We've been experimenting in our model with various modes of parallel 2D rendering (basic theme: GPU/SMP support rocks) but have a more wide open design space than WebKit's.

For a not-too-painful approach, looks like Firefox is doing well, and that's even for D2D (not retained mode): check out the last few posts @ http://www.basschouten.com/ . Flash does a bunch as well, but that's less obviously transferred.

Parallelism can be used at multiple levels within the renderer -- SIMD, threads, and/or GPU -- I was actually under the impression that WebKit on the iPhone already uses hardware acceleration for painting. For the latter case, the hardware was made for pushing pixels, so the performance question should be of how much of a speedup, not whether there is one.

- Leo

[[ A little further out, I've been going over the CSS spec, and found that a lot of the CSS transform stuff maps nicely into OpenGL as it doesn't impact layout; structured extensions like adding shaders to CSS surfaces doesn't sound too crazy at this point. This seems well-beyond the scope of this list, however. ]]



Maciej Stachowiak wrote:

On Feb 19, 2010, at 2:36 PM, Zoltan Herczeg wrote:

Hi,

as all of you probably know, smp based systems are getting widespread even
in the embedded domain, and we hope we can speed up webkit on these
systems. We did some profiling, and seemed the platform dependent
rendering took 50% of the total runtime (at least on our test platforms).
We are thinking about adding some parallel rendering support for WebKit,
probably mostly platform dependent code, but the threading support could
be reused by different ports.

The plan is opening a rendering thread for each document object. This
thread is dedicated to rendering, the resource management is still done by
the main thread. In other words, functions like drawRect (in
GraphicsContext.h) creates a small object, which contains the arguments of
the called function, and passing this object to the thread. The thread
would do the painting, and send back the object after it is processed. The main thread can free the memory space of the object later, and dereference the resources (we hope resources like fonts and images are not need to be
duplicated).

This is still a vague idea, and we are still investigating the
possibilities. What is your opinion? Do you know about any major blockers
we should know about?

I would be worried about correctness - if painting is not complete by the time the paint method returns, then you could get flashes of intermediate states showing up onscreen.

I suspect resources like fonts or images *will* need to be duplicated, either that or use thread-safe refcounting and copy-on-write. The internal state of images can be mutated by progress in loading the image, or by ongoing animation.

I'm also curious how this will help overall rendering time. Embedded platforms would normally only be displaying one document at a time, so how will one thread per document help?

Regards,
Maciej

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