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Why browsers are bloated

Name: Anonymous 2014-07-27 0:20

https://github.com/WebKit/webkit/blob/master/Source/WebCore/platform/Scrollbar.cpp
https://github.com/WebKit/webkit/blob/master/Source/WebCore/platform/win/ScrollbarThemeWin.cpp
Let's reinvent the fucking scrollbar, which every goddamn platform with a UI already has, and make it behave subtly different from the native one!

Right-click a native scrollbar in some other app:
- Scroll Here
- Top
- Bottom
- Page Up
- Page Down
- Scroll Up
- Scroll Down

Right-click a scrollbar in Chrome:
- Back
- Forward
- Reload
- Save As...
...

Right-click a scrollbar in Firefox and Opera:
Absolutely fucking nothing happens!

What the fuck!? How did these terminally retarded idiots get involved in creating one of the most important pieces of software to the average user?

Name: Anonymous 2014-11-18 8:41

You're still missing the point. "You can almost always do things better yourself." Analytic objects? Really? They look really good in GL, for what they are at least. You're going to spend a lot of time doing a bad job of it, that's what you're going to do.

Graphics programming, motherfucker. No one cares if your result looks the same, we want you to do it as fast as possible. If you don't want to put the effort in, get the fuck out and become an HTML apper.

Because merely rendering glyphs doesn't render text.
I forget what the exact problem was, but it was pretty fundamental. I think it had something to do with the amount of data required to represent the glyphs created a lot of tension, and used up a lot of the GPU. Sure, it was faster, but so much less efficient that it isn't really worth it to actually do it (i.e. you do want to draw graphics with your card, right?) Keep in mind you have kerning, reflow and all that stuff to worry about, and yes, you need to do it on the GPU or else you will just waste time copying data back and forth.

Text rendering, not layout, kerning, etc. You don't really seem to know what you're talking about, but for the record, I'm talking about RASTERIZING GLYPHS, COMPUTING THE PIXEL COVERAGE OF BÉZIER CURVES on the GPU, and not anything else completely orthogonal to that goal.

Good fonts have kerning information built in, so that you don't need to rasterize the text to tell how the characters should line up. You just plow through the character widths+kerning info on the CPU to produce a stream of characters and their positions, put that in the pipeline, and let a shader running on hundreds of processing elements in parallel compute thousands of perfectly antialiased glyphs without breaking a sweat.

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