UserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3023.0 Safari/537.36
Steps to reproduce the problem:
1. Visit https://www.scirra.com/labs/bugs/bitmaprenderer-slow/
2. Observe timing information beneath the canvas
What is the expected behavior?
The demo renders to a WebGL context created from an OffscreenCanvas in a requestAnimationFrame loop. Every frame it calls offscreenCanvas.transferToImageBitmap(), then passes the resulting ImageBitmap to a "bitmaprenderer" canvas context's transferFromImageBitmap(). It measures how long the call to transferFromImageBitmap() takes on average.
What went wrong?
It often takes 15-20ms for the transferFromImageBitmap() call alone. This is too slow for the feature to be useful.
Did this work before? N/A
Does this work in other browsers? Yes
Chrome version: 58.0.3023.0 Channel: canary
OS Version: 10.0
Flash Version: Shockwave Flash 25.0 r0
In Firefox Nightly the call takes on average 0.05ms.
Comment 1 by a...@scirra.com
, Feb 25 2017