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Re:Eight million pixels and counting: improving texture atla... by nicalsilva on Saturday June 22, 2024 @03:01PM (#40761271)
(I'm the author of the blog post) Yes, WebRender could repack it's texture atlases. A lot of stuff of various sizes go in there so I would not want to rely on repacking large amounts of pixels frequently but it could, among other things, help with more quickly converging back to a single texture atlas after an allocation spike. To my knowledge WebRender cannot move data within a texture using the OpenGL version it's restricted to.
Re:Eight million pixels and counting: improving texture atla... by aappleby on Saturday June 22, 2024 @03:25PM (#40761460)
Just wanted to let you know that you converged on the same solution (nested 1d allocators) that I came up with for Google Maps back in 2013ish.

We also made heavy use of allocation bitmaps and a few other tricks to ensure that the texture allocator does zero dynamic memory allocation at runtime, as that could cause performance bubbles.

Re:Eight million pixels and counting: improving texture atla... by aappleby on Saturday June 22, 2024 @03:26PM (#40761473)
Oh, and we had similar visualizers for atlas usage but they were live views in a popup window rendered via canvas.