Open GoogleCodeExporter opened 9 years ago
Issue 1048 has been merged into this issue.
Original comment by magreenb...@gmail.com
on 8 Aug 2013 at 4:05
Hi , I just wanted to follow up on this issues. I remember we had some good
discussions back in Issue 518 about a fairly simple approach to support GPU
acceleration for off screen rendering on Windows by using shared surfaces.
Any idea on timeline here ?
Original comment by h...@splitmedialabs.com
on 14 Feb 2014 at 5:30
Hello,
here it is a very interesting article about the Desktop Window Manager in
Windows Vista, 7 and 8.
http://en.wikipedia.org/wiki/Desktop_Window_Manager
It seems in Windows Vista and beyond, all windows are actually textures that
are rendered to an offscreen buffer and then put in a 3d surface (actually a
D3D surface) representing that window.
Taking that into account I guess there must be an easy way to get the whole
content (harware accelerated) from CEF and use it as a texture so that we can
embed it in our own apps (see awesomium.com)
Probably this will only work in Windows Vista and beyond and not in Windows XP.
I think CEF should support some of the features modern windows have to offer
even if that breaks backwards compability with Win XP. I know many people love
XP but we can't forget it is a 13 years old OS and many advancements have
occurred since its release.
Original comment by efre...@gmail.com
on 19 Feb 2014 at 7:11
I am working on patch for HW offscreen render support, description will be
avail at CEF forum as soon as premoderated. Everyone who intrested in can join.
Original comment by MGusare...@gmail.com
on 7 Apr 2014 at 8:25
Attachments:
@comment#4: The forum post is
http://magpcss.org/ceforum/viewtopic.php?f=8&t=11635.
Original comment by magreenb...@gmail.com
on 7 Apr 2014 at 2:49
Amazing re: the HW accelerated off screen rendering! It really helps my use
case with integrating CEF into QtQuick/QML scene graph without compromising.
Original comment by jarred.n...@gmail.com
on 8 Apr 2014 at 7:38
There are currently two use cases for hardware acceleration:
1. Support for accelerated features like 3D CSS and WebGL which require GPU
acceleration for rendering and compositing.
2. Support for delivering the final composited result to a GL/D3D
texture/surface provided by the client in order to minimize copies and CPU load.
#1 will be addressed by issue #1257 which re-implements off-screen rendering
support in trunk using the delegated renderer. #2 will be left to this issue.
Original comment by magreenb...@gmail.com
on 28 Jun 2014 at 12:10
Original comment by magreenb...@gmail.com
on 28 Jun 2014 at 12:12
Original comment by magreenb...@gmail.com
on 23 Oct 2014 at 5:31
[deleted comment]
It's likely best to implement this at the Ozone layer. See
http://crbug.com/431397 for details.
Original comment by magreenb...@gmail.com
on 7 Nov 2014 at 10:00
Hello, any plans or aproximate date in which this feature will be added? thanks.
Original comment by efre...@gmail.com
on 1 Mar 2015 at 1:39
My (possibly incorrect or outdated?) understanding is that Chromium renders to
GPU-side 256x256 pixel tiles, rather than a single buffer that's the full size
of the visible browser window. When something on the page changes, only tiles
that are changed get redrawn. At display time, something called the
"ubercompositor" takes the current list of tiles and merges it with
browser-side UI things. The only time the entire web page is drawn into a
single buffer is when the tiles are combined with that UI for the final render.
I'm basing this off these two documents; if I'm wrong I welcome the correction:
https://docs.google.com/document/d/1tkwOlSlXiR320dFufuA_M-RF9L5LxFWmZFg5oW35rZk
https://docs.google.com/document/d/1ziMZtS5Hf8azogi2VjSE6XPaMwivZSyXAIIp0GgInNA
But if my understanding is correct, then implementing this as described would
mean chromium or CEF would be rendering all its tiles to a buffer we provided,
and then we'd render that buffer into our own view. But if the goal here is to
reduce latency and copies, maybe the best way to achieve this isn't for CEF to
render to a texture/surface that we provide. Instead, just expose the current
tile set to us. We can send those tiles into our own 3D renderer as part of our
own independently-running update/draw/present loop.
This would be especially appreciated by game developers, because we're
frequently GPU-limited, and anything that reduces the number of GPU-side copies
would help.
Original comment by ame...@gmail.com
on 2 Mar 2015 at 10:55
CEF is transitioning from Google Code to Bitbucket project hosting. If you
would like to continue receiving notifications on this issue please add
yourself as a Watcher at the new location:
https://bitbucket.org/chromiumembedded/cef/issue/1006
Original comment by magreenb...@gmail.com
on 14 Mar 2015 at 3:26
Original issue reported on code.google.com by
magreenb...@gmail.com
on 27 Jun 2013 at 5:50