Earlier quoted context omitted.
> CPU code rendering glyphs instead of a shader rendering SDF's 1) Because SDFs suck badly (and don't cover the whole field) when you want to render sharp text. SDFs are fine when used in a game where everything is mapped to textures and is in motion at weird angles. SDFs are not fine in a static document which is rendered precisely in 2D. 2) Because GPUs handle "conditional" anything like crap. GPUs can apply a zill…
I feel like, looking at the complexity of the programs that can be implemented in shaders (eg. https://dev.epicgames.com/documentation/en-us/unreal-engine/... ) that it's unreasonable, bordering on disingenuous to suggest that the GPU pipeline is not capable enough to handle those workloads, or produce pixel perfect outputs. Be really specific. What exactly is it that you can't do in a shader, that you can do in a CP…
But again, this has nothing to do with HarfBuzz or wasm.