Блоги

Chromium* Ozone-GBM explained

This blog post has been republished from 01.org.

Автор: Последнее обновление: 03.07.2019 - 19:21
Article

WebGL* in Chromium*: Behind the Scenes

Chromium uses a multi-process1 architecture. Each webpage has its own rendering process, which runs in a sandbox and is very restricted in what it can access. This makes it much harder for malicious web content to mess with your computer. However, this is bad news for GPU acceleration since the renderer doesn't even have access to the GPU. This is solved by adding an extra process just for the...
Автор: Последнее обновление: 03.07.2019 - 18:34
Article

Accelerating Texture Compression with Intel® Streaming SIMD Extensions

Improving ETC1 and ETC2 texture compression   What is texture compression?
Автор: Последнее обновление: 03.07.2019 - 18:44
Article

Zero-Copy Texture Uploads in Chrome OS*

Synopsis
Автор: Последнее обновление: 03.07.2019 - 18:40
Article

Coloring with Beignet: Performing Color Management on Intel® HD Graphics with OpenCL*

Co-authored by Alina Chera

Автор: Последнее обновление: 03.07.2019 - 11:26
Article

Software vs. GPU Rasterization in Chromium*

This article is a general overview of the ways that web browsers can rasterize website information into actual pixels you can see.

Автор: Последнее обновление: 03.07.2019 - 11:52
Article

Native One-copy Texture Uploads for Chrome* OS on Intel® Architecture Enabled by Default

Native one-copy texture upload patches have been merged in upstream Chromium*, and they are enabled by default for Chrome* OS on Intel® architecture.

Автор: Последнее обновление: 03.07.2019 - 18:41
Блоги

Intel’s Open Source Graphics Drivers and Vulkan* Graphics API

Introduction

 

Автор: Miao W. (Intel) Последнее обновление: 06.07.2019 - 20:30