[webkit-dev] Announcing the TyGL-WebKit port to accelerate 2D web rendering with GPU

Benjamin Poulain benjamin at webkit.org
Thu Nov 13 00:40:42 PST 2014

How does TyGL perform compared to the other rasterizers?

What benchmarks do you use to guide the performance work?

On 11/12/14, 11:12 PM, Zoltan Herczeg wrote:
> Hi All,
> We are proud to announce the TyGL port (link:
> http://github.com/szeged/TyGL) on the top of EFL-WebKit. TyGL (pronounced
> as tigel) is part of WebKit and provides 2D-accelerated GPU rendering on
> embedded systems. The engine is purely GPU based. It has been developed on
> and tested against ARM-Mali GPU, but it is designed to work on any GPU
> conforming to OpenGL ES 2.0 or higher.
> The GPU involvement on future graphics is inevitable considering the pixel
> growth rate of displays, but harnessing the GPU power requires a different
> approach than CPU-based optimizations. 2D graphics is traditionally
> software-based however, and 2D APIs are interfaces to these CPU-based
> algorithms. WebKit GraphicsContext API is no different, so the key
> challenge of our project was and is producing the expected output in a GPU
> friendly way.
> Key features:
> Batching pipeline:
> GPU provides the highest performance when a large number of triangles are
> drawn with a single draw command without any OpenGL state changes. The
> GraphicsContext API in WebKit provides draw operations for single shapes
> however, which can result frequent state changes if implemented naively.
> TyGL was designed to group these commands to reduce the number of draw
> calls.
> Automatic shader generator:
> TyGL can generate complex shaders from multiple shader fragments, which
> allows efficient batching but it also takes care to make them fit into the
> shader cache of the GPU.
> Trapezoid based path rendering:
> TyGL uses trapezoid-based tesselation of shapes and the GPU renders them
> with high anti-aliasing quality. We are continuously improving this part
> of the engine and look forward to make use of new GPU capabilities (like
> Pixel Local Storage) to squeeze more performance out of it.
> No software fallback:
> The whole engine is optimized for GPU without legacy software fallback.
> Hence we don't need to sacrifice optimizations for compatibility. There
> are enough software based 2D libraries which can be used when GPU is not
> available.
> TyGL is already capable of rendering many web-sites correctly, but some
> features have not been implemented yet. We continue this work and we are
> open to contributions from the community. Contact to us if you want more
> information about the project.
> Regards,
> U-Szeged's web browser team.
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