[Webkit-unassigned] [Bug 228187] New: Very bad performance for dynamic vertex buffers
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Thu Jul 22 10:10:30 PDT 2021
https://bugs.webkit.org/show_bug.cgi?id=228187
Bug ID: 228187
Summary: Very bad performance for dynamic vertex buffers
Product: WebKit
Version: Safari 14
Hardware: iPhone / iPad
OS: iOS 14
Status: NEW
Severity: Normal
Priority: P2
Component: ANGLE
Assignee: webkit-unassigned at lists.webkit.org
Reporter: andrew.shaitorov at gmail.com
CC: dino at apple.com, kbr at google.com, kkinnunen at apple.com
Hi!
We were preparing our html game for release and discovered a performance bug in iOS.
Our rendering technique to pretty common for the most 2D WebGL games:
1) The game pushes all sprites quads each frame to a list for rendering;
2) After that we're doing some batching to reduce resulting draw calls in the list;
3) Then we upload all vertices and indices of quads using bufferData calls with GL_DYNAMIC_DRAW usage (just 2 calls per frame for vertex & index buffer);
4) Call glDrawElements for each batch to render the frame.
Then we start to profile the game on iOS using Safari and find out that drawElements consuming almost all CPU. After that we tried to replace drawElements call with drawArrays (by removing indices with duplicated vertices in the vertex list) and got a HUGE performance gain.
We have prepared a simple html reproducing the issue:
https://cinderella.sfo2.digitaloceanspaces.com/WebGLIndexedVsNonindexed.html
For iPhone 11 Pro Max iOS 14.6: FPS with indices: ~1.20, FPS without indices: ~60.0. So rendering with index dynamic buffer 40 TIMES slower than rendering without it!
For some Android devices we tested the difference is just about 20-30%.
We think that this bug affects a lot of 2D games and needs to be fixed.
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