Given all the discussion that had gone on, ACCELERATED_2D_CANVAS was created using Skia GPU instead of GraphicsContext3D. Now, ACCELERATED_2D_CANVAS can be used by only Chromium, and IOSURFACE_CANVAS_BACKING_STORE is only for Mac.
Is there any plan of other ports similar to ACCELERATED_2D_CANVAS? And is there any plan for SVG hardware acceleration? Regards, Huang. 2010/8/31 Kenneth Russell <[email protected]> > On Mon, Aug 30, 2010 at 1:10 PM, Chris Marrin <[email protected]> wrote: > > > > On Aug 30, 2010, at 11:56 AM, Kenneth Russell wrote: > > > >> On Sat, Aug 28, 2010 at 12:36 PM, Darin Fisher <[email protected]> > wrote: > >>> On Sat, Aug 28, 2010 at 11:32 AM, Adam Barth <[email protected]> > wrote: > >>>> > >>>> On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin <[email protected]> > wrote: > >>>>> That's why I still think this should all go into a branch for now. It > >>>>> will help us all see the results without having to deal with the > issues of > >>>>> (2) right now. > >>>> > >>>> An alternative to a branch is to use a run-time setting. That worked > >>>> well for the HTML5 parser project. If there's a clean abstraction > >>>> boundary in the code, we can use that as the branch point for the > >>>> setting. The advantage of using a run-time setting is that you can > >>>> leverage all the tools for working on trunk (including code reviews, > >>>> etc) but you can avoid disturbing the vast majority of other > >>>> developers while your feature bakes. > >>>> > >>>> Adam > >>> > >>> Such a runtime setting already exists for toggling accelerated canvas > 2d on > >>> and off. > >> > >> This GPU based path rendering support is initially only going to be > >> hooked in to the accelerated 2D canvas implementation, which since > >> it's already covered by this run-time flag will not disturb other > >> developers. > >> > >> I am going to substantially restructure the code based on feedback and > >> submit new patches, but still against trunk. > > > > Given all the discussion that has gone on, I agree that trunk is the > right place to do this. But I remain concerned about antialiasing. > > > > On that subject. If you were to have to do multi-sampling to solve the > AA problem, does it make sense to skip the anti-aliasing on the edges of > the spline triangles? Would that buy any performance? > > Multisampling doesn't handle the pixels covering the cubic curves. The > fragment shader is only run once per pixel, so to get antialiasing for > these regions with this algorithm, it's necessary to compute the > distance function to the curve in the shader. > > -Ken > _______________________________________________ > webkit-dev mailing list > [email protected] > http://lists.webkit.org/mailman/listinfo.cgi/webkit-dev >
_______________________________________________ webkit-dev mailing list [email protected] http://lists.webkit.org/mailman/listinfo.cgi/webkit-dev

