3 ms·
Not sure how useful any of this will be without a full-fledged GPU-based font renderer.
by mozumder 9y ago
Not sure how useful any of this will be without a full-fledged GPU-based font renderer.
- sp332 9y agoSkia isn't GPU-accelerated enough? It's what Chrome uses too right?
- yazaddaruvala 9y agoI'm sure the future blog posts will have more details, but it has to do with immediate mode vs retained mode APIs. https://www.youtube.com/watch?v=BTURkjYJ_uk https://www.youtube.com/watch?v=BTURkjYJ_uk
- robin_reala 9y agoYou’re in luck: https://pcwalton.github.io/blog/2017/02/14/pathfinder/ https://pcwalton.github.io/blog/2017/02/14/pathfinder/ As HN resident pcwalton says: “The immediate next step for Pathfinder is to integrate into WebRender as an optional accelerated path for applicable fonts on supported GPUs.”
- kibwen 9y agopcwalton is on the ball, as usual: "Pathfinder is a fast, practical GPU-based rasterizer for OpenType fonts" (and written in Rust) https://github.com/pcwalton/pathfinder https://github.com/pcwalton/pathfinder
- deleted 9y ago[deleted]
- deleted 9y ago[deleted]
- binarycrusader 9y agoThey have one, but there's also Eric Lengyel's http://sluglibrary.com http://sluglibrary.com
- metajack 9y agoFor normal web pages, rasterization of fonts is not a big deal. This is obviously not the case when projected into VR. WR rasterizes glyphs into font atlases and uploads those to the GPU. Those atlases are cached for use later and can be selectively updated if need be. We also are working on path rasterization on the GPU with Pathfinder, so that will handle the other use cases plus things like SVG.
- kllrnohj 9y agoYou can get really far without actually doing GPU rasterization of fonts with just a basic glyph texture atlas. This, for example, is how Android deals with this ( https://medium.com/@romainguy/androids-font-renderer-c368bbde87d9 https://medium.com/@romainguy/androids-font-renderer-c368bbd... )