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Sign upSwitch the filter effects to run through the simple composite path. #423
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glennw
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Oct 21, 2016
* Switch all filter effects to run through the single source blend shader, instead of composite shader. * Each render target uses a single alpha batcher now that the batching algorithm is reasonably efficient. * Change tile size to 256x256. This seems to be a better tradeoff for GPU vs CPU time on all sites I tried. * Switch blend targets to only allocate the used rect, rather than the entire tile size rect. Closes servo#423.
glennw
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to glennw/webrender
that referenced
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Oct 21, 2016
* Switch all filter effects to run through the single source blend shader, instead of composite shader. * Each render target uses a single alpha batcher now that the batching algorithm is reasonably efficient. * Change tile size to 256x256. This seems to be a better tradeoff for GPU vs CPU time on all sites I tried. * Switch blend targets to only allocate the used rect, rather than the entire tile size rect. Closes servo#423.
glennw
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to glennw/webrender
that referenced
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Oct 24, 2016
* Switch all filter effects to run through the single source blend shader, instead of composite shader. * Each render target uses a single alpha batcher now that the batching algorithm is reasonably efficient. * Change tile size to 256x256. This seems to be a better tradeoff for GPU vs CPU time on all sites I tried. * Switch blend targets to only allocate the used rect, rather than the entire tile size rect. Closes servo#423.
glennw
pushed a commit
to glennw/webrender
that referenced
this issue
Oct 24, 2016
* Switch all filter effects to run through the single source blend shader, instead of composite shader. * Each render target uses a single alpha batcher now that the batching algorithm is reasonably efficient. * Change tile size to 256x256. This seems to be a better tradeoff for GPU vs CPU time on all sites I tried. * Switch blend targets to only allocate the used rect, rather than the entire tile size rect. Closes servo#423.
bors-servo
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Oct 24, 2016
Optimizations to filter effects, blend targets, and batching. * Switch all filter effects to run through the single source blend shader, instead of composite shader. * Each render target uses a single alpha batcher now that the batching algorithm is reasonably efficient. * Change tile size to 256x256. This seems to be a better tradeoff for GPU vs CPU time on all sites I tried. * Switch blend targets to only allocate the used rect, rather than the entire tile size rect. Closes #423. <!-- Reviewable:start --> --- This change is [<img src="https://reviewable.io/review_button.svg" height="34" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/webrender/461) <!-- Reviewable:end -->
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They currently run through the same composite path as the mix-blend-mode shader, which introduces a large performance penalty for filters for no good reason.