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fngjdflmdflg | 3 months ago

Fascinating project. Based on section 3.9, it seems the output is in the form of a bitmap. So I assume you have to do a full memory copy to the GPU to display the image in the end. With skia moving to WebGPU[0] and with WebGPU supporting compute shaders, I feel that 2D graphics is slowly becoming a solved problem in terms of portability and performance. Of course there are cases where you would a want a CPU renderer. Interestingly the web is sort of one of them because you have to compile shaders at runtime on page load. I wonder if it could make sense in theory to have multiple stages to this, sort of like how JS JITs work, were you would start with a CPU renderer while the GPU compiles its shaders. Another benefit, as the author mentions, is binary size. WebGPU (via dawn at least) is rather large.

[0] https://blog.chromium.org/2025/07/introducing-skia-graphite-...

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raphlinus|3 months ago

The output of this renderer is a bitmap, so you have to do an upload to GPU if that's what your environment is. As part of the larger work, we also have Vello Hybrid which does the geometry on CPU but the pixel painting on GPU.

We have definitely thought about having the CPU renderer while the shaders are being compiled (shader compilation is a problem) but haven't implemented it.

fngjdflmdflg|3 months ago

In any interactive environment you have to upload to the GPU on each frame to output to a display, right? Or maybe integrated SoCs can skip that? Of course you only need to upload the dirty rects, but in the worst case the full image.

>geometry on CPU but the pixel painting on GPU

Wow. Is this akin to running just the vertex shader on the CPU?

nicoburns|3 months ago

One place where a CPU renderer is particularly useful is in test runners (where the output of the test is a image/screenshot). Or I guess any other use cases where the output is an image. In that case, the output never needs to get to the GPU, and indeed if you render on the GPU then you have to copy the image back!

Reason077|3 months ago

> "I assume you have to do a full memory copy to the GPU to display the image in the end."

On a unified memory architecture (eg: Apple Silicon), that's not an expensive operation. No copy required.

raphlinus|3 months ago

Unfortunately graphics APIs suck pretty hard when it comes to actually sharing memory between CPU and GPU. A copy is definitely required when using WebGPU, and also on discrete cards (which is what these APIs were originally designed for). It's possible that using native APIs directly would let us avoid copies, but we haven't done that.