I would suggest “http://browserbench.org/MotionMark 
<http://browserbench.org/MotionMark>”. :-)

-Brent

> On Nov 3, 2016, at 12:17 PM, Rogovin, Kevin <kevin.rogo...@intel.com> wrote:
> 
> Hi,
> 
> What are some good 2D UI graphics benchmarks that are cross-platform-ish? I'd 
> think I need to port them to Fast UI Draw, but that is possible.
> 
> I am very confident that Fast UI Draw will perform at the top by a large 
> margin. The more complicated and heavier the load, the better it will do.
> 
> -Kevin
> 
> -----Original Message-----
> From: mmaxfi...@apple.com [mailto:mmaxfi...@apple.com] 
> Sent: Thursday, November 3, 2016 9:07 PM
> To: Rogovin, Kevin <kevin.rogo...@intel.com>
> Cc: Carlos Garcia Campos <carlo...@webkit.org>; webkit-dev@lists.webkit.org
> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
> 
> It sounds like the primary focus of your work is improving performance. It 
> also sounds like the only benchmark you’ve run is an artificial one that you 
> constructed yourself.
> 
> Given these two things, I would strongly hesitate to call our interest 
> "significant community enthusiasm.”
> 
> Why don’t you start by running some of the many existing graphics benchmarks 
> with your library?
> 
> Please correct me if my assumptions are mistaken.
> 
> Thanks,
> Myles
> 
>> On Nov 3, 2016, at 12:50 AM, Rogovin, Kevin <kevin.rogo...@intel.com> wrote:
>> 
>> Adding a new GraphicsContext is what I want to do as it seems the path of 
>> least pain and suffering. However, all the other things of a backend I do 
>> not need to do. I do not know how to add a GraphicsContext backend in terms 
>> of makefile magicks and configuration. I also do not know the plumbing for 
>> making it active. In theory, FastUIDraw's GraphicsContext will work on any 
>> platform that does OpenGL 3.3 or OpenGL ES 3.0. What is the plumbing to do 
>> this? Years ago I remember that the build configuration is what governed 
>> what backend was built... and I usually just piggy packed onto another... 
>> years ago I remember there was like an SDL style backend that did not 
>> require a large toolkit, just SDL.. is that still alive? where is it? I 
>> could piggy back the work there if it still is alive...
>> 
>> Also, to get permission to do this work, I need significant community 
>> enthusiasm otherwise I will not be able to justify the large amount of work 
>> needed. This is another area where I need a great deal of help.
>> 
>> Best Regards,
>> -Kevin Rogovin
>> 
>> -----Original Message-----
>> From: Carlos Garcia Campos [mailto:carlo...@webkit.org]
>> Sent: Thursday, November 3, 2016 9:43 AM
>> To: Rogovin, Kevin <kevin.rogo...@intel.com>; Myles C. Maxfield 
>> <mmaxfi...@apple.com>
>> Cc: webkit-dev@lists.webkit.org
>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>> 
>> El jue, 03-11-2016 a las 07:35 +0000, Rogovin, Kevin escribió:
>>> Hi,
>>> 
>>> The main issue of making a Cairo backend to FastUIDraw is clipping.
>>> Cairo tracks the clipping region in CPU and does things that are fine 
>>> for CPU-based rendering (i.e. span based rendering) but are 
>>> absolutely awful for GPU rendering (from my slides, one sees that GL 
>>> backed QPainter and Cairo do much worse than CPU backed). FastUIDraw 
>>> only supports clipIn and clipOut and pushes all the clipping work to 
>>> the GPU with almost no CPU work. It does NOT track the clipping 
>>> region at all. I can give more technical details how it works (and 
>>> those details are why FastUIDraw cannot be used a backend for Cairo).
>>> For those interested in where the code is located for clipping in 
>>> FastUIDraw, it is located at src/fastuidraw/painter/painter.cpp,
>>> methods clipInRect, clipOutPath and clipInPath. Their implementations 
>>> are very short and simple and are quite cheap on CPU.
>> 
>> I see. Then I guess adding a new GraphicsContext for FastUIDraw is the 
>> easiest and best way to try this out in WebKit. Would it be possible to  
>> just add a new GraphicsContext implementation? or would you also need to 
>> change other parts of the graphics implementation or the GraphicsContext API 
>> itself?
>> 
>>> Best Regards,
>>> -Kevin
>>> 
>>> -----Original Message-----
>>> From: Carlos Garcia Campos [mailto:carlo...@webkit.org]
>>> Sent: Thursday, November 3, 2016 9:27 AM
>>> To: Rogovin, Kevin <kevin.rogo...@intel.com>; Myles C. Maxfield <mmax 
>>> fi...@apple.com>
>>> Cc: webkit-dev@lists.webkit.org
>>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>>> 
>>> 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-specificati
>>>> on
>>>> -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/01 
>>>> or 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/Progra
>>>> m/
>>>> 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
>>>> 
>>>> _______________________________________________
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