[Webkit-unassigned] [Bug 70099] OpenCL implementation of W3C Filter Effects Master Bug
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Mon Oct 17 10:51:20 PDT 2011
https://bugs.webkit.org/show_bug.cgi?id=70099
--- Comment #8 from Chris Marrin <cmarrin at apple.com> 2011-10-17 10:51:19 PST ---
(In reply to comment #5)
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> At first. Why do you suggest WebGL? I assume you mean OpenGL ES. I don't want to give web authors a possibility to apply kernels or shaders at this point.
I say WebGL because GraphicsContext3D is the underlying implementation of WebGL. The API and shading language used is OpenGL ES with restrictions for WebGL compliance. So if you think of your implementation as using WebGL, you can understand the constraints within which you must operate.
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> I'm pretty sure that it is possible with OpenGL ES as well. The advantage of OpenCL is that it can run on different devices at the same time. You can use a CPU, GPU and a DSP all together to calculate the filters. I don't believe that OpenCL device support is a big problem. There is support for OpenCL on all platforms (linux, windows, macOS) and by all bigger graphic chip manufactures and even on embedded SoC solutions (HW and driver).
The universality of OpenCL is all very theoretical. As Vangelis says, getting it to work with Chrome would at least be non-trivial. The same is true of other platforms. On all current mobile platforms I am aware of, there is not even an available OpenCL implementation. And if you're talking about using a software OpenCL implementation, that's possible, but wouldn't be very practical, especially on mobile hardware. Since GC3D already works today in many WebKit ports and on many platforms with multiple underlying APIs, it just seems to make sense to use it.
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> OpenCL can work together with OpenGL contexts, so we can still use GraphicsContext3D but do the calculations with OpenCL. So I don't see a performance lost. As a secondary effect OpenCL kernels are easy to program and therefore more easy to maintain in my opinion.
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> Another benefit on using OpenCL at this point is, that we can start implementing without modifying filters to use GraphicsContext3D. Also I'm not sure if it is a good idea to always us GraphicsContext3D for every filter (see https://bugs.webkit.org/show_bug.cgi?id=68479#c8).
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> Because OpenCL runs on CPU as well, it could still work on devices where the GPU is not OpenCL capable.
Maybe this is just my focus, but it doesn't seem to be to be very practical to change SVG filters to use OpenCL just to run on a software implementation. We already have a software implementation of SVG filters. Do you have evidence to show that a software OpenCL based implementation would give significant performance improvements?
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