5 ms·
I recently-ish wrote a GPU based renderer for a GUI toolkit. I haven't put a ton of effort into optimisation, so I wouldn't be surprised if for smaller windows
by ben-schaaf 7y ago
I recently-ish wrote a GPU based renderer for a GUI toolkit. I haven't put a ton of effort into optimisation, so I wouldn't be surprised if for smaller windows with lots of elements the GPU renderer was slower, but once you get to high-dpi displays with larger windows the CPU approach hits its limits. I don't have hard numbers, but we went from an unusable ~15fps at 8k resolution to hitting our target of 60fps with the GPU renderer.
- deleted 7y ago[deleted]
- sprash 7y agoIf you use froward rendering, which means placing a bunch of textures on the screen, you are not really "drawing". We are probably not talking about the same thing.
- ben-schaaf 7y agoIt's not as complex has say drawing SVGs, but I've implemented Bezier curves, stippled lines, arbitrary rounded rectangles (html style) and subpixel-antialiased font blitting. I'd say that's far from just "placing" a bunch of textures.