|Summary:||[OpenVG] VGPath caching|
|Product:||WebKit||Reporter:||Pierre-Antoine LaFayette <pierre.lafayette>|
|Severity:||Normal||CC:||jpetsovits, krit, mrobinson|
|Version:||528+ (Nightly build)|
Description Pierre-Antoine LaFayette 2010-10-10 13:48:46 PDT
Allocation and deallocation of GPU memory for VGPaths is expensive and should be avoided. For primitives whose segment data do not change, we can use vgModifyPathCoords to change the path.
Comment 2 Dirk Schulze 2010-10-31 13:02:13 PDT
can you wait for bug 48516 please? It's maybe possible to optimize it more after the patch there.
Comment 3 Ariya Hidayat 2010-12-23 11:08:05 PST
Comment on attachment 70414 [details] Patch Bug 48516 has been solved. Pierre, can you update this patch?
Comment 4 Pierre-Antoine LaFayette 2010-12-23 11:17:23 PST
(In reply to comment #3) > (From update of attachment 70414 [details]) > Bug 48516 has been solved. Pierre, can you update this patch? I believe Jakob had said that their latest OpenVG GraphicsContext code uses path caching / transforms when possible. He said they would be upstreaming that new code which would make this patch unnecessary. I had thought they would have updated the OpenVG code by now. They seemed to have abandoned their upstreaming efforts.