On 3/7/11 8:55 PM, Glenn Maynard wrote: > I'd expect CanvasPixelArray to allow optimizations that ArrayBuffer > doesn't, since the implementation can use the native surface format, > translating to RGBA for the script transparently. This can matter for > streaming textures to OpenGL/D3D, too; creating BGRA textures on nVidia > hardware is typically much faster than RGBA ones. But modifying the ImageData is not supposed to modify what the graphics card sees, right? So you have to make a copy here on putImageData (or on the next write to the image data), right? > I don't recall if this has been brought up: are there cases where > explicit zero-copy messaging is better than transparent copy-on-write? Transparent copy on write requires that each write do a "should I copy?" check, right? -BorisReceived on Tuesday, 8 March 2011 02:09:00 GMT
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