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
> -- 
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