021
https://bugs.webkit.org/show_bug.cgi?id=227585
Bug ID: 227585
Summary: For large WebGL contexts, WebGL is spending a lot of
time in allocating new Metal textures for default
frame buffer backing store
Product: WebKit
Version: WebKit Local Build
Hardware: Unspecified
OS: Unspecified
Status: NEW
Severity: Normal
Priority: P2
Component: WebGL
Assignee: webkit-unassigned at lists.webkit.org
Reporter: kkinnunen at apple.com
CC: dino at apple.com, kbr at google.com, kkinnunen at apple.com,
kpiddington at apple.com
Depends on: 227582
For large WebGL contexts, WebGL is spending a lot of time in allocating new Metal textures for default frame buffer backing store
Conditions:
1. Somewhat large WebGL context (e.g. fullscreen MacBookPro19,1 3072x1920)
2. Somewhat non-trivial amount of WebGL drawing (e.g. converting 4K video to texture via texImage2D and drawing it)
Causes a scenario where somehow WindowServer does not let the WebGL display buffers go, e.g. the IOSurface IsInUse property remains false when WebGL tries to obtain a new drawing buffer.
This causes WebGL to allocate a new drawing buffer.
Allocating the IOSurface seems to be fast, but then creating a Metal texture out of it seems to be slow.
Sampling reveals a lot of samples in [MTL...Device newTextureWithDescriptor:iosurface:plane:]
Reproable for example in 4k 360 YouTube:
- https://www.youtube.com/watch?v=HKNI658SKJ4
- Let it load and observe sharp rendering
- Stop the video
- Rotate the video around with WASD keys
- Vary the window size: small sized windows are smooth, large sized windows start to skip frames
Referenced Bugs:
https://bugs.webkit.org/show_bug.cgi?id=227582
[Bug 227582] WebGL video to texture upload spends time clearing the uploaded-to texture
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