| It's still just doing exactly what shaders do, which is crazy. Explain to me exactly why, other than 'I guess someone already implemented some kind of basic version of it' that you would have to have custom CPU code rendering glyphs instead of a shader rendering SDF's like literally everyone does with shaders already? It's not a good solution. It's a bad, easy solution. We have a solution for running arbitrary GPU accelerated graphics instructions; it has a cross platform version with webGPU. This font thing... looks a lot like 'not invented here' syndrome to me, as an uninvolved spectator. Why would you chose or want not to use GPU acceleration to render your glyphs? What 'arbitrary code' does a font need to do that couldn't be implemented in a shader? Maybe the horse has already bolted, yes, I understand programmable fonts already exist.. but geez, its incomprehensible to me, at least from what I can see. |
Shaping is different compared to rendering glyphs themselves. SDF renderers (and other GPU text renderers like Slug) still do shaping on the CPU, not in shaders. Maybe some experiments have been done in this area, but I doubt anyone shapes text directly in the GPU in practice.
Think of it like a function that takes text as input, and returns positions as output. Shaders don't really know anything about text. Sure you could probably implement it if you wanted to, but why would you? I think it would add complexity for no benefit (not even performance).