Yeah, 0.5 seconds is not bad at all actually...

What optimizations is this built with, and which version of emscripten?
Doesn't look like it's in asm.js format. Perhaps it could be faster with
compiler optimizations alone if so.

- Alon



On Fri, Jun 20, 2014 at 1:26 PM, Trevor Linton <[email protected]>
wrote:

> Hardware acceleration works through compositing and drawing with OpenGLES
> V2, surprsingly little to know issues with binding textures or compiling
> vertex shaders from C++.
>
> The performance is surprising.  The download is obviously harsh (at around
> 4.8mb compressed it can take 10~30 seconds depending on your network
> speed).  After download, the first render for complex SVG + Text and
> hardware accelerated textures like gradients takes around 2.3, after the
> JIT kicks in most browsers get the rendering down to below 0.5 seconds
> which is creeping up or onpar with native.
>
> The link above in the post has a demo, you can paste in html into the
> textarea and it renders it to the canvas.
>
>
> On Friday, June 20, 2014 12:22:14 PM UTC-6, Alon Zakai wrote:
>
>> Nice, how does the hardware acceleration work? It uses OpenGL which we
>> convert to WebGL calls I assume?
>>
>> What is performance like?
>>
>> - Alon
>>
>>
>>
>> On Fri, Jun 20, 2014 at 9:53 AM, Trevor Linton <[email protected]>
>> wrote:
>>
>>> Supports hardware acceleration and (with the exception of some CSS3
>>> animation bugs) the entire CSS/HTML/SVG spec!
>>>
>>> http://trevorlinton.github.io/
>>>
>>> Many thanks to Alon for helping me get this far, next steps are adding
>>> network handles, adding back javascript dom support and getting a stable
>>> production API!  Thanks for the amazing emscripten compiler, it's truly
>>> capable of some amazing things.
>>>
>>> Cheers,
>>> Trevor
>>>
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