Multithreaded Rasterization @nduca, @enne, @vangelis (and many others) Implementation status: crbug.com/169282, and https://code.google.com/p/chromium/issues/list?q=label:Cr-Internals-Compositing-Rasterization This feature is referred to as "multithr…
Compositor Thread Architecture <jamesr, enne, vangelis, nduca> @chromium.org Goals The main render thread is a pretty scary place. This is where HTML, CSS, Javascript and pretty much everything on the web platform runs... or originates. It routinely…
GPU Accelerated Compositing in Chrome Tom Wiltzius, Vangelis Kokkevis & the Chrome Graphics team updated May 2014 This code is changing due to Slimming Paint and thus there may be large changes in the future. Note also that some class names may have…
原创文章.转载请以链接形式注明原始出处为http://blog.csdn.net/hongbomin/article/details/40799167. 摘要:Google近期公布的Android L平台在图形渲染方面有一项重要的改进,它引入了一个专门的线程用于运行渲染工作.UI线程负责生成的显示列表(DisplayList),而新引入的渲染线程负责重放(playback)这个显示列表绘制终于的内容,为了支持Android L系统新的渲染模型,Chromium WebView在渲染模型方面也作了…
摘要:Part I探析GPUclient之间的同步问题,以及Chromium的GL扩展同步点机制的基本原理.本文将源码的角度剖析同步点(SyncPoint)机制的实现方式. 同步点机制的实现主要涉及到是怎样跨进程实现两个GL扩展接口InsertSyncPointCHROMIUM和WaitSyncPointCHROMIUM,以及GPU服务端的同步点等待. GPUclient GPUclient将全部的GL命令都封装在GLES2Implementation中.GLES2Implementation将…
原创文章,转载请注明为链接原始来源对于http://blog.csdn.net/hongbomin/article/details/40897433. 摘要:Chromium图形栈在2014年有多项改进.在图形性能和资源消耗方面做了进一步优化,比如ubercompositor的使用,GPU加速的光栅化,零拷贝(zero-copy)的支持.Android WebView的渲染模型改进等.这个幻灯片尝试列举Chromium在图形栈方面一些变化,以及Chromium渲染流水线的整体框架.并对WebGL…
摘要:Chromium于GPU多个流程架构的同意GPUclient这将是这次访问的同时GPU维修,和GPUclient这之间可能存在数据依赖性.因此必须提供一个同步机制,以确保GPU订购业务.本文讨论了下一个多进程架构GPUclient之间的同步,而同步点(SyncPoint). GPU进程架构等基本概念 我们知道,Chromium是一个多进程架构的软件系统.出于安全和稳定性方面的考虑,Chromium有个专门的进程(或者线程)和GPU设备进行交互,运行GL操作,也就是说,不论什么一条GL命令都…
Graphics and Skia Chrome uses Skia for nearly all graphics operations, including text rendering. GDI is for the most part only used for native theme rendering; new code should use Skia.   Also see the section RenderText and Chrome UI text drawing for…
Video Playback and Compositor Authors: jamesr@chromium.org, danakj@chromium.org The Chromium compositor has support for video playback to support offloading work to the GPU and displaying video frames while the main thread is blocked.  There are a fe…
HW Video Acceleration in Chrom{e,ium}{,OS} Ami Fischman <fischman@chromium.org> Status as of 2014/06/06: Up-to-date (could use some more details) Introduction Design Implementation Details Current Status Decode Encode Results Introduction Video dec…
Aura (obsolete) This document is still good for a high level overview, with contact information, but many technical details are now obsolete; see the main Aura index for more details.   Project Goals   The goal is to produce a new desktop window mana…
https://juejin.im/entry/590801780ce46300617c89b8 渲染 这张很经典的图许多人都看过,其中的概念大家应该都很熟悉,也就是这么几个步骤:js修改dom结构或样式 -> 计算style -> layout(重排) -> paint(重绘) -> composite(合成) 但是其中有更复杂的内容,我们从更底层来详细说明这个过程,主要是下面这两幅图:上图出自GPU Accelerated Compositing in Chrome上图出自Th…
我的收藏 他山之石,可以攻玉 转载请注明出处:https://ahangchen.gitbooks.io/windy-afternoon/content/ 开发过程中收藏在Chrome书签栏里的技术文章,与自己的文章分开. 主要涉及python,android,ubuntu等内容,我自己常常在这里面找回忘了的知识. Chrome书签导出markdown的方法可以在这里查看 python What's New In Python 3.0 - Python v3.1.5 documentation…
For Developers‎ > ‎Design Documents‎ > ‎Chromium Graphics // Chrome GPU‎ > ‎ Surfaces Goals Surfaces are a concept to allow graphical embedding of heterogeneous untrusting clients efficiently into one scene. embedding - the core concept of a surf…
