But modern UIs consist of complex scene graphs, not rectangles of pixels.
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Replying to @pcwalton @oshepherd and
This is why compositors are a bad fit for browsers: the CSS model is a complex scene graph, not pixels of rectangles.
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Yup, until you need to go cross process. Or scroll one viewport inside another
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Replying to @erincandescent @oshepherd and
We solved both problems in WebRender. Export display lists across IPC, and have the notion of scroll roots deeply integrated into rendering.
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Are the scroll roots rendered down to textures? Because if not you end up wasting a bunch of energy...
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Replying to @erincandescent @oshepherd and
No, you are not wasting energy, for the reasons I explained. You paint fewer pixels than the traditional approach.
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Repainting the 80% of my Twitter page which only moved upwards 100 pixels when I scrolled it is categorically a waste of energy
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Replying to @erincandescent @oshepherd and
No, it’s not. You have to repaint those pixels anyway, whether they’re cached in a texture or not.
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Replying to @pcwalton @oshepherd and
Again: Vertex shading is less than 1% of GPU time, and we Z-cull to avoid overdraw.
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I'm not talking about vertex shading. I'm talking about fragment shading + copying pixels
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We paint every pixel only once in most cases. Roughly same number of fragments painted as when you cache in a texture.
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