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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. Mike Conley @mconley@mastodon.social‏ @mike_conley 6 Apr 2018
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      More than half of the time Jeff and I record a Joy of Profiling episode, we find horrible performance problems that are going to be solved by WebRender, and that feels pretty good.

      5 replies 0 retweets 13 likes
    2. Caspy7‏ @caspy7 6 Apr 2018
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      Replying to @mike_conley

      cc: @pcwalton How will we manage WR for devices without viable GPUs?

      2 replies 0 retweets 0 likes
    3. Patrick Walton‏ @pcwalton 6 Apr 2018
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      Replying to @caspy7 @mike_conley

      Undecided. I might end up writing a CPU backend using Skia or something for the pixel pushing.

      3 replies 0 retweets 0 likes
    4. eddyb, thriving in isolation,‏ @eddyb_r 7 Apr 2018
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      Replying to @pcwalton @caspy7 @mike_conley

      wouldn't llvmpipe work better overall?

      1 reply 0 retweets 0 likes
    5. Nicolas Silva‏ @nicalsilva 7 Apr 2018
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      Replying to @eddyb_r @pcwalton and

      I doubt it. llvm pipe spends a lot of cycles implementing an API that doesn't fit particularly well with the problem of rendering 2d graphics. It's good to get access to hardware but beyond that GL's api has no advantage over skia primitives that were made for that stuff on CPU.

      1 reply 0 retweets 0 likes
    6. Patrick Walton‏ @pcwalton 7 Apr 2018
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      Replying to @nicalsilva @eddyb_r and

      Well, except overdraw prevention, but basically yeah. It’s not clear to me that Skia is the best low-level API for 2D though. It may well be that the best low-level API for 2D looks like something in between Skia and GL (getting flashbacks to pixman here).

      1 reply 0 retweets 0 likes
    7. Nicolas Silva‏ @nicalsilva 8 Apr 2018
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      Replying to @pcwalton @eddyb_r and

      I am curious about whether the hi-z trick would work well on software or if it's performance relies on dedicated hardware. What else would you take from GL? Not triangles for sure.

      1 reply 0 retweets 0 likes
    8. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @nicalsilva @eddyb_r and

      You could do hierarchical Z in software. In fact I had various experiments lying around that showed that this should be possible.

      1 reply 0 retweets 0 likes
    9. Nicolas Silva‏ @nicalsilva 9 Apr 2018
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      Replying to @pcwalton @eddyb_r and

      Interesting! Is it building the hierarchy incrementally or after the base level has been rendered? My intuition is that it'd be hard to do the former without trashing the cache in the hot rasterization loop, but as always intuition is not science.

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @nicalsilva @eddyb_r and

      I was thinking about a coarse-grained tiling scheme to early reject large areas. I don’t think it makes sense to try to be more fine-grained than that on CPU.

      9:13 AM - 9 Apr 2018 from Civic Center, San Francisco
      1 reply 0 retweets 0 likes
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        2. Nicolas Silva‏ @nicalsilva 9 Apr 2018
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          Replying to @pcwalton @eddyb_r and

          Agreed. Then it's actually not too far from the tile based region we use in gecko for invalidation, although it is used to split the drawing commands into visible parts rather than provide occlusion information to a command without splitting it. It'd be fun to try the latter.

          1 reply 0 retweets 0 likes
        3. Patrick Walton‏ @pcwalton 9 Apr 2018
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          Replying to @nicalsilva @eddyb_r and

          Well… sort of? No browser (outside of Gecko/Servo with WR) currently paints opaque primitives in dirty areas front to back. They all give up a ton of perf because of this.

          1 reply 0 retweets 0 likes
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