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flutter/engine
#38573Labels
P2Important issues not at the top of the work listImportant issues not at the top of the work listc: performanceRelates to speed or footprint issues (see "perf:" labels)Relates to speed or footprint issues (see "perf:" labels)e: web_canvaskitCanvasKit (a.k.a. Skia-on-WebGL) rendering backend for WebCanvasKit (a.k.a. Skia-on-WebGL) rendering backend for Webplatform-webWeb applications specificallyWeb applications specificallyteam-webOwned by Web platform teamOwned by Web platform teamtriaged-webTriaged by Web platform teamTriaged by Web platform team
Description
The fix for #103803 , flutter/engine#35276 improves performance compared to software rendering, but compared to mobile or desktop it leaves a lot on the table. Reading back the pixels through the CPU is a high latency operation that can stall rendering for multiple milliseconds even on very fast computers. For example, on my gaming desktop PC, this takes anywhere from 5-10ms.
This is a particularly troublesome regression, because most of the interesting usage of shaders involve re-sampling some part of the child widgets using toImage. On mobile/desktop this operation is nearly free as we're simply manipulating a texture that already exists (or will exist) on the GPU.
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P2Important issues not at the top of the work listImportant issues not at the top of the work listc: performanceRelates to speed or footprint issues (see "perf:" labels)Relates to speed or footprint issues (see "perf:" labels)e: web_canvaskitCanvasKit (a.k.a. Skia-on-WebGL) rendering backend for WebCanvasKit (a.k.a. Skia-on-WebGL) rendering backend for Webplatform-webWeb applications specificallyWeb applications specificallyteam-webOwned by Web platform teamOwned by Web platform teamtriaged-webTriaged by Web platform teamTriaged by Web platform team
