El jue, 03-11-2016 a las 06:58 +0000, Rogovin, Kevin escribió: > Hi! > > Question answers: > 1. Currently FastUIDraw has a backend to OpenGL 3.3 and OpenGL > ES 3.0. One of its design goals is to make it not terribly awful to > write a backend to different 3D API’s. > 2. I think I was unclear in my video. I have NOT migrated ANY UI > rendering library to use Fast UI Draw. What I have done is made a > demo (painter-cells) and ported that demo to Fast UI Draw, Cairo, > Qt’s QPainter and SKIA. The diffs between the ports is almost trivial > (it really is just using those different rendering API’s).
That makes me wonder, would it be possible to add a new cairo backend based on FastUIDraw? That would make very easy to try it out with the current GraphicsContext cairo backend. > 3. There are a few areas: > a. Reduce some render to offscreen buffers. When I worked with > WebKit YEARS ago, I saw a few instances of rendering to texture that > are unnecessary and even harm performance for GPU rendering. The > first example was where a brush pattern with an image and/or gradient > applied is to be drawn tiled across an area. WebKit (at that time) > first drew a single instance of that pattern to an image, then drew > that image tiled. For GPU renderers we can (very easily) just do the > repeat pattern (of both original image and gradient) from a shader. > Another instance happens at RenderLayer where a new GraphicsContext > “layer” is started on a transformation that has rotation or > perspective. For FastUIDraw, this is not necessary, though if a layer > is transparent, then it is. > b. In addition, FastUIDraw has an interface so that if “what” is > drawn is unchanged but the “how” changes, then a caller can cache the > “what” to send to the GPU. To be explicit, “what” to draw is > essentially attributes and indices and those values do NOT depend on > the state of “how” to draw. Examples of “how” to draw: current > transformation, brush to apply, clipping applied, stroking parameters > (including dash pattern) and blending mode. I admit that I am quite > proud of being able to use the same attributes an indices even if > stroking parameters (stroking width, miter limit and dash pattern) > change. Text rendering “what” to draw does depend on what glyphs one > wants to use. Specifically, if drawing coverage font glyphs, then > attributes and indices values change if one wants to draw the glyph > biffer, but for the GPU rendered glyphs they do not. > 4. The renderer implements full 3x3 transformations. However, > the renderer does NOT implement out-of-order transparency. For a GPU, > a 3x3 transformation is cheap (naturally!). The renderer does handle, > with a very little additional overhead changing clipping even between > nasty rotations or perspective changes. The demo painter-cells > deliberately pushes and does lots of nasty clipping and the > performance impact of it on FastUIDraw is very small. > 5. Drawing text is a right pain in the rear. Currently, > FastUIDraw has 3 methods to draw text: coverage, distance field and > an original GPU algorithm that I devised for another open sourced > project years ago. Coverage is needed when glyphs are drawn small and > hinting becomes important. The original GPU algorithm keeps corners > sharps and does a computation in the fragment shader to compute a > coverage value. Distance field is a fall back which has render > quality issues (namely corners are rounded) but is very, very cheap. > I want to write an additional glyph renderer that is much faster than > the original GPU method and keeps corners sharp. This new one is to > use the ideas found in https://github.com/Chlumsky/msdfgen but I have > a way to make the distance field generation much, much faster and > handle natively cubics (instead of breaking cubics into quadratics) > > For convenience, below is a list of features FastUIDraw implements: > 1. 