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The source provides an extensive explanation of the Chrome Compositor's tiled rendering architecture, detailing how it achieves smooth scrolling and efficient visual updates. It outlines the process of breaking down web content into fixed-size tiles that are managed by the TileManager and prioritized into NOW, SOON, or EVENTUALLY bins based on proximity to the viewport. The document describes how multi-threaded raster workers replay recorded PaintOps via Skia to turn content into GPU textures, avoiding issues like checkerboarding through techniques like predictive rasterization and low-resolution tile fallbacks. Furthermore, the text examines crucial optimizations like partial rasterization, solid color tiles, and occlusion culling, all while adhering to strict GPU memory budgets enforced through tile eviction policies.
By Free DebreuilThe source provides an extensive explanation of the Chrome Compositor's tiled rendering architecture, detailing how it achieves smooth scrolling and efficient visual updates. It outlines the process of breaking down web content into fixed-size tiles that are managed by the TileManager and prioritized into NOW, SOON, or EVENTUALLY bins based on proximity to the viewport. The document describes how multi-threaded raster workers replay recorded PaintOps via Skia to turn content into GPU textures, avoiding issues like checkerboarding through techniques like predictive rasterization and low-resolution tile fallbacks. Furthermore, the text examines crucial optimizations like partial rasterization, solid color tiles, and occlusion culling, all while adhering to strict GPU memory budgets enforced through tile eviction policies.