Commit graph

7 commits

Author SHA1 Message Date
sagudev
874645ae86
canvas: Do not use vello layers for opacity or default composition (#38440)
In this PR we moved global alpha handling using temporary layers to
mutation of paint in vello_cpu (we were already doing this in vello
classic). This + not using temporary layer for SrcOver (default and most
common composition operation) allows us to remove most temporary layers
from `with_composition`.

This slightly improves performance of vello backend, but drastically
improves performance of vello_cpu. We are now able to render bunnymark
(100 bunnies) with 60 FPS.

In the future we could cache current layer and change it when
compositing operation changes, although that would complicate clips, so
improvement is questionable.

Testing: Existing WPT tests for functionality, but we do not have any
performance tests.

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-08-03 16:00:46 +00:00
sagudev
413fd15264
canvas: prune vello scene on each render and make rendering cacheable (#38406)
As noted in #38345, vello scenes only grow. While we can reset them when
clearing viewport (#38356) that is not enough. We need to reset scene on
each render (~each frame) and providing old frame as backdrop to new
scene. Be do this lazily so multiple rendering without any changes
should be cheaper, we still do GPUBuffer mapping, because that would
require more complex work.

Testing: Code functionality is covered by existing WPT tests, but we do
not have any performance test.

---------

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-08-01 13:48:44 +00:00
sagudev
09f0e20e29
canvas: Clear vello scene if possible (#38356)
Vello scene only ever grows, so we need to clear it as soon as it's
possible (in clear rect). This PR also adds ignore_clips to
vello_backend (already exists in vello_cpu_backend).

Testing: Behavior is verified by existing tests, as this is mainly a
change for performance. There are currently no performance tests. This
makes bunnymark actually playable (from 3 FPS to 20 FPS on vello_cpu).

---------

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-08-01 05:05:15 +00:00
sagudev
7761030250
canvas: Fix the build of the vello backend (#38326)
Multiple Into hoops cannot be resolved by compiler

Testing: Just refactor.

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-07-29 10:14:56 +00:00
sagudev
bc71fb8c0d
canvas: Respect FillRule (#38294)
We just need to pass user provided FillRule via IPC to canvas paint
thread, then pass it all down to backend, which will handle it.

Testing: Added WPT tests.

---------

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-07-26 17:20:04 +00:00
sagudev
daebb5a033
canvas: Move peniko/kurbo conversions in separate file (#38279)
This will allow reusing those conversions in vello_cpu backend.

Testing: Just refactor

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-07-26 13:14:25 +00:00
sagudev
d678901122
canvas: Add vello backend (#36821)
Add vello backend by implementing Backend traits in canvas crate (so
this lives in canvas_paint_thread - embedded process). Current
implementation uses normal wgpu, so we block on GPU work. Vello backend
is gated behind `vello` feature and `dom_canvas_vello_enabled` pref.

Feature-wise this backend is on on par with raqote (sometimes better
sometimes worse), but performance wise it's worse.

## Known vello problems:

- image roundtrip does not work (fixed in
https://github.com/linebender/vello/pull/974)
- https://github.com/linebender/vello/issues/1066 (fixed)
- clip layers are not working properly:
https://github.com/linebender/vello/issues/1061
  - `/html/canvas/element/pixel-manipulation/2d.imageData.put.*`
  - `/html/canvas/element/path-objects/2d.path.clip.intersect.html`
- https://github.com/linebender/vello/issues/1056
-
`/html/canvas/element/fill-and-stroke-styles/2d.gradient.interpolate.coloralpha.html`
- `kurbo::Cap::Butt` is defect (only visible with big lineWidth)
https://github.com/linebender/vello/issues/1063
  - `/html/canvas/element/line-styles/2d.line.cross.html`
  - `/html/canvas/element/line-styles/2d.line.miter.acute.html`
- other lack of strong correct problems
(https://github.com/linebender/vello/issues/1063#issuecomment-2998084736):
  - `/html/canvas/element/path-objects/2d.path.rect.selfintersect.html`
- There is currently no way to do put image properly in vello as we
would need to ignore all clips and other stuff (we try to work around
this on best effort basis)
https://github.com/linebender/vello/issues/1088
  - `/html/canvas/element/pixel-manipulation/2d.imageData.put.*`
- precision problems
  - `/html/canvas/element/path-objects/2d.path.stroke.scale2.html`
  - `/html/canvas/element/path-objects/2d.path.arc.scale.1.html`

## Known servo problems

- bad performance due to blocking on GPU work
  - some get/put intensive tests `TIMEOUT`
- proper shadow support (non-blocker as we already are living without it
now)
- support for rect shadow is there but unimplemented currently as that's
the state in raqote

Testing: `mach try vello` will run normal WPT (with raqote) +
vello_canvas subsuite that runs only on `/html/canvas/element`. All
subsuite expectations are stored separately.
Fixes: #36823
Fixes: #35230

---------

Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
2025-07-26 04:53:10 +00:00