Platform/GFX/WRperfmeetings: Difference between revisions

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(→‎Jul 2: edits)
(→‎Jul 2: edits)
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(A) Text Runs
(A) Text Runs
    •    Draw text runs to persistent texture cache, blit as image.

* Draw text runs to persistent texture cache, blit as image.

(B) Support multiple child tasks for a given picture.
(B) Support multiple child tasks for a given picture.
    •    Limit render task size to picture cache tile size.

* Limit render task size to picture cache tile size.

(C) Simplify clip API and implementation.
(C) Simplify clip API and implementation.
    •    WR clip API is much more expressive than needed.

* WR clip API is much more expressive than needed.

(D) Optimize GPU clipping implementation.
(D) Optimize GPU clipping implementation.
    •    Take advantage of reduced clipping scope.

* Take advantage of reduced clipping scope.

    •    Handle large clip masks that are mostly redundant.

* Handle large clip masks that are mostly redundant.

    •    Gradient clip mask primitive.

* Gradient clip mask primitive.

(E) Visibility / clip-chain building optimizations and caching.
(E) Visibility / clip-chain building optimizations and caching.
    •    Most work we do here per-frame is redundant.

* Most work we do here per-frame is redundant.

(F) Reduce / remove GPU cache and vertex texture usage.
(F) Reduce / remove GPU cache and vertex texture usage.
(G) Scene Building profiling and optimization.
(G) Scene Building profiling and optimization.
(I) Segment building
(I) Segment building
    •    Move to scene building / interning pass.

* Move to scene building / interning pass.

    •    Simpler implementation (nine-patch / fixed grid only)

* Simpler implementation (nine-patch / fixed grid only)

(J) Unify shaders
(J) Unify shaders
    •    Unify text and image shaders, others possible too.

* Unify text and image shaders, others possible too.

    •    Reduce batching cost and renderer cost.

* Reduce batching cost and renderer cost.

(K) Faster instance building
(K) Faster instance building
    •    Build directly into mapped buffers in render backend etc

* Build directly into mapped buffers in render backend etc

(L) Simplify raster root calculations and generation.
(L) Simplify raster root calculations and generation.
    •    Quality improvements

* Quality improvements

    •    Reduce cost of picture traversal / bounds checks

* Reduce cost of picture traversal / bounds checks

(N) Optimize how shared_clips and generated and handled per-frame.
(N) Optimize how shared_clips and generated and handled per-frame.


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