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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. Iain Merrick‏ @iainmerrick 12 Jul 2017
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      Replying to @nothings @pcwalton

      It’s funny to say things like “almost perfect for all applications” and then to be reminded that some people don’t even work on games :)

      1 reply 0 retweets 3 likes
    2. Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @iainmerrick @nothings

      Web browsers have grown to encompass pretty much every field of software development. It’s the best and worst thing about working on them :)

      2 replies 0 retweets 1 like
    3. Philippe Rollin‏ @prollin 13 Jul 2017
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      Replying to @pcwalton @iainmerrick @nothings

      What are browser doing these days? different path for small and large text?

      1 reply 0 retweets 0 likes
    4. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @prollin @iainmerrick @nothings

      Everything is rasterized on CPU, largely because of antialiasing quality concerns. I’m aiming to change that :)

      1 reply 0 retweets 0 likes
    5. Iain Merrick‏ @iainmerrick 13 Jul 2017
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      Replying to @pcwalton @prollin @nothings

      Am I right in thinking that everything is rasterized (and cached) separately for each font size, too?

      1 reply 0 retweets 0 likes
    6. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @iainmerrick @prollin @nothings

      Yup. Each glyph is cached per font, size, and 1/4 pixel boundary (for subpixel positioning).

      2 replies 0 retweets 0 likes
    7. Philippe Rollin‏ @prollin 13 Jul 2017
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      Replying to @pcwalton @iainmerrick @nothings

      what about stroked glyphs (outlines); do you rasterize those on CPU as well? if yes, are they cached independently of filled glyphs?

      1 reply 0 retweets 0 likes
    8. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @prollin @iainmerrick @nothings

      Current browsers draw pretty much everything on CPU, except (rounded) rects. gw, kvark, and I are working to change that with WebRender :)

      1 reply 0 retweets 0 likes
    9. Iain Merrick‏ @iainmerrick 13 Jul 2017
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      Replying to @pcwalton @prollin @nothings

      And just to fill in some gaps, my games (and many others) use precalculated font bitmaps, rendered on GPU.

      1 reply 0 retweets 0 likes
    10. Iain Merrick‏ @iainmerrick 13 Jul 2017
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      Replying to @iainmerrick @pcwalton and

      There's a spectrum of solutions depending on whether you use the same bitmap at different sizes, generate at runtime, use SDF, etc

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @iainmerrick @prollin @nothings

      Yeah, our goal with WebRender+Pathfinder (https://github.com/servo/webrender ) is to switch to that approach, but generated on GPU at runtime.

      1:11 PM - 13 Jul 2017
      2 replies 0 retweets 0 likes
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        2. Iain Merrick‏ @iainmerrick 13 Jul 2017
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          Replying to @pcwalton @prollin @nothings

          The other thing browsers do (at least Chrome did when I worked on it) is use tons of textures for compositing. Mostly unnecessary I think!

          2 replies 0 retweets 0 likes
        3. Patrick Walton‏ @pcwalton 13 Jul 2017
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          Replying to @iainmerrick @prollin @nothings

          100% agreed. WebRender doesn’t use intermediate textures unless required (for filters mostly). Also uses early Z to reduce overdraw.

          1 reply 0 retweets 2 likes
        4. 1 more reply
        1. Patrick Walton‏ @pcwalton 13 Jul 2017
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          Replying to @pcwalton @iainmerrick and

          Note that we have to handle SVG and <canvas> too, so I’m trying to unify font and general vector art as much as possible for simplicity.

          0 replies 1 retweet 3 likes
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