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1Skia Update
2
3Skia : Access
4- https://skia.org
5- https://skia.googlesource.com/skia
6
7Skia : Overview
8- portable graphics engine
9- 2D transformations + perspective
10- primitives: text, geometry, images
11- effects: shaders, filters, antialiasing, blending
12
13Skia : Porting
14- C++ and some SIMD assembly
15- Fonts : CoreText, FreeType, GDI, DirectWrite
16- Threads : wrappers for native apis
17- Memory : wrappers for [new, malloc, discardable]
18
19Skia : Backends
20- Surface
21-- raster : ARGB, RGB16, A8 in software
22-- gpu : transcribe to OpenGL
23- Document
24-- transcribe to PDF or XPS
25- Record and Playback
26-- Picture
27-- Pipe
28
29Skia : Clients
30- Blink : under the GraphicsContext hood
31- Chrome : ui/gfx and compositor
32- Android : framework
33- third parties : e.g. Mozilla
34
35Skia In Blink
36
37Skia In Blink : Fonts
38- SkTypeface and SkFontMgr : platform agnostic
39- Runtime switch between GDI and DirectWrite
40- SkTextBlob to encapsulate runs of text
41- Push LCD decision-making out of Blink
42
43Skia In Blink : Record-Time-Rasterization
44- What? : direct rendering duringPaintpass
45-- Image scaling, filters
46-- SVG patterns, masks
47- Problematic in modern Blink
48-- CTM not always known/knowable
49-- Rendering backend not always known (gpu or cpu)
50-- Rasterization takes (too much) time
51
52Skia In Blink : RTR response
53- SkImageFilter w/ CPU and GPU implementations
54- Bitmap scaling : bilerp, mipmaps, fancy
55- SkPicture for caching SVG
56- SkPicture + saveLayer() for masks
57-- PathOps for resolving complex paths
58- SkPictureShader for device-independent patterns
59
60Skia In Blink : Recording
61- GraphicsContext (now) backed by SkPicture
62-- draw commands are recorded for later playback
63-- all parameters must be copied or (safely) ref'd
64-- may record more than is currently visible
65- Resulting picture may be replayed multiple times
66-- from different thread(s)
67
68Skia In Blink : Recording response
69- New implementation
70- Optimized for recording speed
71-- shallow copies whenever possible
72-- rearchitect all Skia effects to be immutable
73- Reentrant-safe for playback in multiple threads
74-- also affected effect subclasses
75
76Skia In Blink : Playback
77- Separate pass for optimizations (optional)
78-- peep-holes rewrites
79-- compute bounding-box hierarchy for faster tiling
80-- can be done outside of Blink thread
81- GPU optimizations
82-- layer "hoisting"
83-- distance fields : fonts and concave paths
84
85Skia In Blink : multi-picture-draw
86- mpd(canvas[], picture[], matrix[], paint[])
87- Requires independent canvas objects
88-- all other parameters can be shared
89-- draw order is unspecified
90- Examples
91-- 1 picture drawing to multiple tiles (canvases)
92-- multiple pictures each drawing to its own layer
93
94Skia In Blink : MPD optimizations*
95- GPU
96-- "layer hoisting" to reduce rendertarget switching
97-- layer atlasing (also applies to imagefilters)
98-- pre-uploading of textures
99-- atlas yuv (from jpeg) to convert on gpu
100- CPU
101-- parallel execution using thread pool
102-- pre-decoding of images based on visibility
103
104Skia : Roadmap
105
106Skia : Roadmap - performance
107- GPU
108-- extended OpenGL features (e.g. geometry shaders)
109-- reordering for increased batching
110-- support for new low-level OpenGL APIs
111- CPU
112-- SIMD applied to floats
113-- smarter culling in pictures
114
115Skia : Roadmap - API
116- Cross process support
117- Direct support for sRGB
118- Robust file format
119- Support PDF viewing
120- Stable C ABI
121-- bindings for JS, Go, Python, Lua
122
123Demo
124