From: Petr K. <kob...@gm...> - 2017-02-17 15:12:30
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Hi Ben, All images on https://blend2d.com site were rendered by Blend2D through B2dPipe. I have many demos, some use C++ and some node.js (through JS bindings of Blend2D). However, demos and benchmarks will be published after I release the main product - Blend2D. B2dPipe was released as a separate project to allow others to also benefit from JIT, and I posted it here because I also use analytic rasterizer similar to AGG. I'm really looking forward to publish all the benchmarks I have as the results are really impressive, but it will have to wait a bit until Blend2D alpha is released. I compare with Cairo and Qt, and if I publish my results now there would be no way to verify the numbers are accurate. I plan to release Blend2D at the end of February / start of March, so let's see if I can make it on schedule :) Best, Petr On Fri, Feb 17, 2017 at 9:18 AM, Ben Harper <be...@im...> wrote: > Sounds awesome. Do you have a demo using b2dpipe to produce actual pixels, > and do you have performance numbers? > > > > *From:* Petr Kobalíček [mailto:kob...@gm...] > *Sent:* Friday, January 27, 2017 3:13 PM > *To:* Anti-Grain Geometry <vec...@li...> > *Subject:* [AGG] B2dPipe - 2D Pipeline Compiler > > > > Hi list, > > > > I would like to announce a first release of b2dpipe library. It's a 2D > pipeline compiler written in C++ that I developed as a part of Blend2D > project. It currently implements only 32-bit pixel formats and there are > some missing features that should be finished before general use, but I > think it's in a good shape for experimenting and contributing. > > > > It's not a 2D engine and the library doesn't provide any 2D drawing > context. It's a low-level library allowing you to define a 2D pipeline and > to compile it at runtime by using a JIT compiler. This means that the > library can be used in any rendering engine as a software-based rendering > backend. > > > > What b2dpipe offers at the moment: > > > > * ARGB32 (premultiplied) and XRGB32 pixel formats > > * Acceleration of various compositing and blending operators > > * Acceleration of rendering gradiends and textures > > * Acceleration of semi-transparent blits > > * 3 fill types (2 rectangle fills and one analytic) > > > > The library doesn't provide its own rasterizer, and I don't know if it > should be part of it (I guess I will put it in a separate project instead), > but it has an implementation of calculating alpha coverage based on the > same analytic method as used by FreeType and AGG. Base structures are > defined in b2dpipe::FillData::Analytic, most importantly Analytic::Cell and > Analytic::Span, which are analogous to antigrain cell and array of cells. I > would provide more details to anyone who is interested about this. > > > > Blend2D project: > > > > https://blend2d.com > > > > B2dPipe repository: > > > > https://github.com/blend2d/b2dpipe > > > > Thanks for your attention, and hopes for your contribution! > > > > Best, > > Petr > > The information contained in this communication from the sender is > confidential. It is intended solely for use by the recipient and others > authorized to receive it. If you are not the recipient, you are hereby > notified that any disclosure, copying, distribution or taking action in > relation of the contents of this information is strictly prohibited and may > be unlawful. Please notify the sender by replying to this message and then > delete it from your system. Please report email abuse / misuse to IMQS > Software <http://www.imqs.co.za>. > > > > ------------------------------------------------------------ > ------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > _______________________________________________ > Vector-agg-general mailing list > Vec...@li... > https://lists.sourceforge.net/lists/listinfo/vector-agg-general > > |