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WebGL canvas passed to drawImage is very slow |
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Issue descriptionChrome Version: 68.0.3418.0 (Canary) OS: MacOS 10.13.3 Steps to reproduce: 1. Visit: http://www.scirra.com/labs/bugs/webgl-canvas2d-perf.html 2. Observe the FPS reading Actual results: The demo simply creates a window-sized WebGL canvas which changes every frame, and copies it to a window-sized 2D canvas with drawImage(). On a mid-2015 Macbook Pro Retina, this runs at about ~26 FPS. Expected results: It should run at 60 FPS. This used to run at 60 FPS on Chrome according to the developer.
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May 4 2018
Fortunately it looks like a recent regression. 66.0.3359.139 stable is OK 67.0.3396.30 beta is OK
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May 4 2018
Unable to reproduce the issue on 10.13.3 mid-2015 Macbook Pro Retina using chrome reported version #68.0.3418.0. Attached a screen cast for reference. Following are the steps followed to reproduce the issue. ------------ 1. Visited: http://www.scirra.com/labs/bugs/webgl-canvas2d-perf.html 2. Observed that the FPS reading ran at 60 FPS as expected. vmiura@ - Could you please check the attached screen cast and please let us know if anything missed from our end. Thanks...!!
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May 4 2018
Thank you for testing krajshree@. After resetting all settings to defaults in about:flags it is also working at 60fps for me. I must have had something affecting canvas mode enabled. Sorry for the false alarm. |
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Comment 1 by kbr@chromium.org
, May 4 2018