Spec: https://drafts.css-houdini.org/css-paint-api/

Summary: The CSS Paint API is the first of several Web Rendering proposals
from the CSS Houdini Task Force. The CSS Paint API allows Web authors to
define and register a custom Paint method to be executed by the Layout
engine as other elements are rendered.

Bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1302328

Link to standard: https://drafts.css-houdini.org/css-paint-api/

Platform coverage: Android, Desktop

Estimated or target release: TBD

Preference behind which this will be implemented: TBD

DevTools bug: TBD

Tests - TBD

Implementation Details:

CSS Paint API depends on the implementation of the following features:
CSS Houdini Properties & Values - https://bugzilla.mozilla.org/
show_bug.cgi?id=1273706
Houdini "Worklets" - https://bugzilla.mozilla.org/show_bug.cgi?id=1290021

The planned implementation in Gecko builds upon the HTML5 Canvas2D API to
provide the rendering surface for CSS Paint.

Risks:

The experimental implementation has progressed enough to warrant this
public Intent to Implement. However, significant risks will need to be
mitigated by careful design and execution if these features are to pass the
experimental stage and ship in Firefox, including:

1. Use Cases. It's not clear that the use cases proposed in the
specification warrant the additional Rendering System complexity. Apart
from conical gradients, we haven't seen many author requests for the other
use cases. If the existing Canvas2D feature set is lacking, what are the
compelling use cases and maximally useful API for such use cases? It's not
clear that the proposed Canvas2D-based API is desirable over a different
API design (eg., WebGL) if most use cases need to directly manipulate
pixels.

2. Rendering Performance. The planned Canvas2D backing store approach may
be too slow for real-world usage of the API. In the future, we may replace
the Canvas2D approach to have the custom paint methods create Layout
(displayList) nodes for direct rendering by the Layout engine, bypassing
the need for a Canvas2D backing store. It's worth noting that the Paint API
isn't directly compatible with existing displayList nodes (e.g., support
for raw paths, funny shapes, & pixel manipulation.)

There may also be other performance issues that arise with the API's usage
in combination with existing CSS features (e.g., CSS Masking, Filters,
etc.) The displayList vs. canvas bitmap implementation would probably look
a good bit different in WebRender. It's also worth noting that multiple
implementations shipping a bitmap-based version can create dependencies
that prevent us from switching to a faster alternative version in the
future.

3. Integration with Gecko Architecture. The Quantum Project <
https://wiki.mozilla.org/Quantum> is a major overhaul of the Firefox
Rendering Engine. Implementing the CSS Paint API while that effort is in
progress may add significant impedance. However, a counter-argument is that
we should design Quantum to allow for such extensibility in the future.
Duplication of work ( writing code that would need to be rewritten for
Quantum ) is not desirable and should be avoided.

For WebRender/Quantum, we could initially push this through the same path
that SVG will go through (which will be rasterized on the CPU and then
cached in a GPU texture atlas). It does seem like Houdini Paint could
reduce the amount of acceleration we can do on the GPU (at least in the
short term), but we won't be any worse off than other browsers in that
regard.

4. Dependency on incomplete implementations/specifications. The dependency
creates a chicken/egg scenario where we can't sufficiently evaluate the
dependent specifications (e.g, Worklets, and Properties & Values) without
also implementing an initial key use case (e.g., CSS Paint or Worklets for
Web Audio.) This is somewhat mitigated by getting the implementation far
enough along to formulate informed opinions on all the specifications.

The Houdini Task Force is meeting next week in Seattle to discuss this and
other specifications.
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