devwaker / angleproject

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D3D11 performance optimization #451

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Renderer11 performs significantly slower in some webgl applications which have 
large numbers of draw calls.

Reproducible on these demos:
http://threejs.org/examples/webgl_performance.html
http://threejs.org/examples/webgl_sandbox.html

Fix the performance regressions.

Original issue reported on code.google.com by geofflang@chromium.org on 22 Jul 2013 at 6:47

GoogleCodeExporter commented 9 years ago
Patches for dx11proto.

Original comment by geofflang@chromium.org on 22 Jul 2013 at 6:48

Attachments:

GoogleCodeExporter commented 9 years ago
Patches for es3proto.

Original comment by geofflang@chromium.org on 22 Jul 2013 at 6:49

Attachments:

GoogleCodeExporter commented 9 years ago
Renderer9 and Renderer11 now see similar performance in these demos using the 
chrome flags --single-process --disable-image-transport-surface --no-sandbox 
--enable-d3d11. Once chrome can share a D3D11 texture internally, performance 
will be even without --disable-image-transport-surface.

Original comment by geofflang@chromium.org on 22 Jul 2013 at 6:54

GoogleCodeExporter commented 9 years ago
Codereview URLS:
es3proto: https://codereview.appspot.com/11718044/
dx11proto: https://codereview.appspot.com/11596045/

Original comment by geofflang@chromium.org on 23 Jul 2013 at 6:28

GoogleCodeExporter commented 9 years ago
Jamie: Peer review, please.

Original comment by shannonw...@chromium.org on 23 Jul 2013 at 8:32

GoogleCodeExporter commented 9 years ago
Made some comments in the code review. Nice work Geoff, on to Lead review.

Original comment by jamie.ma...@transgaming.com on 23 Jul 2013 at 10:09

GoogleCodeExporter commented 9 years ago
Both sets of changes approved.

Original comment by shannonw...@chromium.org on 26 Jul 2013 at 9:02

GoogleCodeExporter commented 9 years ago

Original comment by geofflang@chromium.org on 26 Jul 2013 at 9:11