@pcwalton Hi, magnificent work on Pathfinder 3, congrats. Was going through the code and the reason you need GL ES 3 as opposed to ES2+exts is integer support in the shader correct? HalfFloat is av on iOS webgl, but not ints in shaders.
That’s the idea, yeah. I want to have an optional path to do everything on GPU, but only if it’s proven to be a win (i.e. if the CPU would otherwise be idle it’s not a win). There’s more overhead when doing everything on GPU in compute shader.
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(BTW, SDF only works on monochrome images, so it can’t be a general solution anyhow.)
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Well yea but you could then just render a nice sdf texture for a layer of vector data, like a font glyph or some other design element.
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I'd say having a high perf gpu-path for creating texture atlasses for fonts is already pretty great improvement for a browser stack. Btw on my 1080ti the 'gpu time' didnt scale by as much as i expected vs my laptop, is it bound in some way?
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The GPU time is inaccurate and counts a lot of CPU time ever since I added pipelining. Need to fix.
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