Hi,

We had the same issue when we've upgraded from 8 to 10 (from the same
reason, openssl issue). If enabling gpu-rasterization we got incorrect
pixel rendering problem on some devices (see
https://crosswalk-project.org/jira/browse/XWALK-3614), so we had to turn
off gpu-rasterization in xwalk-command-line file, and unfortunately, live
for a while with the drop in the performance.

Regarding flyingsoft.phatcode.net reply, your suggestions sounds very
interesting. Crosswalk team, what is your position regarding such tweaks
(including xwalk-command-line flags)?
Generally, I think that adding to Crosswalk documentation a
suggestions/tips document for optimizing performance would be a great help
for developers.

Thanks,
- Roei




On Tue, Mar 10, 2015 at 7:20 AM, <[email protected]> wrote:

> I would highly advise against setting minimum-scale to 1.0. 0.2 would be
> better. I use this:
>
> <meta name="viewport" content="width=device-width, initial-scale=.2,
> maximum-scale=.2, user-scalable=0">
>
> I may be mis-understanding/mis-remembering, but: setting minimum-scale to
> 1.0 means that a 1000 pixel object (in CSS terms) will actually take up
> devicePixelRatio times this many pixels in texture memory. A 1920x1080
> element with a devicePixelRatio of 3 will have 9 times as many renderable
> pixels as logical pixels and thus take 9 times more texture space! So much
> more used texture render space means many weird Chromium memory bugs and
> extra GPU-CPU cross-communication delays.
>
> I had absolutely awful performance in my jigsaw game until I realized that
> I just needed to set minimum-scale to much less than 1.
>
> FYI, not sure how many of these are relevant or actually do anything, but
> here is my xwalk-command-line file:
> xwalk --enable-remote-debugging 
> --disable-gesture-requirement-for-media-playback
> --ignore-gpu-blacklist --use-mobile-user-agent --enable-begin-frame-scheduling
> --enable-fixed-position-compositing --enable-threaded-compositing
> --enable-accelerated-overflow-scroll --enable-overlay-fullscreen-video
> --in-process-gpu --disable-gpu-shader-disk-cache --enable-viewport
> --enable-viewport-meta --main-frame-resizes-are-orientation-changes
> --disable-composited-antialiasing --ui-prioritize-in-gpu-process
> --enable-delegated-renderer --profiler-timing=0 --prerender=auto
> --disable-gpu-watchdog --supports-dual-gpus=true
> --gpu-driver-bug-workarounds=1,8,43,45 --canvas-msaa-sample-count=0
> --disable-low-res-tiling --disable-overlay-scrollbars
>
>
> On 2015-03-09 21:24, Miao, Qiankun wrote:
>
>> Chromium enabled gpu-rasterization since chrome 37, and CrossWalk
>> merged this change since V9. Please refer:
>> http://www.chromium.org/developers/design-documents/
>> chromium-graphics/how-to-get-gpu-rasterization
>> [1] . You can add “minimum-scale=1” to the meta viewport to enable
>> gpu-rasterization: e.g. <meta name="viewport"
>> content="width=device-width, minimum-scale=1.0">.
>>
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