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Hi Leon,Chromium's WebGL implementation on Linux was just changed to run on top of ANGLE, yes. Yes, on ChromeOS the browser is still binding directly to EGL / GLES2 / GLES3.Of course, anything is possible with a large architectural change like this. In general we have seen significant performance improvements from the switch; see for example http://crbug.com/1045643#c9 .I think the Chromium-specific group https://groups.google.com/a/chromium.org/g/graphics-dev would be a better forum for discussing this topic. Would you consider posting your question there? Also, please include some sort of reproduction scenario for the problem you're seeing.Thanks,-Ken
On Mon, Oct 26, 2020 at 9:24 AM Leon Han <leo...@intel.com> wrote:
Hi,Regarding WebGL impl in the GPU process, by my current understanding, [1] it's based on Native EGL/GLES2 in ChromeOS, but EGL/GL implemented using ANGLE in Linux. Is it right?...And, could anyone help clarify whether this could bring some perf/power diff? We are analyzing an issue about higher power consumption in Linux compared to ChromeOS, any hints for that would be appreciated... Thanks much for your help.BR,Han Leon--
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/Applications/Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary --user-data-dir=/tmp/t1 --use-cmd-decoder=validating
vs:
/Applications/Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary --user-data-dir=/tmp/t1 --use-cmd-decoder=passthrough
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Is there any chance you could provide another smaller test case in JavaScript? It would make it a lot easier to try different permutations of the test case.
On first glance I would try to avoid doing repeated bufferSubData/draw pairs to and from the same buffer in the same frame. Is there any way for you to batch up all of your buffer updates and issue a single draw call encompassing all of them at the end of the frame?
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