Cairo is in a maintenance-only mode. Nobody develops this library anymore and it only has a maintainer or two. Since nobody really worked on Cairo in the past 15 years it's not optimized for modern hardware.
You can see some existing benchmarks here:
- https://blend2d.com/performance.html
Both the benchmarking tool and Blend2D are open-source projects so anyone can verify the numbers presented are indeed correct, and anyone can review/improve the backend-specific code that is used by the benchmarking tool.
That’s crazy. I once lurked in the IRC of the project. I knew the creator. He was a family friend. I was a silly teen kid toying with Linux he was a dev who worked at redhat and lived in the same town as me.
I think that when it comes to 2D rendering libraries there is in general not too many options if you want to target CPU or both CPU+GPU. Targeting GPU-only is bad for users that run on a hardware where GPU doesn't perform well or is not available at all due to driver issues or just not present (like servers).
If you consider libraries that offer CPU rendering there are basically:
- AGG (CPU only)
- Blend2D (CPU only, GPU planned, but not now)
- Cairo (CPU only)
- Qt's QPainter (CPU only, GPU without anti-aliasing / deprecated)
- Skia (CPU + GPU)
- Tiny Skia (CPU only, not focused on performance)
- GPU only libs (there is many in C++ and Rust)
Nobody develops AGG and Cairo anymore and Qt's QPainter hasn't really improved in the past decade (Qt Company's focus is QtQuick, which doesn't use QPainter, so they don't really care about improving the performance of QPainter). So, only 2 libraries from this list have active development - Blend2D and Skia.
As an author of Blend2D I hope that it will be a go-to replacement for both AGG and Cairo users. Architecturally, Blend2D should be fine after a 1.0 release as the plan is to offer a stable ABI with 1.0 - And since Blend2D only exports C-API it should be a great choice for users who want to use every cycle and who want their code to work instead of making changes every time the dependency is updated (hello Skia).
At the moment Blend2D focuses on AGG users though, because AGG is much more widespread in commercial applications due to its licensing model and extensibility. However, AGG is really slow especially when rendering to large images (like 4K) so switching from AGG to Blend2D can offer a great performance benefits while avoiding other architectural changes of the application itself.
BTW Blend2D is still under active development. It started as an experiment and historically it only offered great performance on X86 platforms, but that is changing with a new JIT backend, which provides both X86 and AArch64 support and is almost ready for merge. This is good news as it will enable great performance on Apple hardware and also other AArch64 devices, basically covering 99% of the market.
It's a tiny single-header C++ library in the style of the STB libraries. My aim was to make it dirt simple to be able to drop into almost any project and get high-quality rendering while providing an API comfortable to those used to <canvas>.
I've been checking out Blend2D every now and then. It seems like a very nice option for the bigger, but faster and more fully-featured end of the spectrum.
(Though for what it's worth, while raw performance isn't my priority, my little library still can hit about 70fps rendering the Postscript Tiger to 733x757 res with a single thread on my 7950x. :-)
BTW for comparison - Blend2D can render SVG tiger in 1.68ms on the same machine (I also have 7950X) so it can provide almost an order of magnitude better performance in this case, which is great I think. But I understand the purpose of your library, sometimes it's nice to have something small :)
Do not forget: https://www.amanithvg.com (I'm one of the authors, 20+ years of active development). Full OpenVG 1.1 API, CPU only, cross-platform and analytical coverage antialiasing (rendering quality) as main feature. The rasterizer is really fast. I swear ;)
At Mazatech we are working to a new GPU backend just these days.
AmanithVG is the library on which our SVG renderer: https://www.amanithsvg.com is based. All closed source as now, but things may change in future.
I will do some benchmarks of the current (and next, when the new GPU backend will be ready) version of our libraries against other libraries. Do you know if there are any standard tests (besides the classic post script Tiger)? Maybe we can all agree on a common test set for all vector graphics libs bechmarks?
That's right! I didn't consider closed source libraries when writing the list. There would be more options in that case like Direct2D and CoreGraphics. However, my opinion is that nobody should be using closed source libraries to render 2D graphics in 2024 :)
Regarding benchmarks - I think Tiger is not enough. Tiger is a great benchmark to exercise the rasterizer and stroker, but it doesn't provide enough metrics about anything else. Tt's very important how fast a 2D renderer renders small geometries, be it rectangles or paths. Because when you look at screen most stuff is actually small. That's the main reason why Blend2D benchmarking tool scales the size of geometries from 8x8 to 256x256 pixels to make sure small geometries are rendered fast and covered by benchmarks. When you explore the results you will notice how inefficient other libraries actually are when it comes to this.
You can see some existing benchmarks here:
Both the benchmarking tool and Blend2D are open-source projects so anyone can verify the numbers presented are indeed correct, and anyone can review/improve the backend-specific code that is used by the benchmarking tool.