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Starred by 2 users

Issue metadata

Status: Fixed
Owner: ----
Closed: Jul 2016
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Android
Pri: 2
Type: Bug



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What paint are accelerated by GOU rasterization?

Reported by trusktr@gmail.com, Jul 14 2016

Issue description

Steps to reproduce the problem:
N/a

What is the expected behavior?

What went wrong?
N/a

Did this work before? N/A 

Chrome version: 53.0.2782.9  Channel: dev
OS Version: 
Flash Version: 

Just wondering seeing if there's a document that explains exactly which rasterization workloads are accelerated, and exactly how to get vetoed so that I can avoid that.
 

Comment 1 by trusktr@gmail.com, Jul 14 2016

Sorry, meant to title this "What paint workloads are accelerated by GPU rasterization?"
Components: Blink>Paint
Status: Fixed (was: Unconfirmed)
Unfortunately there is not a great doc I can point you to.

I can tell you that vetoes currently occur due to having shapes that are too
complicated. See this code for the gory details:

https://cs.chromium.org/chromium/src/third_party/skia/src/core/SkPictureAnalyzer.cpp?q=SkPictureGpuAnalyzer&sq=package:chromium&l=24

Comment 4 by trusktr@gmail.com, Jul 20 2016

@chrishtr Thanks for the link. Would be great if you could make a basic outline, or perhaps provide some basic examples. This sort of thing will help developers make the most performant web apps by avoiding vetoes.

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