- From: Michael Blain <mpb@chromium.org>
- Date: Wed, 11 Feb 2015 10:08:47 -0800
- To: Nat Duca <nduca@chromium.org>
- Cc: Evan Nowak <enowak@onshape.com>, "public-web-perf@w3.org" <public-web-perf@w3.org>, "vmpstr@chromium.org" <vmpstr@chromium.org>
- Message-ID: <CAKZ0ab-XdmafTsYN9pzOwE5Gf+S1n--swDs5m+QekK0rWU0XPA@mail.gmail.com>
It could depend on implementation, but that's the goal - anything that generates content for the compositor (including user-driven actions like scrolling or css animations) should get events. I don't see why WebGL should be any different. On Wed, Feb 11, 2015 at 10:03 AM, Nat Duca <nduca@chromium.org> wrote: > It should "just work" --- you will get main frame records for every frame > that gets sent from js to the various browser's rendering subsystems. So by > combining the frame timing API with a performance observer, you should be > able to compute the frame rate not only of a page containing webgl, but > also say a video tag as well. +mpb and +vmpstr in case I'm off base. > > > On Tue, Feb 10, 2015 at 11:31 AM, Evan Nowak <enowak@onshape.com> wrote: > >> Greetings, >> >> I work with WebGL on a regular basis and I’ve had difficulty finding a >> robust way to measure interactive framerates. Timing intervals between >> requestAnimationFrame callbacks provides decent results when in an >> animation loop. However, my application’s frames are event-driven, so >> there isn’t a persistent rendering loop with which to measure framerate. I >> was excited when I encountered the frame timing api, because it looks like >> it might be useful in the context of my problem. >> >> After spending some time perusing the draft spec and the “explainer >> <https://github.com/w3c/frame-timing/wiki/Explainer>”, I haven’t seen >> any explicit mention of using the API for timing WebGL frames. However, it >> seems like this could be done, assuming the WebGL work done for one frame >> can be correlated to a composite event. >> >> Since I haven’t seen any explicit mention of WebGL, I wanted to email >> this group for two reasons: >> 1) To express interest in the API as a WebGL developer, so that you >> know the interest is out there. >> 2) To ask: will the API, as it stands now, support timing of frames >> with WebGL content? >> >> Thanks, >> Evan >> > >
Received on Friday, 13 February 2015 12:27:47 UTC