On 11/4/11 7:23 AM, Chris Marrin wrote:
On Nov 3, 2011, at 7:00 PM, Charles Pritchard wrote:
In my experience, implementing filters leads to writing them multiple
times for various targets.
I suggest starting with the lowest common denominator before
targeting platforms like webgl. I understand that Google is working
on an in-software webgl implementation (angle is just a conversion
lib); at some point LLVM may have sufficient semantics-- it's
certainly been attempted (there's a polyhedron article somewhere on
the site).
You're saying you believe Google is developing a version of WebGL that
runs completely in the CPU? I haven't heard of such a thing and I
would be surprised if it were true. Running a GLSL shader in software
is possible, in fact OSX has a software renderer that does just that.
And while it can get a few fps with a simple shader, it's not
practical for serious realtime 3D graphics.
http://code.google.com/p/chromium/issues/detail?id=91445
"a software fallback is in the works"
Similarly, here's WebGL implemented in Canvas 2d and ECMAScript:
http://code.google.com/p/cwebgl/
It's certainly the case that CPU rendering will not be practical for
"serious realtime 3D graphics".
There's absolutely a divide between computers that have sufficient GPUs
and ones that do not.
The initial WebKit implementation of CSS filters will use the filter
code already in the SVG implementation. This does use vector
optimizations on some platforms for some shaders. So it will be fully
CPU based. From there several options exist for hardware acceleration,
some platform specific and others more generic, based on WebGL or some
other GPU based acceleration.
I'm a bit behind on the bleeding edge: Is there work / a foundation for
running these rendering process across multiple cores?
In https://bugs.webkit.org/show_bug.cgi?id=68479 I plan on adding some
filter infrastructure at the GraphicsLayer level to make it simpler to
implement layer-based hardware accelerated filters.
Much appreciated.
-Charles
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