[Webkit-unassigned] [Bug 228208] WebGL 2 performance differs in landscape and portrait mode

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Fri Jul 23 16:38:48 PDT 2021


https://bugs.webkit.org/show_bug.cgi?id=228208

--- Comment #15 from Kyle Piddington <kpiddington at apple.com> ---
(In reply to Jasper St. Pierre from comment #14)
> Correct. I create a canvas dynamically, and effectively resize it with:
> 
>     canvas.width = window.innerWidth * window.devicePixelRatio;
>     canvas.height = window.innerHeight * window.devicePixelRatio;
>     canvas.style.width = `${window.innerWidth}px`;
>     canvas.style.height = `${window.innerHeight}px`;
> 
> So I think the question is how the window's inner width and height change
> for portrait vs. landscape. I just inserted a <meta viewport> tag which
> might improve the sizes of things, at the expense of probably making the UI
> unusable.
> 
> The core of the issue is probably that without a viewport specification,
> portrait was rendering a "zoomed-out" view of the page, which has a large
> canvas. Curious that the old WebGL implementation didn't seem to have this
> issue though.


For what it's worth, I did run this demo on iOS 14 with the old WebGL implementation by enabling WebGL2 experimental mode. The render size was the same, but textures for most standard geometry were loaded. I suspect we were just performing less rendering work on these scenes.

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