Re: [webkit-dev] WebGL performance

2009-10-22 Thread Oliver Hunt


On Oct 20, 2009, at 5:58 AM, Boris Stock wrote:

I have an question regarding the WebGL implementation. It already  
seems to be very fast. Of course a lot of stuff is important like in  
native GL programs (rendering triangle stripes vs. X and stuff).  
But how far do you think will a future stable release of WebGL match  
a native GL implementation in performance? Is JavaScript speed a  
big show stopper there? or because the GL surface is not fullscreen  
and can be overlayed with other layers (which is also a big  
peformance impact on any system which overlays something over the  
opengl surface / view).


At the moment there are not any significant webgl based apps (due to  
the current state of the spec) so we don't yet know what issues will  
be performance problems.  On the topic of overlay performance, there  
is the requirement that a canvas element (WebGL or simple 2D) must  
composite correctly, which effectively requires a call to glReadPixels  
if the renderer is not able to composite on a hardware directly.


There are other costs that currently don't show up as they're not  
implemented, most notably shader validation -- basically the UA is  
required to parse shaders itself and validate against a reduced subset  
of the GL|ES 2.0 version of GLSL (which is a subset of desktop GLSL).


--Oliver


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Re: [webkit-dev] WebGL performance

2009-10-22 Thread Simon Fraser

On Oct 22, 2009, at 12:38 PM, Oliver Hunt wrote:


On Oct 20, 2009, at 5:58 AM, Boris Stock wrote:

I have an question regarding the WebGL implementation. It already  
seems to be very fast. Of course a lot of stuff is important like  
in native GL programs (rendering triangle stripes vs. X and  
stuff). But how far do you think will a future stable release of  
WebGL match a native GL implementation in performance? Is  
JavaScript speed a big show stopper there? or because the GL  
surface is not fullscreen and can be overlayed with other layers  
(which is also a big peformance impact on any system which overlays  
something over the opengl surface / view).


At the moment there are not any significant webgl based apps (due to  
the current state of the spec) so we don't yet know what issues will  
be performance problems.  On the topic of overlay performance, there  
is the requirement that a canvas element (WebGL or simple 2D) must  
composite correctly, which effectively requires a call to  
glReadPixels if the renderer is not able to composite on a hardware  
directly.


Note that WebCore does have support for accelerated composting of web  
content (see the ACCELERATED_COMPOSITING code paths), and WebGL makes  
use of this, so there is very little performance impact of layering  
content on top of a 3d canvas for platforms that have an  
ACCELERATED_COMPOSITING implementation.


Simon

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