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241808
Using canvas.context.drawImage() of a video in a requestAnimationFrame loop to copy a video yields low frame-rate
https://bugs.webkit.org/show_bug.cgi?id=241808
Summary
Using canvas.context.drawImage() of a video in a requestAnimationFrame loop t...
dave
Reported
2022-06-21 09:13:38 PDT
When using the canvas context.drawImage() method, in a requestAnimationFrame loop, to copy a video playing at 60fps the canvas does not get updated at 60fps. The resulting canvas appears to update at a much lower framerate compared to the video. Expected results: The canvas should update at the same rate as the playing video.
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Sam Sneddon [:gsnedders]
Comment 1
2022-06-21 14:25:02 PDT
Presumably GPU Process IPC?
Simon Fraser (smfr)
Comment 2
2022-06-21 14:33:43 PDT
Do you have a test case you can point us to?
dave
Comment 3
2022-06-22 01:33:20 PDT
Here is a basic test case:
https://graceful-speculoos-27352e.netlify.app
Safari: Canvas output on right is laggy. Chrome: No Lag. Firefox: No lag. Thanks for looking into this.
Radar WebKit Bug Importer
Comment 4
2022-06-28 09:14:15 PDT
<
rdar://problem/96066407
>
Jonathan Madelaine
Comment 5
2022-08-12 21:18:23 PDT
We have also been experiencing this bug. Our product is a video review platform, and we've had numerous customers experiencing low frame rate when using Safari. It's hard to review a video when you're seeing a fraction of the true frame rate, so this is a significant issue for us.
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