2017-12-03 10:19 GMT-03:00 Carsten Haitzler <ras...@rasterman.com>: > also i dislike the idea of a jit. i would prefer something like > "pre-compile > all permutations into special case functions then runtime call the > right/matching one". >
I'm not familiar implementing gfx engines, but with my (small) background on compilers and the giant notes page[1], I assume there are optimizations that can't just be implemented otherwise. The API is like: ctx.draw_something1(); ctx.draw_something2(); ctx.draw_something3(); ctx.end(); //< here the pipeline is compiled In this API, the gfx engine can take info on cross-function information. If draw_something3 completely hides draw_something2, one call can be completely removed. It's actually boring, because you have to recompile the whole pipeline every value changed, but the plans to support shaders will change the situation[2][3]. There are drawbacks too. Evas already do interesting things and I just don't know if this blend2d would actually be helpful. Evas is pretty damn fast. And blend2d is whole CPU side, no GPU (but I still think it's interesting because Bézier curves). Oh, and thanks for replying to my email. It was just a different point of view, just as I wanted to have. [1] https://blend2d.com/notes.html [2] https://blend2d.com/roadmap.html [3] https://gist.github.com/vinipsmaker/08349a74566df4c4a9bf82624c13a33b -- Vinícius dos Santos Oliveira https://vinipsmaker.github.io/ ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel