Re: unified shader for layer rendering

2013-10-16 Thread Andreas Gal
The experiment here is quite a bit different from what the current patch is proposing (6 shader programs, only drive swizzle and alpha/no-alpha via uniforms). Benoit is redoing the measurements for that scenario. More data coming shortly. Andreas On Oct 16, 2013, at 7:00 AM, Benoit Jacob wro

Re: unified shader for layer rendering

2013-10-16 Thread Benoit Jacob
2013/10/10 Benoit Jacob > this is the kind of work that would require very careful performance > measurements > Here is a benchmark: http://people.mozilla.org/~bjacob/webglbranchingbenchmark/webglbranchingbenchmark.html Some results: http://people.mozilla.org/~bjacob/webglbranchingbenchmark/web

Re: unified shader for layer rendering

2013-10-11 Thread Benoit Jacob
2013/10/11 Nicholas Cameron > The advantage to me is that we have a single shader and avoid the > combinatorial explosion when we add more shaders for things like SVG > filters/CSS compositing. [...snip...] > > I have not recently been discussing new shaders, perhaps you are thinking > of msta

Re: unified shader for layer rendering

2013-10-11 Thread Nicholas Cameron
On Friday, October 11, 2013 5:50:05 AM UTC+13, Benoit Girard wrote: > On Thu, Oct 10, 2013 at 7:59 AM, Andreas Gal wrote: > > > > > Rationale: > > > switching shaders tends to be expensive. > > > > > > > In my opinion this is the only argument for working on this at moment. > I think alm

Re: unified shader for layer rendering

2013-10-10 Thread Milan Sreckovic
> To: "Benoit Jacob" > Cc: "Benoit Girard" , dev-platform@lists.mozilla.org, > "Andreas Gal" > Sent: Thursday, October 10, 2013 11:23:45 AM > Subject: Re: unified shader for layer rendering > > I do appreciate the fact that it reduces complexity (i

Re: unified shader for layer rendering

2013-10-10 Thread Milan Sreckovic
I didn't see anything in this message that suggested "we should drop everything we're doing and start on this right now", but most of the early comments I'm seeing are commenting on that. Let's make that a separate discussion. If we didn't have all these variations, what would we do? Would we

Re: unified shader for layer rendering

2013-10-10 Thread Jeff Gilbert
" Sent: Thursday, October 10, 2013 11:23:45 AM Subject: Re: unified shader for layer rendering I do appreciate the fact that it reduces complexity (in addition to less state changes). I agree that the decision of dedicating resources on that rather than on other high priority projects that a

Re: unified shader for layer rendering

2013-10-10 Thread Nicolas Silva
I do appreciate the fact that it reduces complexity (in addition to less state changes). I agree that the decision of dedicating resources on that rather than on other high priority projects that are in the pipes should be motivated by some numbers. Cheers, Nical On Thu, Oct 10, 2013 at 11:0

Re: unified shader for layer rendering

2013-10-10 Thread Benoit Jacob
2013/10/10 Benoit Jacob > I'll pile on what Benoit G said --- this is the kind of work that would > require very careful performance measurements before we commit to it. > > Also, like Benoit said, we have seen no indication that glUseProgram is > hurting us. General GPU "wisdom" is that switchin

Re: unified shader for layer rendering

2013-10-10 Thread Benoit Jacob
I'll pile on what Benoit G said --- this is the kind of work that would require very careful performance measurements before we commit to it. Also, like Benoit said, we have seen no indication that glUseProgram is hurting us. General GPU "wisdom" is that switching programs is not per se expensive

Re: unified shader for layer rendering

2013-10-10 Thread Benoit Girard
On Thu, Oct 10, 2013 at 7:59 AM, Andreas Gal wrote: > Rationale: > switching shaders tends to be expensive. > In my opinion this is the only argument for working on this at moment. Particularly at the moment where we're overwhelmed with high priority desktop and mobile graphics work, I'd like to