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Created:
6 years, 9 months ago by marcheu Modified:
6 years, 9 months ago CC:
chromium-reviews, piman+watch_chromium.org, Sami, Zhenyao Mo Base URL:
https://chromium.googlesource.com/chromium/src.git@master Visibility:
Public. |
DescriptionReenable MSAA on Mali
Now that we have a WebGL implementation of MSAA using
EXT_multisampled_render_to_texture, we can reenable MSAA on Mali GPUs.
BUG=322706
TEST=run on daisy, WebGL now uses multisampling and simple demos run at 60 fps.
Committed: https://src.chromium.org/viewvc/chrome?view=rev&revision=255601
Patch Set 1 #
Messages
Total messages: 13 (0 generated)
I'm also going to send this to GPU bots and see what explodes.
lgtm
In the TEST= line, do you mean "WebGL now uses"? +sievers and bsalomon, because I think this blacklist entry most notably affected Skia. I thought this blacklist entry affected GL 3 core's multisampling and not EXT_multisampled_render_to_texture.
On 2014/03/06 00:29:19, Ken Russell wrote: > In the TEST= line, do you mean "WebGL now uses"? Hmm, yes that's what I meant. I'll update the message. > > +sievers and bsalomon, because I think this blacklist entry most notably > affected Skia. I thought this blacklist entry affected GL 3 core's multisampling > and not EXT_multisampled_render_to_texture.
On 2014/03/06 00:32:10, marcheu wrote: > On 2014/03/06 00:29:19, Ken Russell wrote: > > In the TEST= line, do you mean "WebGL now uses"? > > Hmm, yes that's what I meant. I'll update the message. > > > > > +sievers and bsalomon, because I think this blacklist entry most notably > > affected Skia. I thought this blacklist entry affected GL 3 core's > multisampling > > and not EXT_multisampled_render_to_texture. I believe that is correct. My experiments (outside of Chromium using Skia) found that ES3 MSAA on the N10 was far buggier than using the render_to_texture extension and had worse performance. The narrower API of the extension is a better match for the HW, and the ES3 MSAA implementation jumps through hoops to try to behave like the extension when possible, that is not actually write out a full MSAA buffer but resolve tiles when they are written out the FB.
On 2014/03/06 13:48:42, bsalomon1 wrote: > On 2014/03/06 00:32:10, marcheu wrote: > > On 2014/03/06 00:29:19, Ken Russell wrote: > > > In the TEST= line, do you mean "WebGL now uses"? > > > > Hmm, yes that's what I meant. I'll update the message. > > > > > > > > +sievers and bsalomon, because I think this blacklist entry most notably > > > affected Skia. I thought this blacklist entry affected GL 3 core's > > multisampling > > > and not EXT_multisampled_render_to_texture. > > I believe that is correct. My experiments (outside of Chromium using Skia) found > that ES3 MSAA on the N10 was far buggier than using the render_to_texture > extension and had worse performance. The narrower API of the extension is a > better match for the HW, and the ES3 MSAA implementation jumps through hoops to > try to behave like the extension when possible, that is not actually write out a > full MSAA buffer but resolve tiles when they are written out the FB. Brian: can you confirm whether removing this blacklist entry is going to break anything? Or Daniel, could you do the same?
On 2014/03/06 21:21:05, Ken Russell wrote: > On 2014/03/06 13:48:42, bsalomon1 wrote: > > On 2014/03/06 00:32:10, marcheu wrote: > > > On 2014/03/06 00:29:19, Ken Russell wrote: > > > > In the TEST= line, do you mean "WebGL now uses"? > > > > > > Hmm, yes that's what I meant. I'll update the message. > > > > > > > > > > > +sievers and bsalomon, because I think this blacklist entry most notably > > > > affected Skia. I thought this blacklist entry affected GL 3 core's > > > multisampling > > > > and not EXT_multisampled_render_to_texture. > > > > I believe that is correct. My experiments (outside of Chromium using Skia) > found > > that ES3 MSAA on the N10 was far buggier than using the render_to_texture > > extension and had worse performance. The narrower API of the extension is a > > better match for the HW, and the ES3 MSAA implementation jumps through hoops > to > > try to behave like the extension when possible, that is not actually write out > a > > full MSAA buffer but resolve tiles when they are written out the FB. > > Brian: can you confirm whether removing this blacklist entry is going to break > anything? Or Daniel, could you do the same? The workaround disables both es3 msaa (GL_EXT_framebuffer_multisample) and GL_EXT_multisampled_render_to_texture. If you are paranoid you could split up the flag in two, but I think it's probably fine to delete the ARM entry if WebGL will never use framebuffer_multisample (I assume multisample_render_to_texture is always there on es3 drivers). I don't think anything else would use it and hit a slow path.
LGTM +Sami for FYI in case this (multisampled_render_to_texture) doesn't work as expected on Nexus 10.
Great. Thanks. LGTM +zmo as FYI
The CQ bit was checked by marcheu@chromium.org
CQ is trying da patch. Follow status at https://chromium-status.appspot.com/cq/marcheu@chromium.org/188173002/1
lgtm, thanks for doing this!
Message was sent while issue was closed.
Change committed as 255601 |