How Blink works Author: haraken@ Last update: 2018 Aug 14 Status: PUBLIC Working on Blink is not easy. It's not easy for new Blink developers because there are a lot of Blink-specific concepts and coding conventions that have been introduced to imple…
记录自己解决的第一个H5页的性能问题, 关于内存溢出 拼字游戏 问题表现 初始化后, 第一次拼字并不卡. 随着拼的次数越来越多, 越来越卡 浏览器任务管理器中可以看出, 内存持续升高 确定内存问题, 即是卡顿第一问题 代码层面问题 首先希望从代码层面排查内存问题 思考代码后, 发现以下两点 第二舞台直接删除Canvas的Dom 问题: 每次都会重新建立第二个分享舞台. 上一次的canvas直接删除了Dom. 推断: 推断直接删除DOM, 并不能释放舞台上一系列的Bitmap图像等 上几次图像继续…
在前面一文中.我们分析了网页Render Layer Tree的创建过程.在创建Render Layer的同一时候,WebKit还会为其创建Graphics Layer.这些Graphics Layer形成一个Graphics Layer Tree.Graphics Layer可看作是一个图形缓冲区.被若干Render Layer共用. 本文接下来就分析Graphics Layer Tree的创建过程. 老罗的新浪微博:http://weibo.com/shengyangluo,欢迎关注! <A…
Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize triangles, we need to do triangle setup, and before I can discuss triangle setup, I need to explain what we’re setting things up for; i…
PART I GROUNDWORK CHAPTER 1 Introduction CHAPTER 2 One on One (101) CHAPTER 3 Overview of the Internet CHAPTER 4 More Than Two PART II FOUNDATIONS CHAPTER 5 Issues in Networking Graphics CHAPTER 6 Sockets and Middleware CHAPTER 7 Middleware and Messa…
转自:http://peter.sh/experiments/chromium-command-line-switches/ There are lots of command lines which can be used with the Google Chrome browser. Some change behavior of features, others are for debugging or experimenting. This page lists the availabl…
Welcome back.     Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what is probably the most visible addition that came with D3D10: Geometry Shaders.     But first, some m…
In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel shading. In fact, this is really what most graphics programmer think about when talking about pixel processing; the alpha blend and late Z stages we’ll e…
In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasterization. Like the last part, the text won’t proceed in actual pipeline order; again, I’ll describe the underlying algorithms first, and then fill in the…
After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so now we can start actually rendering stuff, right? Well, not quite. You see, there’s a bunch still left to do before we actually start ra…
原地址:http://blog.sina.com.cn/s/blog_72b936d801013ptr.html icense Comparisons http://unity3d.com/unity/licenses#iphone Optimizing Graphics Performance http://unity3d.com/support/documentation/Manual/Optimizing Graphics Performance.html iOS A useful bac…
转自:https://www.chromium.org/developers/how-tos/debugging-on-windows For Developers‎ > ‎How-Tos‎ > ‎ Debugging Chromium on Windows 目录 1 Before you start 1.1 Requirements 1.2 Optional 2 Multi-process issues 2.1 Single-process mode 2.2 Using Image File…
Chromium如何展示网页 转载请注明出处:https://ahangchen.gitbooks.io/chromium_doc_zh/content/zh//Start_Here_Background_Reading/How_Chromium_Displays_Web_Pages.html 有github账号的话,不妨随手star一个 https://github.com/ahangchen/Chromium_doc_zh 这个文档从底层描述了Chromium是如何展示网页的.请确认你已经读…
Displaying A Web Page In Chrome 概念化的应用分层 参见原文档:http://goo.gl/MsEJX 每一个box代表一个抽象层.下层不依赖于上层. WebKit:渲染引擎.Safari,Chrome / Chromium均在使用.国内的则有百度浏览器,QQ浏览器,猎豹等.Port(即移植)是webkit的一部分,它负责整合与系统相关的服务,如资源下载,图像解码等. Glue:胶水层.负责把WebKit的数据类型转换为Chromium的数据类型(与android平…
1 Introduction 2 Introduction to 2D Graphics Using WPF 3 An Ancient Renderer Made Modern 4 A 2D Graphics Test Bed 5 An Introduction to Human Visual Perception 6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling 7 Essential Mathemat…
我们都知道chromium是用webkit完成页面显示的,   那么chromium是怎样集成和封装webkit的呢?   是怎样将webkit整合到自己的框架中,并将一个页面渲染出来的?   这篇我们主要研究这些问题.       从源码看,chromium将webkit作为第三方库引用(src/third_party/WebKit下).从框架和实现上,chromium实际上做了两件事情:webkit port和webkit glue.       webkit port       webk…