VR UI performance: Explore reduction of background rendering cost |
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Issue descriptionThe UI draws a full-screen background. Ignoring any overdraw concerns, simply drawing the bakground is expensive. Some quick checking has been done to try and reduce it's cost, but not an in-depth dive. We should do that dive, and take into account: - Comparing this cost to that of a full-screen rect (which is also expensive, and *should* be roughly equivalent) - Cost of the math, texture sampling, etc (these don't seem to have a big impact, according to initial testing)
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Apr 18 2018
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Apr 27 2018
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May 17 2018
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May 17 2018
The current shader does branching for each color channel. I experimented replacing those branchings for a single step call. It appers that there was no noticeable performance improvement. Perhaps the fact that the shader is only used once makes the change unworthy.
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May 23 2018
In another experiment, I tried to move calculations from the fragment to the vertex shader. It didn't make any significant difference either.
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May 23 2018
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May 28 2018
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Dec 20
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Comment 1 by tiborg@chromium.org
, Apr 13 2018