Le 13/10/2013 06:12, Kyle Huey a écrit :
I talked at length with Robert O'Callahan about what the DOM API for
supporting <canvas> in web workers should look like and we came up with the
following modifications to the spec.

    1. Rename CanvasProxy to WorkerCanvas and only allow it to be
    transferred to workers.  I don't think we're interested in supporting
    cross-origin <canvas> via CanvasProxy (I would be curious to hear more
    about what the use cases are).
    2. Add a worker-only WorkerCanvas constructor that takes the desired
    width/height of the drawing surface.
What is the use case for this constructor? Draw something in worker, output an image to be sent to main thread?

    3. Remove the rendering context constructors and the setContext method
    on WorkerCanvas (née CanvasProxy).
    4. Copy all of the sensible non-node related things from
    HTMLCanvasElement to WorkerCanvas.  This would include
    - width and height as readonly attributes
       - getContext (to replace what we removed in step 3).  roc prefers to
       have getContext2D and getContextWebGL, and dispense with the string
       argument version entirely, but I don't have strong feelings.
For the sake of writing interoperable code in main thread and worker, I tend to be against this sort of change. I'm aware of the ugliness of some APIs, but consistent ugly APIs beats a mix of beautiful and ugly API.

       - toBlob.  We do not intend to implement toDataURL here.
    5. Add a "commit" method to WorkerCanvas.  For a WorkerCanvas obtained
    from a main thread <canvas> element, this would cause the buffer displayed
    on screen to swap.  For a WorkerCanvas created *de novo* on a worker
    thread, it would do nothing.
Let's have this method optional, then? Or create 2 interfaces? I'm not sure of what can be expressed in WebIDL to solve this, but useless methods aren't a good idea. If I can't do anything, don't give me the method. It's like in UI. If I can't click a button, just don't show me the button or at least grey it out.


    This commit method would also commit a minor
    violation of run-to-completion semantics, described below.
    6. We would rely on extracting ImageBitmaps from the WorkerCanvas and
    shipping them to the main thread via postMessage to allow synchronizing
    canvas updates with DOM updates.  We explored a couple other options but we
    didn't come up with anything else that allows synchronizing updates to
    multiple canvases from a worker.  This isn't really sketched out here.

So the IDL would look something like:

[Constructor(unsigned long width, unsigned long height)]

interface WorkerCanvas {

   readonly attribute unsigned long width;

   readonly attribute unsigned long height;


   CanvasRenderingContext2D? getContext2D(any... args);

   WebGLRenderingContext? getContextWebGL(any... args);


   void toBlob(FileCallback? _callback, optional DOMString type, any...
arguments);


   bool commit();
Boolean as return value for success? :-s
A promise instead maybe? throw instead of false at least?
In any case, it looks like commit could be a long operation (tell me if I'm wrong here. Do you have numbers on how long it takes/would take?), having it async sounds reasonable.


};

WorkerCanvas implements Transferable;

Everything would be behave pretty much as one would expect, except perhaps
for the commit method.  The width and height of the canvas can be modified
on the main thread while the worker is drawing.  This would fire an event
off to the worker to update the WorkerCanvas's dimensions that would be
scheduled as if the main thread had postMessage()d something to the
worker.  But it's possible that the worker would attempt to draw to the
<canvas> before that update runs.  It's also possible that the worker would
simply draw in a loop without yielding.  To solve this, if commit is called
and the current dimensions on the main thread don't match the dimensions of
the WorkerCanvas it would fail (return false) and update the dimensions of
the WorkerCanvas before returning.  This is technically a violation of
run-to-completion semantics, but is needed to support workers that do not
yield.
I feel fairly strongly against the run-to-completion violation as it's a foundation of how JavaScript works, how people reason about programs. Also, TC39 is working hard to close the gap between what can be expressed in pure ECMAScript and what the web platform does express, it'd be inappropriate to add things that widen this gap in my opinion.

I would be much more in favor of a solution like how IndexedDB handles transactions. Here is how it could work: For a canvas which WorkerCanvas has been transfered, when trying to change width/height:
*1 Store the values, but don't do it yet
*2 Send a message to the worker to re-dimension,
#1 in the worker: wait for the current message to be taken care of
#2 dispatch a "dimension changed" event (or equivalent)
#3 send a confirmation to main thread
#4 run the listeners
*3 back to main thread: process all committed changes before the confirmation
*4 Actually change the dimensions

This guarantees that the worker can always works on a canvas which it knows the dimensions of makes life a whole lot easier for authors.

Potentially *3 could be changed to "cancel all unprocessed committed changes". If commit returns a promise, the worker could be warned about the cancellation.

The downside of this solution is that the worker may take time to yield to the event loop, but that results in crappy UX and it's the authors responsibility to make sure it doesn't happen. Also, in my experience, <canvas> most often keep their dimensions, so I don't know if it's worth polishing too much this use case.

David

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