Web browsers have grown to encompass pretty much every field of software development. It’s the best and worst thing about working on them :)
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What are browser doing these days? different path for small and large text?
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Everything is rasterized on CPU, largely because of antialiasing quality concerns. I’m aiming to change that :)
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Am I right in thinking that everything is rasterized (and cached) separately for each font size, too?
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Yup. Each glyph is cached per font, size, and 1/4 pixel boundary (for subpixel positioning).
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what about stroked glyphs (outlines); do you rasterize those on CPU as well? if yes, are they cached independently of filled glyphs?
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Current browsers draw pretty much everything on CPU, except (rounded) rects. gw, kvark, and I are working to change that with WebRender :)
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And just to fill in some gaps, my games (and many others) use precalculated font bitmaps, rendered on GPU.
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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
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Yeah, our goal with WebRender+Pathfinder (https://github.com/servo/webrender ) is to switch to that approach, but generated on GPU at runtime.
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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.
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