Using the Chrome OS Graphics Stack on Intel-Based Linux Desktops
01.org
01.org
Videogame consoles have been doing "zero-copy" textures since they existed(except if you're on the PS3, but we won't go there). You also have things like EGL_image_external[1][2] that get you the same thing in OpenGL ES.
[1] https://www.khronos.org/registry/OpenGL/extensions/OES/OES_E...
[2] https://community.arm.com/graphics/b/blog/posts/eglimage---u...
If you really care about load time you can decode the image directly in a tiled layout in software but that's more annoying.
You get a nice 3-6x memory savings plus put less pressure on the texture samplers as memory bandwidth drops as well.
In which case, this is only relevant for architecture that Wayland does not target. Most Intel desktops are supported by Wayland.
What?
What is a "Wayland client of Chrome OS" and how is it an Android application??
"The Android compatibility layer of Chrome OS implements a Wayland client to run on a hardware overlay plane."
based on information from https://www.phoronix.com/scan.php?page=news_item&px=XDC2016-...
(Oh, and for the recently announced Linux desktop apps support maybe?)
https://chromium.googlesource.com/chromiumos/docs/+/HEAD/con...
From the simple block diagram and benchmark, servo seems to be better?
Servo claims 500 fps.
This only shows 22-48 fps.
Anyone have good technical explanation on the difference?
Intel's work is focused on the lower layers of the graphics stack, and removing the inefficiencies of older (X11 for example) architectures.
Servo is for rendering HTML, that is, taking HTML markup, and displaying the paragraphs, tables and whatnot graphically. So it is operating at a higher level.
"500 fps" is for page rendering