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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Replying to @pcwalton @rikarends
(BTW, SDF only works on monochrome images, so it can’t be a general solution anyhow.)
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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.
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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.
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Replying to @pcwalton
Do note i'm not saying general solution here, this is trying to approach delivering a vector api 'differently' to the programmer.
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Replying to @rikarends @pcwalton
Lets say custom AR/VR dataviz with 10.000s of elements all showing a different color vector element. You don't need to process 10.000 of them, you can do one and instance it 10kx
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Replying to @rikarends @pcwalton
With geometry data you can vertexshader mutate them a bit (grow, shrink if you have normals, change the color), with SDF data you can pixelshader mutate them a bit in the same way.
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Replying to @rikarends
Yeah, you can also do that with coverage data (non-SDF), just with some quality loss.
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Replying to @pcwalton @rikarends
I do agree that SDF would be a good option for tile generation mode. Need to think about how it would work, but I think it’s doable :)
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Replying to @pcwalton
I'll go read up on pathfinder some more, So i will have to port all of the shaders to 'Rust' since i compile shaders from rust, otherwise all my metal/dx11 backends wont work. How stable is it, should i wait 2 months? What would you say is best.
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Yeah, maybe 2 months is best?
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Replying to @pcwalton
Alright i'll do that, plenty to build before. Again great work on pathfinder, you are enabling so many things with this.
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