Posts Tagged ‘gpu’
Chromium is moving to GPU hardware accelerate rendering all types of web content as much as possibly with their latest efforts.
For some time now, there’s been a lot of work going on to overhaul Chromium’s graphics system. New APIs and markup like WebGL and 3D CSS transforms are a major motivation for this work, but it also lets Chromium begin to take advantage of the GPU to speed up its entire drawing model, including many common 2D operations such as compositing and image scaling. As a lot of that work has been landing in tip-of-tree Chromium lately, we figured it was time for a primer.
The primer they are looking at is not just rendering the content made in WebGL, CSS3 3d transformations and more but the entire final pass of the output. This leads to some very interesting years ahead in browsers. With Chromium, IE9, Firefox and Safari all now with aspects of hardware rendering and acceleration via the GPU, anyone not doing GPU acceleration is seemingly behind the curve that seemed to start in 2007ish to a culmination of today’s latest browsers.
After these layers are rendered, there’s still a crucial last step to blend them all onto a single page as quickly as possible. Performing this last step on the CPU would have erased most of the performance gains achieved by accelerating individual layers, so Chromium now composites layers on the GPU when run with the –enable-accelerated-compositing flag.
Web content will get really interesting over the next couple years. Even basic computers now have a GPU and bottom of 32MB video memory. Why aren’t we using those GPUs as much as possible for web content and web games. The time of software rendering might be coming to an end now that processors seem to have topped out and the bottom level computer is capable of handling a decent amount of video memory. It will be easier to justify useful graphics acceleration with a better user experience when we can take advantage of all the computer/device has to offer.