Handle multiple GPUs for VR |
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Issue descriptionWebGL will default to one GPU, which may not be the one the VR headset recommends. For device implementations, we should respect the GPU recommendation, and push that down to the GPU process.
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Dec 7 2017
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Dec 8 2017
The following revision refers to this bug: https://chromium.googlesource.com/chromium/src.git/+/871a7702e04da0b4b695138e7fe91ea1138ebf3e commit 871a7702e04da0b4b695138e7fe91ea1138ebf3e Author: Bill Orr <billorr@chromium.org> Date: Fri Dec 08 21:46:54 2017 Handle multiple GPUs in device\vr by picking the right one. This change only handles multiple GPUs in the vr device abstraction but work will still be needed to handle this in the gpu process/WebGL. Bug: 792657 Change-Id: Ic306fbe912281bf69da577caeee62b040fced871 Reviewed-on: https://chromium-review.googlesource.com/817365 Reviewed-by: Brandon Jones <bajones@chromium.org> Commit-Queue: Bill Orr <billorr@chromium.org> Cr-Commit-Position: refs/heads/master@{#522890} [modify] https://crrev.com/871a7702e04da0b4b695138e7fe91ea1138ebf3e/device/vr/BUILD.gn [modify] https://crrev.com/871a7702e04da0b4b695138e7fe91ea1138ebf3e/device/vr/openvr/openvr_render_loop.cc [modify] https://crrev.com/871a7702e04da0b4b695138e7fe91ea1138ebf3e/device/vr/windows/d3d11_texture_helper.cc [modify] https://crrev.com/871a7702e04da0b4b695138e7fe91ea1138ebf3e/device/vr/windows/d3d11_texture_helper.h
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Dec 11 2017
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Dec 12 2017
This work will consist of two parts: 1. the vr device will use the correct GPU (committed, see comment 3) 2. make sure webvr/webgl uses the correct GPU We should test interesting combinations for this.
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Mar 15 2018
Marking blocked on 681341, which is general support for multiple GPUs. There is some talk in that bug about supporting multiple GPUs simultaneously, and using DirectComposition for compositing.
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Jul 4
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Jul 12
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Aug 7
Removing Internals>VR component and assigning to Internals>XR
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Aug 7
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Dec 12
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Comment 1 by billorr@chromium.org
, Dec 6 2017Labels: Proj-VR
Owner: billorr@chromium.org