What is the difference between zero copy texture and GPU Rasterization features ? Whether both can co-exist ?
As far as i know, Zero Copy Texture is meant for skipping texture uploads to GPU copied from Software Rasterized Bitmap.
My Assumption is, If there is GPU Rasterization, Rasterization will happen over GPU Textures itself, then Zero Copy Texture feature is no use.
Let me know whether my understanding is proper, correct me if i'm wrong.
Thanks in advance!!
Regards
Thanik
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Hi all,
What is the difference between zero copy texture and GPU Rasterization features ? Whether both can co-exist ?
As far as i know, Zero Copy Texture is meant for skipping texture uploads to GPU copied from Software Rasterized Bitmap.
My Assumption is, If there is GPU Rasterization, Rasterization will happen over GPU Textures itself, then Zero Copy Texture feature is no use.
If I understand correctly, for Gpu Rasterization, Gpu will playback records into a gl texture by skia's gpu path. Then this texture will be sent to browser compositor and without copy. The data shared between Render/raster and browser compositor is gl texture.As to zero copy, skia(Not skia's gpu path) will playback into a gpu memory buffer. Then this gmb will be shared to browser's compositor. So I think zero copy only works when the memory is shared by both the gpu and cpu. Otherwise this will not work.(Not verified, just a guess)