On Feb 23, 2013, at 11:15 PM, Benoit Jacob <jacob.benoi...@gmail.com> wrote:

> The biggest disadvantage of OpenVG is that it is a whole new surface of 
> contact with drivers. We're only just now digesting the surface of OpenGL and 
> gralloc drivers, in terms of driver bugs and other device-dependent behavior. 
> So the prospect of throwing OpenVG into the mix is scary and unexciting, and 
> so the bar has to be very high. In addition to performance comparisons I 
> would have to hear a good reason to believe that OpenGL+software can't be as 
> fast as OpenVG -- is it because OpenGL doesn't efficiently expose the 
> hardware features, or is it because there is OpenVG-specific hardware?

Scary and unexciting are not strong reasons to miss out on potential gfx 
performance wins, especially on low-end mobile hardware. From reading up on two 
chipset specs, both Adreno and Mali seem to have special dedicated hardware for 
OpenVG (for tessellation I am guessing). If we find OpenVG too unstable for the 
broad set of Android hardware, we can always limit OpenVG use to B2G devices 
where we can work with the vendor.

Andreas

> 
> Benoit
> 
> 2013/2/23 Andreas Gal <g...@mozilla.com>
> 
> OpenVG is a Khronos standard API for GPU accelerated 2D rendering. Its very 
> similar to OpenGL in design. In fact, its an alternative API to OpenGL ES on 
> top of EGL. It looks like that OpenVG is supported on most Android devices 
> and is used there by Flash (or well used to be used). B2G devices have OpenVG 
> support as well. There are also a number of open source implementations of 
> OpenVG that use OpenGL to accelerate 2D operations that might be interesting 
> for the desktop. OpenVG is pretty similar to Cairo and Skia when it comes to 
> the actual operations offered. The biggest drawback of OpenVG is that it 
> doesn't mix well with OpenGL. Its possible to render with OpenVG to a texture 
> and then composite that with OpenGL, but its not possible to do mixed 
> rendering with VG and GL to the same surface. That having said, I still think 
> we should consider adding an OpenVG backend. It would potentially 
> significantly speed up rendering on mobile hardware. OpenVG is quite a bit 
> more seasoned
  t
>  han Skia/SkiaGL, and explicitly targets mobile, whereas SkiaGL seems to be 
> mostly optimized for the desktop (at least so far). A particular advantage of 
> OpenVG is that it can take advantage of dedicated 2D acceleration hardware 
> (Mali and Adreno both have special 2D hardware OpenVG uses). SkiaGL on the 
> other hand is limited to using GLES to accelerate 2D drawing operations. What 
> do people think. Should we add a OpenVG backed?
> 
> Andreas
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> 

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