Investigate shader swap time and prototype improvements |
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Issue descriptionWe should reverse the eye/element nesting order, to cut the number of shader changes in half. Brandon has indicated that shader changes are much more heavy than viewport bounds changes. If that shows a meaningful perf increase, then we should also try combining our texture and gradient shaders to eliminate 90% of our swaps.
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May 24 2018
I did a prototype of this, but didn't see a significant gain. On a Pixel 2, the change traces (over a 10 second average) as: Without: 4.15 ms With: 3.96 ms The downside is a bit of extra complexity. The prototype code is here if we want to pursue this: https://chromium-review.googlesource.com/c/chromium/src/+/1071716
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May 24 2018
If we are doing draw calls for both eyes, we may be able to quickly try out multiview. https://www.khronos.org/registry/OpenGL/extensions/OVR/OVR_multiview.txt This could reduce draw call count by half.
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Jan 18
(4 days ago)
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Comment 1 by cjgrant@chromium.org
, May 15 2018Owner: cjgrant@chromium.org
Status: Assigned (was: Available)