Incidentally, I don't deserve the lion's share of the credit here. Veteran game developer Glenn Watson is really the brains behind the project—my role has mostly consisted of picking off a few scattered features and optimizations to implement.
Incidentally, I don't deserve the lion's share of the credit here. Veteran game developer Glenn Watson is really the brains behind the project—my role has mostly consisted of picking off a few scattered features and optimizations to implement.
Vulkan/Android coming anytime soon?
(I mean, "painting on the GPU" doesn't say how you use the GPU, and I've been wondering if there's anything new happening in path rendering land after seeing a video on Kilgard's work years ago)
A future extension to support SVG and glyphs on the GPU would be pretty interesting though!
BTW, are you aware of the Halide language? Might be useful for writing those CPU fallbacks.
The drawing abstraction is actually my current big hurdle, and I hadn't thought of looking at how CSS is rendered yet. So, thanks for that hint!