8000 wg_engine: tesseletion optimization · Issue #3557 · thorvg/thorvg · GitHub
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wg_engine: tesseletion optimization #3557
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@SergeyLebedkin

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@SergeyLebedkin

this ideas based on gl_engine tessetation mechanics

  1. do not split geometry into separate buffers in a case of moveTo command, use single vertex buffer for shape
  2. directly fill vertex/index buffers for shape without static mediator buffers
  3. apply stroke dashes for path but not for decoded outline
  4. use more precise tesseletion factor for cubic splines/circles
  5. get rid common tri-fun index bufffer
  6. draw shape using single draw call, but not for each sub-mesh (moveTo)

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optimizationEnhance performance / Reduce memory usage or binary sizerefactoringCode refactoring / Exceptional handleswebgpuWebGPU render backend

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