1), we only add disable-gpu-rasterization when TextureView is enabled
If customer use TextureView(ANIMATABLE_XWALK_VIEW is true),  crosswalk will 
append a flag disable-gpu-rasterization to fore it disable gpu raster.
If customer do not use SurfaceView(ANIMATABLE_XWALK_VIEW is false),   crosswalk 
will not append flag disable-gpu-rasterization. But this doesn’t mean gpu 
raster is on. According to 
https://www.chromium.org/developers/design-documents/chromium-graphics/how-to-get-gpu-rasterization,
 gpu “doesn't run for all content”, it was provided for content asking for it. 
For example, when you add “<meta name="viewport" content="width=device-width, 
minimum-scale=1.0">”, gpu raster will be on.

2), more detail about TextureView  and SurfaceView
Currently for most customers, we suggest he disables ANIMATABLE_XWALK_VIEW to 
use SurfaceView.
According to this thread 
https://groups.google.com/a/chromium.org/forum/#!topic/graphics-dev/Z0yE-PWQXc4 
, “TextureView adds 1-3 extra frames of latency to display updates.”

My suggestion for this case:
Set ANIMATABLE_XWALK_VIEW to false, this will enable SurfaceView as render 
backend.
You can do this by:
XWalkPreferences.setValue(XWalkPreferences.ANIMATABLE_XWALK_VIEW, false);


Regards,
Xing

From: Crosswalk-help 
[mailto:[email protected]] On Behalf Of Dan 
Green
Sent: Monday, June 22, 2015 6:06 PM
To: [email protected]
Subject: [Crosswalk-help] GPU rastar and performance issues on Crosswalk

Hi,

Thank you guys for your great work!

It seems that setting GPU rastarization off is a big performance hit. In 
Crosswalk 13 GPU rastar is disabled for some devices (e.g. Galaxy S2) but for 
the same devices it's enabled in Chrome and seems to work OK. There is a huge 
difference in performance (specifically, in painting time) when setting GPU 
rastar on/off. See detailed explanation in 
https://crosswalk-project.org/jira/browse/XWALK-3614 (my comment from today).

Just to extend on this a bit more, we see differences in performance between 
Crosswalk and chrome (in favor to Chrome) in other places. For example, we see 
on Nexus 10 (Android 5.1) that our game runs on 4FPS (!) when using Crosswalk 
13 and 50-60 FPS on Chrome 43. Up to Crosswalk 10 we had similar FPS (is it 
related to 
https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842?)

The performance issue is currently the most painful and critical for us 
(actually, it's also true for anyone I know that is using Crosswalk, or anyone 
that intends to use it but doesn't because of performance concerns). I would 
expect Crosswalk to have a performance at least as good as the corresponding 
Chrome.

Why GPU rastarization is set off (for some device) in Crosswalk 13 but is 
enabled in Chrome and works fine? Also, is there any improvement in regard to 
the subject in 
https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842?

Looking forward to get updates on this.

Thanks!
Dan

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