Eight million pixels and counting: improving texture atlas allocation in Firefox (2021)
Improving texture atlas allocation in WebRender with the guillotiere crate reduces texture memory usage. The guillotine algorithm was replaced due to fragmentation issues, leading to a more efficient allocator. Visualizing the atlas in SVG aids debugging. Rust's simplicity and Cargo fuzz testing are praised for code development and robustness. Enhancements in draw call batching and texture upload aim to boost performance on low-end Intel GPUs by optimizing texture atlases.
Read original articleThe article discusses the improvement of texture atlas allocation in WebRender, focusing on the development of the guillotiere crate and its impact on texture memory usage in WebRender/Firefox. Texture atlas allocation is crucial for efficiently submitting work to the GPU by grouping drawing primitives into batches. The guillotine algorithm was initially used but was replaced due to fragmentation issues. A new guillotine allocator was developed to address fragmentation efficiently. Visualizing the atlas using SVG format was found to be a powerful tool for debugging and tuning the algorithm. The article also touches on the simplicity and effectiveness of Rust programming language and ecosystem in developing and testing the guillotiere crate. Furthermore, the importance of fuzzing using Cargo fuzz for testing and improving code robustness is highlighted. The article concludes with the exploration of further improvements in draw call batching and texture upload overhead to enhance performance on low-end Intel GPUs. The balancing act between packing more items into fewer textures and cache management is discussed, emphasizing the benefits of better texture atlases in reducing driver overhead and improving performance.
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If so, then could you do a fast but messy allocation, then clean it up when you run out of space, or are about to? Or you could pull in more traditional GC tricks: have one texture that gradually accumulates long-lived images (the tenured region), and divide up another region into two semispaces that you do fast bump-like allocations into and then compact from one to the other when it fills up. You could even incrementally repack, assume copying within and between atlases works in the first place.
Here’s a C++ port of his C version: https://github.com/Const-me/nanovg/blob/master/src/FontStash...
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