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The guy you relied to wrote the locking code. If you’re so certain they’re doing it wrong, would it not be easier to just prove it? It’s only one file, and they already have benchmarking set up

I mean my "No it isn't, it has a fixed number of yields, which has a very different duration on various CPUs" can be verified directly by having a look at the table in my article showing different timings for pause.

For the yield part, I already linked to the part that shows that. Yes it doesn't call yield if it sees others are parked, but on quick lock/unlock of threads it happens that it sees nobody parked and fails, yielding directly to the OS. This is not frequent, but frequent enough that it can introduce delay issues.


I think all UK airports have easy to find water bottle refill stations

The ones at LHR suck though. Often broken/next to no water pressure. Easier to just ask a coffee shop.

JpegXL and AVIF are comparable formats. Google argued you only needed one, and each additional format is a security vulnerability.


And more importantly, an additional format is a commitment to maintain support forever, not only for you, but for future people who implement a web browser.

I can completely see why the default answer to "should we add x" should be no unless there is a really good reason.


> I am curious if the equation of CPU-determined graphics being faster than being done on the GPU has changed in the last decade

If you look at Blend2D (a CPU rasterizer), they seem to outperform every other rasterizer including GPU-based ones - according to their own benchmarks at least


Blaze outperforms Blend2D - by the same author as the article: https://gasiulis.name/parallel-rasterization-on-cpu/ - but to be fair, Blend2D is really fast.


You need to rerun the benchmarks if you want fresh numbers. The post was written when Blend2D didn't have JIT for AArch64, which penalized it a bit. Also on X86_64 the numbers are really good for Blend2D, which beats Blaze in some tests. So it's not black&white.

And please keep in mind that Blend2D is not really in development anymore - it has no funding so the project is basically done.


> And please keep in mind that Blend2D is not really in development anymore - it has no funding so the project is basically done.

That's such a shame. Thanks a lot for Blend2D! I wish companies were less greedy and would fund amazing projects like yours. Unfortunately, I do think that everyone is a bit obsessed with GPUs nowadays. For 2D rendering the CPU is great, especially if you want predictable results and avoid having to deal with the countless driver bugs that plague every GPU vendor.


That is fair - sorry for spreading mis-information! That's unfortunate to hear about Blend2D.


Blend2D doesn't benchmark against GPU renderers - the benchmarking page compares CPU renderers. I have seen comparisons in the past, but it's pretty difficult to do a good CPU vs GPU benchmarking.


Safari probably is that size because WebKit is a system framework, so it’s just the size of the UI code


The train now approaching platforms 1 and 2 is the…


The signals bounce off the tunnels a lot


> Why do you think the padding as a percentage is relative to the width of the parent? Do you think it was a happy accident? I don't think so, it was purposefully put there in the specs so that we could have boxes with fixed aspect ratios. This is just the tip of the iceberg.

It’s because you cannot do a percentage of a height unless your parent’s height is fixed - something that happens naturally maybe 1% of the time. You’d be missing vertical borders in almost every case with your suggestion


I hope with Alan Dye now out of Apple they will revisit a lot of what just happened. There’s been a lot of places where things have just become worse


I had a blog post on something similar (but less sophisticated)

https://jacobdoescode.com/2025/05/18/precomputing-transparen...


This is… essentially a BSP tree traversal without splitting polys that straddle a partition plane, right?


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