On Fri, Jun 7, 2013 at 3:36 AM, Joe Drew <j...@mozilla.com> wrote: > Something that has been bubbling around in the back of my mind for a while > that I haven't been able to articulate is that it's not clear what steps > bring us from the software Moz2D implementation to the > hardware-accelerated, Layers-based (presumably?) implementation. >
Using the GPU and doing filters in the compositor are two separate issues. I think after we have the software filtering done, the next step would be to implement a GL-based filter implementation library. This would initially be used for Moz2D DrawTargets which are GL-based (i.e. SkiaGL, maybe accelerated Quartz). We may wish to also use this with D2D if we want to support custom GLSL filters for canvas (although I think at the work week we decided not to? I don't remember why we decided that, and lukewarmly disagree). Then we would use this library from GL-based compositors. Or, we could do what Andreas was suggesting and have GPU-based compositors use Moz2D more directly. That's a decision to make then, when we have more information. 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