[Webkit-unassigned] [Bug 236130] Low fps when mesh instances are scaled to 0

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Tue Feb 8 14:36:02 PST 2022


https://bugs.webkit.org/show_bug.cgi?id=236130

--- Comment #6 from Kyle Piddington <kpiddington at apple.com> ---
Examining the draw calls encoded in our slow case in detail, it appears that when drawing with a scaled size of 0, we're not actually drawing instanced primitives. I assume that's why we're experiencing this slowdown. In addition, the backend appears to be updating the mapping on some buffer, and waiting on the CPU for each skull to finish drawing individually, when doing that buffer readback.

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