Comment by eviks

Comment by eviks a day ago

2 replies

Are there display pipelines that cache the generated-for-my-device-resolution svgs instead of doing all the slower parsing etc from scratch every time, achieving benefits of both worlds? And you can still have runtime-defined scaling by "just" rebuilding the cache?

HelloNurse 7 hours ago

The best place for such a cache is a GPU texture, and in a shader that does simple texture mapping instead of rasterizing shapes it would cost more memory reads in exchange for less calculations.

chrismorgan a day ago

Increasingly I think you’ll find that the efficient format for simple icons like this actually isn’t raster, due to (simplifying aggressively) hardware acceleration. We definitely haven’t reached that stage in wide deployment yet, but multiple C++ and Rust projects exist where I strongly suspect it’s already the case, at least on some hardware.