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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
      Show this thread
    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
      Show this thread
    3. Jedd Haberstro‏ @jhaberstro May 7
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      Replying to @pcwalton

      What does the HW rasterizer have to do blending? Producing a launch order of threads you believe to result in a better access pattern?

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

      My understanding is that on desktop it has some kind of internal HW queue of fragments coming from the shading units to reduce global memory traffic?

      3 replies 0 retweets 0 likes
    5. Matías N. Goldberg‏ @matiasgoldberg May 7
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      Replying to @pcwalton @jhaberstro

      I just saw your code. You're computing blending all tiles in a single thread. When you use the rasterizer, the pixel shader runs computeCoverage() in different threads, then performs the final blending stage serialized. [1/2]

      1 reply 0 retweets 1 like
    6. Matías N. Goldberg‏ @matiasgoldberg May 7
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      Replying to @matiasgoldberg @pcwalton @jhaberstro

      If you want to beat the ROP, you need N threads to call computeCoverage() and store result into shared memory, then a barrier, then merge the results using a parallel sum algorithm and have 1 threads store the final combined value [2/2]

      2 replies 0 retweets 0 likes
    7. Patrick Walton‏ @pcwalton May 7
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      Replying to @matiasgoldberg @jhaberstro

      Yeah, I’ve thought about doing it that way. But other compute-based vector rendering solutions I’ve seen don’t work this way; they interpret command lists sequentially per tile.

      3 replies 0 retweets 0 likes
    8. Michael‏ @michael90187356 May 7
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      Replying to @pcwalton @matiasgoldberg @jhaberstro

      The problem with the parallel sum approach is that it's not the most energy-efficient. Baking Bézier curves to an intermediate representation of MSDF would be quite efficient for scaling and compositing. Color MSDF might be tricky though. Cached coverage channels?

      1 reply 0 retweets 0 likes
    9. Patrick Walton‏ @pcwalton May 7
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      Replying to @michael90187356 @matiasgoldberg @jhaberstro

      I’ve thought about mSDF but I don’t think it works for dynamic vector graphics (like canvas), because mSDF is too expensive to generate. I’m interested in trying a variant of mSDF combined with sparse virtual texturing and a background/foreground per cell though…

      2 replies 0 retweets 1 like
    10. Patrick Walton‏ @pcwalton May 7
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      Replying to @pcwalton @michael90187356 and

      Sparse virtual texturing gets you an unbounded number of features per tile because you can just subdivide tiles as far as you need. This would be for static vector graphics only—the use case being text or texturing models in games, where you can bake during build time.

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton May 7
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      Replying to @pcwalton @michael90187356 and

      One annoyance with SDF is that it encodes curves as axis aligned hyperbolas, which are not very flexible compared to Beziers. The speed and simplicity are great though...

      7:10 PM - 7 May 2020
      0 replies 0 retweets 0 likes

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