Gecko:CrossProcessWebGL: Difference between revisions

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(Created page with "* Performance tests ** how expensive is readback? ** need perf tests; ad-hoc popular popular sites for now, think about evolving into perf suite ** measure fps. somehow ** check...")
 
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** check android, d3d9, mac, GLX
** check android, d3d9, mac, GLX


* D3D10 impl is the best we can do on top of ANGLE in the non-sandboxed world, no need to bother with anything else for now
* D3D10
** current, hacky-ish D3D10 cross-process layers implementation just renders all content to a single "back-buffer texture".  In that world, the WebGL impl on d3d10 is the best we can do on top of ANGLE in the non-sandboxed world.
** if we update the D3D10 cross-process layers model to match the GL/Basic/D3D9 model, then it might be worthwhile to investigate sharing D3D9Ex textures across processes.


* Priority
* Priority
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