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Re: [Public WebGL] WebGL performance...seems like I have no hardware acceleration?!?
Cedric Vivier wrote:
> On Thu, May 27, 2010 at 10:18, Steve Baker <firstname.lastname@example.org
> <mailto:email@example.com>> wrote:
> So it looks like we're either not running with hardware acceleration -
> or there is some kind of software operation on the raster going on
> that's crippling the frame rate.
> Your results are surprising, are you sure Firefox is using hardware
> acceleration on your setup ?
> (you should see a message about failure to create a pbuffer in the
Well - it certainly behaves as if it's not hardware accelerated,
Canvas 3D: creating PBuffer...
Canvas 3D: ready
...and nothing else. So I guess that's OK. I actually tried turning
software rendering on via "webgl.software_render=true" in the
about:config page, when I do that, I don't get a valid context (probably
because I don't have Mesa installed). So it's pretty much certain that
I do have hardware acceleration turned on...it's just spectacularly slow
for some weird reason.
But then, what could WebGL possibly be doing to make glclear take so
much per-pixel time if the hardware is doing the work?
> I'm running the latest daily builds of
> FireFox "minefield" - and I've double-checked that I have software
> rendering disabled in the 'about:config' system. I'm running Linux on
> one machine, WinXP on another and Windows-7 on a third - and getting
> pretty consistent results on all three machines.
> There is an ongoing refactoring of the rendering code in Firefox, this
> might impact you if some of this has been pushed to Minefield daily
> builds (?)
> For instance, on Linux, _trunk_ cannot create a hardware-accelerated
> WebGL context anymore without applying work-in-progress patch from
> : https://bugzilla.mozilla.org/show_bug.cgi?id=565833 .
> Maybe you should try running WebGL with latest Chromium to check if
> you get same results or not.
Yeah - I guess I should try that.
Actually - I can live with poor frame rates for now - I just want to be
sure that they'll get back to something reasonable before I get to the
point of wanting to release my work in a few months time. If there is
some fundamental reason why these kinds of performance figures are
"normal" - then I guess I'll drop the idea of porting games.
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