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Switch the filter effects to run through the simple composite path. #423

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glennw opened this issue Sep 27, 2016 · 0 comments
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Switch the filter effects to run through the simple composite path. #423

glennw opened this issue Sep 27, 2016 · 0 comments

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@glennw
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@glennw glennw commented Sep 27, 2016

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.

glennw pushed a commit to glennw/webrender that referenced this issue 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 pushed a commit to glennw/webrender that referenced this issue 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 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.
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 added a commit that referenced this issue 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.

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