Issue metadata
Sign in to add a comment
|
20.9% regression in thread_raster_cpu_time_per_frame at 583951:583964 |
||||||||||||||||||||||
Issue descriptionSee the link to graphs below.
,
Aug 17
📍 Pinpoint job started. https://pinpoint-dot-chromeperf.appspot.com/job/14da6031640000
,
Aug 17
📍 Found a significant difference after 1 commit. https://pinpoint-dot-chromeperf.appspot.com/job/14da6031640000 Add camera_to_webgl perf test to ToughWebglCases by kainino@chromium.org https://chromium.googlesource.com/chromium/src/+/8ae85144bca45f0f0897d3deb3fc998e360e439b 0.711 → 0.8678 (+0.1568) Understanding performance regressions: http://g.co/ChromePerformanceRegressions
,
Aug 18
This is presumably because this case (aquarium) got re-recorded when I added the new case. Aquarium has definitely seen some changes since the last time it was recorded. I'm surprised that those changes would have caused a regression, though. Not closing this bug yet since I'd like to know the answer before closing.
,
Aug 21
Took a look at performance and traces for the range 9d1acf6..a8abe78: https://github.com/WebGLSamples/WebGLSamples.github.io/commits/a8abe78/aquarium but didn't see anything. Given there were major code changes (essentially, a replacement of the core code), I'm not going to further worry about this. +oetuaho in case you're interested in this.
,
Aug 21
What's the test testing exactly - is it just normal single-view rendering of Aquarium? How many fish? Is the performance number JS main thread CPU use? I certainly didn't expect any performance regression from my changes so maybe putting a little bit of effort into trying to fix this is worthwhile. Some things that changed when I reworked Aquarium: 1. Uniforms are set a bit differently. I wouldn't expect a performance loss from this, but it's possible. Unfortunately this is something that can't easily be changed. 2. Shaders are set on every frame. I already submitted a pull request to optimize this, since it was fairly simple to fix: https://github.com/WebGLSamples/WebGLSamples.github.io/pull/27
,
Aug 21
It should be exactly what loads when you go to https://webglsamples.org/aquarium/aquarium.html without any parameters. However I'm not sure exactly what thread_raster_cpu_time_per_frame is measuring. I don't think it's the actual WebGL performance, but raster thread (compositing?): https://cs.chromium.org/chromium/src/tools/perf/metrics/timeline.py?l=25&rcl=e830534349791e9fa99b52dd7b8e201d426d12bf
,
Aug 22
Thanks to a tip from vmpstr, I realized there are full traces from the pinpoint run. Examining these seems to indicate that everything paint/compositing related regressed slightly. It's not apparent to me why this could have happened, but I think that digging much deeper would not be worth the time.
,
Aug 22
Oh, also, the I believe the page was last captured in March: https://chromium.googlesource.com/chromium/src.git/+/338cfa6d6375dd94f82e1efe7bb5d5c1e7a3fbc8 corresponding to the aquarium at this commit, presumably: https://github.com/WebGLSamples/WebGLSamples.github.io/commit/9d1acf68c5c764d6ce6af25371fbbdee3d32ef6c
,
Aug 22
In the traces, specifically CompositorTileWorker1 since that's what seems to be measured by thread_raster_cpu_time_per_frame.
,
Sep 5
|
|||||||||||||||||||||||
►
Sign in to add a comment |
|||||||||||||||||||||||
Comment 1 by 42576172...@developer.gserviceaccount.com
, Aug 17