3x3 transformation matrix > 2. path stroking with anti-aliasing > a. dashed stroking too > b. miter, rouned, bevel joins > c. flat, square and rounded caps > 3. path filling against an arbitrary fill rule > 4. “brush” > a. linear gradients > b. two point conical gradients (I call these radial gradients) > c. images > i. nearest, > bilinear and bicubic filtering > 5. Clipping > a. clipIn against rect or filled path (with arbitrary fill rule) > b. clipOut against path (with arbitrary fill rule) > 6. Glyph rendering > a. coverage fonts > b. 1-channel distance field > c. curve-pair analytic (original algorithm) > 7. all 12 Porter-Duff blend modes > > However, I still have work to do: > 1. anti-alias path fills > 2. anti-alias clipping > 3. more glyph rendering work > 4. some optimizations related to culling on path-fills > 5. dash pattern adjustments from contour length as found in http > s://www.w3.org/TR/svg-strokes/ > 6. the analog of GraphicContext’s begin/endTransparencyLayer > 7. The blend/combine/transfer modes of W3C that are not from > Porter-Duff. > > At this point, I need to garner interest to be able to get time to > work on this project at my employer. The stronger the enthusiasm I > can get the better my chances for continuing the work. This looks really interesting, I think the GTK+ port could benefit from this if it eventually can be used as a cairo replacement. > Best Regards, > -Kevin Rogovin > > From: Myles C. Maxfield [mailto:mmaxfi...@apple.com] > Sent: Thursday, November 3, 2016 1:30 AM > To: Rogovin, Kevin <kevin.rogo...@intel.com> > Cc: webkit-dev@lists.webkit.org > Subject: Re: [webkit-dev] WebKit GPU rendering possibility > > Hello, > > This is certainly interesting work! I have a few questions about the > approach of this renderer. > > 1. What API is this on top of? OpenGL? Metal? Vulkan? Raw GPU > commands[1]? > 2. You mention in your video that you have already migrated Cairo on > top of your new tech. Traditionally, a web engine is divorced from a > 2D rendering engine such as Cairo. Why can’t the ports of WebKit > which use Cairo get this new tech without any change? > 3. What sort of API changes do you have in mind to make > GraphicsContext adopt? > 4. Out of curiosity, does the renderer implement 3D transforms? Did > you have to implement 3-D triangle subdivision along intersections > (perhaps for order-independent transparency)? > 5. Which algorithm did you choose to draw text? > > Historically, the WebKit team has hesitated to allow experiments in > the OpenSource repository. Traditionally, this sort of exploratory > work is done in a branch, and only after it has proved to be an > improvement, the work is adopted on trunk. > > Thanks, > Myles > > [1] https://01.org/linuxgraphics/documentation/hardware-specification > -prms > > On Nov 2, 2016, at 9:35 AM, Rogovin, Kevin <kevin.rogo...@intel.com> > wrote: > > Hi, > > I was directed here by some colleagues as this is the place to post > the following to get started on the following proposal. > > I have been working on an experimental 2D renderer that requires a > GPU, the project is open sourced on github at https://github.com/01or > g/fastuidraw. I gave a talk at the X Developers Conference this year > which can be seen from https://www.x.org/wiki/Events/XDC2016/Program/ > rogovin_fast_ui_draw/ . > > I made a benchmark which makes heavy use of rotations and clipping > and ported to SKIA, Qt’s QPainter and Cairo. The benchmark and its > ports are in the git repo linked above under the branch > with_ports_of_painter-cells. It's performance advantage of FastUIDraw > against the other renderers was quite severe (against Cairo and Qt's > QPainter over 9 times and against SKIA about 5 times faster). > > I would like to explore the option of using FastUIDraw to implement a > WebCore::GraphicsContext backend for the purpose of making drawing > faster and more efficient on Intel devices that are equipped with a > GPU. I also think that some minor modifications to WebKit’s use of > GraphicsContext will also give some benefits. I have worked on WebKit > a few years ago and knew/know my way around the rendering code very > well (atleast at that time). > > Looking forward to collaboration, > -Kevin Rogovin > > _______________________________________________ > webkit-dev mailing list > webkit-dev@lists.webkit.org > https://lists.webkit.org/mailman/listinfo/webkit-dev > > _______________________________________________ > webkit-dev mailing list > webkit-dev@lists.webkit.org > https://lists.webkit.org/mailman/listinfo/webkit-dev _______________________________________________ webkit-dev mailing list webkit-dev@lists.webkit.org https://lists.webkit.org/mailman/listinfo/webkit-dev