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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. Patrick Walton‏ @pcwalton May 6
      • Report Tweet
      • Report NetzDG Violation

      I’ve now implemented an all-GPU-compute pipeline in a Pathfinder branch, avoiding the rasterizer entirely (CPU still used for tiling). However, so far it seems that using compute shader to create vector tiles and the standard GPU rasterizer to composite them is fastest…

      1 reply 5 retweets 48 likes
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    2. Patrick Walton‏ @pcwalton May 6
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      • Report NetzDG Violation

      This makes sense to me: hard to beat the HW rasterizer for blending. But what’s strange is that I’ve seen numbers that show compute being 40x faster than what I’m seeing on comparable hardware, and I can’t reproduce them…

      4 replies 2 retweets 10 likes
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    3. Nicolas Silva‏ @nicalsilva May 7
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      Replying to @pcwalton

      I don't share your faith in hardware blending performance. It's a very challenging thing to implement even in hardware. In WR it makes a world of difference whether a primitive has blending enabled or not.

      1 reply 0 retweets 1 like
    4. Patrick Walton‏ @pcwalton May 7
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      Replying to @nicalsilva

      Well, right now I haven’t seen any improvements from avoiding the HW blender. In fact it’s a significant regression…

      1 reply 0 retweets 0 likes
    5. Nicolas Silva‏ @nicalsilva May 7
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      Replying to @pcwalton

      But you are comparing two implementations/algorithms with various diffrrences from which perf win/loss could come from. Fixed function blending is one of them, but you could be hitting different register pressure, different branching, different heaps, atomics, alignment, etc

      2 replies 0 retweets 0 likes
    6. Patrick Walton‏ @pcwalton May 7
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      Replying to @nicalsilva

      No, I’m not—I have a branch of Pathfinder that does blending in compute but keeps basically everything else the same. It’s a regression…

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton May 7
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      Replying to @pcwalton @nicalsilva

      (At least on my MacBook Pro integrated and discrete GPUs! Of course things could be different elsewhere…)

      12:36 PM - 7 May 2020
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Nicolas Silva‏ @nicalsilva May 7
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          Replying to @pcwalton

          We are probably talking about different things. I assumed you were doing the piet-metal approach but you sound like you are doing regular PF3 emulating fixed function blending with compute. I would not be surprised if the latter is a regression

          1 reply 0 retweets 0 likes
        3. Nicolas Silva‏ @nicalsilva May 7
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          Replying to @nicalsilva @pcwalton

          Piet does not need concurrent write access to pixels so blending is a much simpler and cheaper problem (at the expense of other things probably) but then it's not an apple to apple comparison which was what I was trying to get across

          1 reply 0 retweets 0 likes
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