Returning a moment to HOSDE (it really needs a cooler name), the full
specification (dont know if this is a good word for this) will be in this
google drive document:
https://docs.google.com/document/d/1pGrZpII9QLi5m8e13W8S9ljTn03MfcqdTULIazuD5yE/edit,
if anyone wants to edit it and I will add him.

BTW, I know that both toolkit and drawing library are still in its infancy,
and as said I know it will take time to catch the mockup, so I dont want
the mockup to be the start but the end (wanted to say it in a beautiful
way).

Finally: as said HOSDE needs a cooler name (the less time this one its used
the less it will be remembered) and since you are HelenOS
developers/founders I will grant you the honor of naming it (of course if
everyone agrees).


2013/10/15 Martin Decky <[email protected]>

> Now imagine the cost of calculating the transformation
>> for the entire screen. To solve this, critical code path contains
>> shortcuts
>> to minimize the instruction count as much as possible in the case of
>> identity
>> transformation (i.e. skip all the transformation/filtration/**transparency
>> logic
>> and just copy the buffers). You would have to provide similar shortcuts
>> for
>> the viewports.
>>
>
> This is certainly not only an issue of code optimization and acceleration
> of the transformations. For optimal resolution-independent rendering the
> whole graphics stack should be aware of it.
>
> For example, to make use of the fastest rendering paths possible (and also
> to avoid aliasing artefacts) a window should be preferably rendered in the
> native pixel density of the "primary" viewport (where "primary" is defined
> in the terms of "most actively/directly used") and only revert to
> transformations for the "non-primary" viewports and as a fall-back.
>
> But this means that if the configuration of the "primary" viewport
> changes, the window might be notified about the change of the native pixel
> density and possibly (not necesarily) redraw itself with the new parameters.
>
> This will be a slight departure from the untaint composing desktop
> paradigm (where the windows and viewports are completely decoupled) to a
> hybrid architecture where the compositor can signal the windows to
> optionally redraw themselves with new parameters. The key word here is
> "optionally" -- I am certainly not proposing to introduce the traditional
> on-demand painting paradigm.
>
> A completely different approach would be a fat display server with
> resolution-independent server-side scene graph (anyone remembers Display
> PostScript?). But I guess most people would agree that this is also an idea
> from the past.
>
>
> M.D.
>
>
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