On May 1, 2013, at 1:06 AM, "Robert O'Callahan" <rob...@ocallahan.org> wrote:
> On Wed, May 1, 2013 at 6:41 PM, Andreas Gal <g...@mozilla.com> wrote: > Both Skia/SkiaGL and D2D support basically all the effects and filters we > want. > > D2D does not support GLSL custom filters. We'd need ANGLE/GLContext > integration there. > > The upside would be that there is exactly one path for effects/filters for > content and compositor. To add new filters or to maintain code or features we > don't have to go and update 3 different shader representations in 3 text > files for 3 platforms plus the content fallback path. > > I don't think this would affect the amount of work required for filters all > that much. I proposed having GLContext-based and a CPU-based filters > implementation. If Skia(GL) does everything we need, then we can use it as > the basis of those implementations; if it doesn't, that's work we have to do > either way. Integrating a filter implementation into each compositor > shouldn't be much work. We should probably start with the CPU-based fallback path. We can then try that with SkiaGL to see what the performance looks like (the GLContext-based implementation, essentially). Should we file a couple bugs? I might volunteer for the CPU fallback to get something started. Andreas > > Rob > -- > q“qIqfq qyqoquq qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qyqoquq,q qwqhqaqtq > qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq qsqiqnqnqeqrqsq > qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qtqhqeqmq.q qAqnqdq qiqfq qyqoquq > qdqoq qgqoqoqdq qtqoq qtqhqoqsqeq qwqhqoq qaqrqeq qgqoqoqdq qtqoq qyqoquq,q > qwqhqaqtq qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq > qsqiqnqnqeqrqsq qdqoq qtqhqaqtq.q" _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform