RESOLVED INVALID 177132
WebGL canvas passed to drawImage is very slow
https://bugs.webkit.org/show_bug.cgi?id=177132
Summary WebGL canvas passed to drawImage is very slow
Ashley Gullen
Reported 2017-09-19 05:04:39 PDT
Steps to reproduce: 1. Visit: http://www.scirra.com/labs/bugs/webgl-canvas2d-perf.html 2. Observe the FPS reading Actual results: The demo simply creates a window-sized WebGL canvas which changes every frame, and copies it to a window-sized 2D canvas with drawImage(). On a mid-2015 Macbook Pro, this runs at about ~25 FPS. Expected results: It should run at 60 FPS, as it does in Chrome. Drawing a WebGL canvas to a 2D canvas is a simple workaround for rendering multiple views of one WebGL context. We use this in Construct 3 at https://editor.construct.net, and so this overload of drawImage() is critical to the performance of our web app and this issue causes it to be unnecessarily slow. The poor performance suggests a CPU readback is happening per frame, when it should be possible to fully GPU accelerate this.
Attachments
Brent Fulgham
Comment 1 2022-07-18 14:39:29 PDT
The relevant test site no longer exists. We can't take further action on this bug report.
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