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Avoid ANGLE y-inversion rendering path #25582

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jdm opened this issue Jan 23, 2020 · 1 comment
Open

Avoid ANGLE y-inversion rendering path #25582

jdm opened this issue Jan 23, 2020 · 1 comment

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@jdm
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@jdm jdm commented Jan 23, 2020

Based on #25425 (comment), we should do the work to avoid the rendering slow path. On reflection, however, it's not clear to me that this will have an impact on immersive mode - we will likely need to implement y-inversion in our webgl backend the same way that webrender performs the transformation, so the real question is whether the presence of the y-inversion in the glBlitFramebuffer calls during webxr's render_animation_frame makes a material difference to the frame throughput or not.

@jdm jdm added the P-windows label Jan 23, 2020
@jdm jdm added this to To do in UWP port via automation Jan 23, 2020
@jdm jdm added the A-gfx/rendering label Jan 23, 2020
@jdm
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@jdm jdm commented Jan 23, 2020

It should be straightforward to figure out if this work is a high priority:

If there's a meaningful improvement, we should prioritize this.

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