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nical

@nical@mastodon.gamedev.place

Gfx dev @ mozilla / opensource geek / a little too obsessed about vector graphics on the GPU.

http://github.com/nical/

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nical, to random French
@nical@mastodon.gamedev.place avatar

Alright, let's go. Here is the frame breakdown using the broadway backend and Firefox.

First some shadows and masks are rendered into an alpha target. Then a bunch of content is rendered into an intermediate texture and the final frame is put together in a tile of the window (I'm showing only one tile)

A breakdown of a frame of the gnome settings app rendered in Firefox using the broadway backend.

nical, to random French
@nical@mastodon.gamedev.place avatar

I was curious about how the new vulkan-based GSK renderer that shipped with gnome 46 worked so I took a peek using renderdoc. Here is a breakdown animation of each draw call (highlighted with the wireframe overlay):

A breakdown of each draw call going into rendering a frame of gnome's settings app

nical,
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@fell The whole rounded rect is done analytically in the fragment shader directly while rendering the (solid color in this case) pattern. The shader computes the distance to the four ellipses for each fragment.

nical,
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@ebassi Makes sense. I like simple and it performs well enough on my hardware (although it's clearly not in the low end).

I'm a bit surprised that batching only helps in benchmarks since it makes a big difference in Firefox for typical content, but again, different workloads. You've spent the time investigating these things in GTK, so I believe you.

aras, to random
@aras@mastodon.gamedev.place avatar

Holy shit, waking up to a spambot flood. Luckily most of the spam accounts were from just several domains, so added some domain blocks, and now close to 1000 spambots should be suspended. But geez.

nical,
@nical@mastodon.gamedev.place avatar

@aras thanks a lot!

litherum, to random
@litherum@masto.ai avatar

Mozilla noooooooo

nical,
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@tojiro @litherum @pixelambacht that's not quite right. Firefox has been mostly unaffected by mozilla's layoffs including the most traumatic one in 2020. Leadership wants to diversify because getting most of your income from your main competitor is not a great place to be. So side projects get started and killed. What this one should read is rather "we are killing/scaling down a bunch of non-Firefox projects but not the AI ones (yet)"

nical,
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@tojiro @litherum @pixelambacht what pisses me off is that I am not under the impression that the company is in the kind of financial hardship that justifies laying people off instead of letting them work on whatever the next attempts to diversify will be

reduz, to random
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I know this is unpopular opinion, but to me the idea of standardized tonemappers in games makes very little sense. Unless you are going for ultra-realism and want to achieve the same look as in film with the same physical lighting parameters (far most people don't) and physically captured textures (not art-generated), there is little reason to have this as a "standard" rather than just adjust to whatever looks good for your game.

nical,
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@reduz @BartWronski It's still useful to be able to control contrasts and colors not at the material albedo level but on the final result after all effects (regardless of whether you are going for a filmic look)

matt, to random

Interesting post about the "Handmade" programming community: https://www.rfleury.com/p/the-marketplace-of-ideals

Unfortunately, the author isn't on the fediverse, or I'd mention him.

nical,
@nical@mastodon.gamedev.place avatar

@raph @matt while I share some of the sentiment, some of the examples completely miss the scale of the content that modern tools and software typically process today. I can't speak to word processors but I do know your browser is orders of magnitude faster than it was 15 years ago. Images and videos aren't 640x480 anymore you know. I am sure that a lot of the tools some now consider to be twice slower than they once were are actually chugging through 1000 times larger content

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