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pcwalton's profile
Patrick Walton
Patrick Walton
Patrick Walton
@pcwalton

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Patrick Walton

@pcwalton

Research engineer at Mozilla

San Francisco, CA
pcwalton.github.io
Joined November 2009

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    1. Rik Arends‏ @rikarends 2 May 2019
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      @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.

      1 reply 0 retweets 0 likes
    2. Patrick Walton‏ @pcwalton 2 May 2019
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      Replying to @rikarends

      I don’t actually need integer support in the shader. Do you need PF3 to work on ES2?

      1 reply 0 retweets 0 likes
    3. Rik Arends‏ @rikarends 2 May 2019
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      Replying to @pcwalton

      Yes, since apple has all but abandoned webGL2, its fair to assume either it runs on webGL1 (with av exts like halfloat) or it won't run on 'web' for a long time.

      2 replies 0 retweets 0 likes
    4. Rik Arends‏ @rikarends 2 May 2019
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      Replying to @rikarends @pcwalton

      I was contemplating Pathfinder 3 as a font-atlas builder for Makepad since its either that or go do pixelfonts for lowDPI which apparently still most of the world has :)

      1 reply 0 retweets 0 likes
    5. Patrick Walton‏ @pcwalton 2 May 2019
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      Replying to @rikarends

      That’s a great use case. BTW I was thinking about making an SDF generator mode for PF3. Not quite sure how it will work yet.

      2 replies 0 retweets 0 likes
    6. Rik Arends‏ @rikarends 2 May 2019
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      Replying to @pcwalton

      I really like this idea of generating SDF's with pathfinder btw, it would give me atleast some dynamic scalability range, and it would take the pressure off of your core for AR/VR as well.

      2 replies 0 retweets 0 likes
    7. Rik Arends‏ @rikarends 2 May 2019
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      Replying to @rikarends @pcwalton

      Those GPU times are pretty great, but still 'huge' for a 120hz mobile device. Do you need do al the cpu tiles again when the camera changes? Or can you leave them be.

      1 reply 0 retweets 0 likes
    8. Patrick Walton‏ @pcwalton 2 May 2019
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      Replying to @rikarends

      You have to redo all the CPU tiles, but you can reproject them at some loss in quality (on VR I just do them once and reproject to both eyes). BTW I want to eventually move CPU tile generation to GPU, but I’m not sure it will be a win.

      1 reply 0 retweets 1 like
    9. Rik Arends‏ @rikarends 2 May 2019
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      Replying to @pcwalton

      So i'd say keep a healthy load on the CPU, the GPU is busy doing all them AR/VR things at high framerates :)

      1 reply 0 retweets 0 likes
    10. Patrick Walton‏ @pcwalton 2 May 2019
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      Replying to @rikarends

      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.

      2 replies 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 2 May 2019
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      Replying to @pcwalton @rikarends

      (BTW, SDF only works on monochrome images, so it can’t be a general solution anyhow.)

      1:40 PM - 2 May 2019
      1 reply 0 retweets 0 likes
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        2. Rik Arends‏ @rikarends 2 May 2019
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          Replying to @pcwalton

          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.

          2 replies 0 retweets 0 likes
        3. Patrick Walton‏ @pcwalton 2 May 2019
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          Replying to @rikarends

          Doesn’t work, too much memory for complicated stuff. I did the math for e.g. the Dutch rail map and it was something like 100GB of memory required.

          1 reply 0 retweets 0 likes
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