Benchmarking OpenGL/Vulkan/etc. code is easy because the GPU basically does what you tell it to, without a lot of magic caches and whatnot in between. Benchmarking vector graphics APIs, on the other hand…
-
-
I’m tempted to *not* do this for Pathfinder, and instead to make caching explicit in the low-level API. Rationale: the user knows better than I do whether, say, a path is going to be blitted repeatedly or only once. High-level APIs like <canvas> can have magic heuristics though.
Show this threadThanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.