WebRender plus Pathfinder is what I’d like to see. :) We need global batching, Z-culling, accelerated path rendering, and no “compositors”.
-
-
Replying to @pcwalton @agumonkey
You're always going to need a compositor unless you're letting apps just draw to the screen surface like GDI/X11 used to
1 reply 0 retweets 0 likes -
Unless you're in full screen mode, something needs to take window textures and assemble a screen out of them
1 reply 0 retweets 2 likes -
That presupposes that windows should be textures instead of lists of drawing commands.
2 replies 1 retweet 7 likes -
Replying to @pcwalton @agumonkey
This is all fine and well until your user wants to run a 3D game, or otherwise wants to draw something sufficiently unusual
1 reply 0 retweets 1 like -
I didn’t mean that compositing window textures into a scene shouldn’t be supported. Only that it shouldn’t be required :)
2 replies 0 retweets 2 likes -
Exactly. On iOS Core Animation composites cached layers, as rendering them was slow. Modern GPU stacks are making this step obsolete.
1 reply 0 retweets 0 likes -
Not slow, but inefficient. And it's still inefficient, which is why we've gone from composition hardware capable of 3 layers to 8+
2 replies 0 retweets 0 likes -
Replying to @erincandescent @oshepherd and
You should see the kind of numbers we see with WebRender. The vertex shading step is <1% of GPU time.
1 reply 0 retweets 0 likes -
Replying to @pcwalton @oshepherd and
And we aggressively Z-cull the whole scene. So we paint every pixel only once, modulo transparent geometry.
2 replies 0 retweets 0 likes
So we’re painting the same number of pixels as in the traditional approach, but without intermediate framebuffers…so we win by 50%.
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.