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.
Like, if you have 16x16 tiles at 4K, that’s 4 64-bit words per scanline. That fits in one YMM register, so for rectangular regions you load one pattern, do just one test, and bitwise or for update.
-
-
You'd still paint front to back? How do you handle blended pixels? I suppose they would need depth information if done in a separate pass
-
Oh yeah, they would need depth info. Well, we could have a 16-bit integer depth buffer I suppose.
- 4 more replies
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.