Bug 115269
| Summary: | Transfer from canvas to WebGL is slow | ||
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| Product: | WebKit | Reporter: | Dean Jackson <dino> |
| Component: | WebGL | Assignee: | Dean Jackson <dino> |
| Status: | NEW | ||
| Severity: | Normal | CC: | bfulgham, kresic993, webkit-bug-importer |
| Priority: | P2 | Keywords: | InRadar |
| Version: | 528+ (Nightly build) | ||
| Hardware: | Unspecified | ||
| OS: | Unspecified | ||
| Bug Depends on: | 247185, 247193 | ||
| Bug Blocks: | |||
Dean Jackson
From rik@adobe on the Khronos WebGL list:
One of our frameworks draws into a 2d canvas, transfers it to WebGL, runs a shader and then brings the result back.
Just copying a 500x500 canvas to and from WebGL takes:
- 16ms on Chrome
- 14ms on Firefox
- 40ms on Safari
This is way to slow to make fluid animations such as this one: http://ads2.msads.net/CIS/48/000/000/000/039/337.swf?fd=www.msn.com (sorry for the flash movie). If you look closely, you will see that the text is blurred during the animation.
In most (all?) implementations, the canvas bits were already on the GPU so this time *could* be brought down to zero.
Safari is twice as bad as chrome and Firefox. This is probably caused by the optimizations you mentioned.
| Attachments | ||
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| Add attachment proposed patch, testcase, etc. |
Radar WebKit Bug Importer
<rdar://problem/13750173>
Dean Jackson
We need a test case.