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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. Ted Mielczarek‏ @TedMielczarek 13 Jul 2017
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      Replying to @rygorous @FioraAeterna

      I wonder if someone could figure out a subset of HTML you could support by embedding Servo.

      1 reply 0 retweets 3 likes
    2. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @TedMielczarek @rygorous @FioraAeterna

      Yeah, WebRender does have the advantage of being a UI graphics stack that actually fits reasonably into game rendering pipelines…

      1 reply 0 retweets 2 likes
    3. Fabian Giesen‏ @rygorous 13 Jul 2017
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      Replying to @pcwalton @TedMielczarek

      Are you sure? I'm pretty sure you at least expect to be able to Just Alllocate Memory, and that's usually a problem on consoles...

      1 reply 0 retweets 1 like
    4. Fabian Giesen‏ @rygorous 13 Jul 2017
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      Replying to @rygorous @pcwalton @TedMielczarek

      For Iggy (which does Flash), our "renderer" code is approximately 80% memory management and 20% actual rendering (by LOC).

      1 reply 0 retweets 0 likes
    5. Fabian Giesen‏ @rygorous 13 Jul 2017
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      Replying to @rygorous @pcwalton @TedMielczarek

      (Memory mgmt here includes allocation, synchronization, lifetime management, management of non-coherent GPU-side caches, defragmentation...)

      1 reply 0 retweets 0 likes
    6. Fabian Giesen‏ @rygorous 13 Jul 2017
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      Replying to @rygorous @pcwalton @TedMielczarek

      and of course a large part of that code didn't (need to) exist in the PC versions, although Vulkan/D3D12 changes that

      1 reply 0 retweets 0 likes
    7. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @rygorous @TedMielczarek

      Yeah, we do use free lists in places and have a unified GPU buffer/texture cache framework, but we have a decent number of regular allocs.

      1 reply 0 retweets 0 likes
    8. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @pcwalton @rygorous @TedMielczarek

      Though I’m pretty sure it could all be tightened up if we needed to. Anyway, if you’re driving the UI with JS, you’re already in GC land…

      1 reply 0 retweets 0 likes
    9. Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @pcwalton @rygorous @TedMielczarek

      All of the GPU resources are managed/defragmented manually and abstracted so that we can do Vulkan/D3D12/D3D11/Metal/GLES2 ports later.

      1 reply 0 retweets 0 likes
    10. Fabian Giesen‏ @rygorous 13 Jul 2017
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      Replying to @pcwalton @TedMielczarek

      Sure! But the devil's always in the details. :)

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 13 Jul 2017
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      Replying to @rygorous @TedMielczarek

      Agreed, especially when having to follow the CSS spec :)

      3:09 PM - 13 Jul 2017
      1 reply 0 retweets 0 likes
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        2. Fabian Giesen‏ @rygorous 13 Jul 2017
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          Replying to @pcwalton @TedMielczarek

          we had one resource management/rendering model for the initial GL/D3D9 impls, which then needed extensive reworking for Xbox 360 predicated

          1 reply 0 retweets 0 likes
        3. Fabian Giesen‏ @rygorous 13 Jul 2017
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          Replying to @rygorous @pcwalton @TedMielczarek

          tiling, which then needed reworking again because we had to port it to Wii where we didn't have real shaders or a stencil buffer,

          2 replies 0 retweets 0 likes
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