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73 changes: 73 additions & 0 deletions sites/docs/src/content/perf/antialiasing.md
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---
title: Impeller anti-aliasing
description: How does Impeller perform anti-aliasing?
---

Aliasing is the visual artifacts that result from drawing geometry to a grid of
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pixels (rasterization). Impeller employs a couple of techniques to smooth out
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the mapping to raster graphics (anti-aliasing).

## Techniques

### Multisample anti-aliasing (MSAA)

[MSAA][] is a global anti-aliasing technique that operates on the whole contents
of the screen. It is an optimization over rendering the whole screen at a larger
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scale and shrinking it down ([SSAA][]). Instead of doing the fragment operation
for each fragment in a region, if it is determined they have the same coverage,
only one fragment operation is calculated. This limits smoothing to edges.
Mobile phone GPUs have special hardware to optimize this process (
[Tiled rendering][]). It comes in varying degrees of how many samples to
consider.
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Not sure how you are defining "fragment operation". If it is "execution of a fragment program" then I don't think this is correct.

For any given pixel I believe it only performs one fragment shader operation on the center of a pixel for any pixel, whether it has all the same MSAA coverage or not. The only thing that MSAA adds is which of the sub-samples it propagates that single result to.

The text above implies that it only runs the fragment shader once for wholly enclosed interior pixels - and??? runs it multiple times for edge pixles? (I don't think it works that way).


On desktop and mobile 4x MSAA is used for all rendering calls.
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Perhaps mention the consequences of the MSAA #, such as "the quantization of the coverage for edge pixels is limited to the number of MSAA samples" (so edge pixels are always only one of 0%, 25%, 50%, 75%, or 100% covered with MSAA 4).


### Signed distance fields ([SDFs][])

Typically, hardware accelerated computer graphics is done by defining a series
of points and edges (a [mesh][]) and [shaders][]. SDF rendering instead renders
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the shape of things in the fragment shader program using SDFs to define the
shape of the object being drawn. Since the shape is defined in the fragment
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shader there is an opportunity to smooth out edges at the fragment level instead
of relying on the rasterization of a mesh.
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On desktop, rendering with SDFs is enabled. On mobile platforms SDFs is an
option whose default value is false.
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This technique is prioritized on desktop because SDF rendering puts more demand
on the GPU and Flutter supports older mobile phones. Also, the physical pixel
sizes on desktop computers are typically bigger than those of mobile phones. So
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Desktop computers don't have pixels. ;)

"desktop displays"?

Perhaps provide some example statistics?

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Also, bigger in terms of field of view. Mobile phones are viewed closer than desktop displays, but their much higher pixel count still wins out in terms of pixel angular viewing angle thingy bopper...

any imperfection will be more evident there.

## Working with anti-aliasing

### SDFs with the FragmentShader API

Standard primitive shapes in Flutter will be drawn automatically with SDFs. If
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a Flutter developer wants to define their own custom graphics with SDFs they can
do so with the [FragmentShader API][]. Using the [drawPath()][] is sufficient
for most use cases without resorting to high quality SDF rendering. Not all
drawn paths are guaranteed to result in SDF rendering though.
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An example of rendering SDFs with the FragmentShader API can be found at
[`simple_sdf`][].

### Enabling SDFs on iOS

SDFs can be enabled on iOS by adding a new field to the `Info.plist` for the
project.

```xml
<key>FLTEnableSDFs</key>
<true/>
```

[MSAA]: https://en.wikipedia.org/wiki/Multisample_anti-aliasing
[SSAA]: https://en.wikipedia.org/wiki/Supersampling
[Tiled rendering]: https://en.wikipedia.org/wiki/Tiled_rendering
[SDFs]: https://en.wikipedia.org/wiki/Signed_distance_function
[mesh]: https://en.wikipedia.org/wiki/Polygon_mesh
[shaders]: https://en.wikipedia.org/wiki/Shader
[FragmentShader API]: /ui/design/graphics/fragment-shaders
[drawPath()]: {{site.api}}/flutter/dart-ui/Canvas/drawPath.html
[`simple_sdf`]: {{site.github}}/flutter/samples/tree/main/simple_sdf
2 changes: 2 additions & 0 deletions sites/docs/src/content/perf/impeller.md
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## Additional information

* [Impeller anti-aliasing][impeller-antialiasing]
* [Frequently asked questions][impeller-faq]
* [Impeller's coordinate system][impeller-coords]
* [How to set up Xcode for GPU frame captures with metal][impeller-xcode-capture]
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* [Guidance for writing efficient shaders][impeller-shader-optimization]
* [How color blending works in Impeller][impeller-blending]

[impeller-antialiasing]: /perf/antialiasing
[impeller-faq]: {{site.repo.flutter}}/blob/main/docs/engine/impeller/docs/faq.md
[impeller-coords]: {{site.repo.flutter}}/blob/main/docs/engine/impeller/docs/coordinate_system.md
[impeller-xcode-capture]: {{site.repo.flutter}}/blob/main/docs/engine/impeller/docs/xcode_frame_capture.md
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2 changes: 2 additions & 0 deletions sites/docs/src/data/sidenav/default.yml
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permalink: /perf
- title: Impeller
permalink: /perf/impeller
- title: Impeller anti-aliasing
permalink: /perf/antialiasing
- title: Performance best practices
permalink: /perf/best-practices
- title: App size
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