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Huge Canvas Performance Regression (MacOS)
Reported by
d...@kumu.io,
Mar 22 2018
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Issue descriptionUserAgent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_11_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/65.0.3325.162 Safari/537.36 Steps to reproduce the problem: 1. Loop with requestAnimationFrame 2. Call CanvasRenderingContext2D.drawImage What is the expected behavior? Rendering at ~60FPS. What went wrong? Rendering at ~10FPS. Due to constant "Rasterize Paint" events on each thread in between each frame. Did this work before? Yes Does this work in other browsers? Yes Chrome version: 65.0.3325.162 Channel: stable OS Version: OS X 10.11.6 Flash Version: Associated mailing list post: https://groups.google.com/a/chromium.org/forum/#!topic/chromium-discuss/3Yn_fy985Mc
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Mar 23 2018
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Mar 23 2018
Thanks for filing the issue! As this issue looks similar to that of Issue 823335 , which even speaks about drop in canvas performance. Hence duplicating into it. Removing Needs-Bisect label. Please feel free to undupe if both aren't similar. |
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