- From: Rik Cabanier <cabanier@gmail.com>
- Date: Fri, 14 Jun 2013 11:34:28 -0700
- To: Brian Salomon <bsalomon@chromium.org>
- Cc: whatwg@whatwg.org, public-canvas-api@w3.org
- Message-ID: <CAGN7qDBHT_fitzzsrnGe6exCWr1Fc4mXSnY=_KW7fNjkoB6-KA@mail.gmail.com>
On Fri, Jun 14, 2013 at 6:04 AM, Brian Salomon <bsalomon@chromium.org>wrote: > As an implementor, we would prefer the layer approach. This would have > lower overhead in Chromium/Skia. We can make better decisions about caching > and deferred rendering. It also seems like a really handy API for devs, > especially the ability to inherit the graphics state. Would the spec have > anything to say about beginLayer()/endLayer() balancing, especially with > respect to RAF? > I think so. If you leave a layer 'open', what would you display. It wouldn't just be for requestAnimationFrame, you would also need to define what happens if you read pixels with getImageData inside a beginLayer. > > > On Thu, Jun 13, 2013 at 11:57 PM, Rik Cabanier <cabanier@gmail.com> wrote: > >> Last year, I requested if grouping could be added to canvas. >> The API would look like this: >> >> void beginLayer(); >> void beginLayer(unsigned long x, unsigned long y, unsigned long w, >> unsigned long h); >> void endLayer(); >> >> >> When you call beginLayer, you inherit everything from the graphics state >> except shadows, opacity and the current compositing mode. Those will reset >> to their initial value. >> At endLayer time, the graphics state will be restored and you will draw >> the content of the group. >> >> so for instance, if you want multiply blend with opacity of .5 >> >> ctx.globalAlpha = .5; >> ctx.globalCompositeOperation = "multiply"; >> ctx.beginLayer(); >> ... // drawing >> ctx.endLayer(); >> >> This would cause everything between begin/endLayer to be drawn normally. >> This result is then blended and composited at endLayer time. >> >> Last year, people argued that you could achieve the same effect by using >> a temporary canvas so this API is not really needed. >> I would like to see if people are more open to this API now. >> Reasons to have it: >> - it is easily achievable with existing graphics libraries. >> - it is a very common idiom. You can cut down on the amount of JS needed. >> - if you want to avoid antialiasing issue, you need to carefully set the >> CTM on the temporary canvas and remove the CTM from the current canvas >> - creating a temporary canvas has a higher overhead than simply starting >> a layer. >> - creating lots of temporary canvas objects creates memory overhead >> - is polyfillable for older canvas implementations >> >> Rik >> > >
Received on Friday, 14 June 2013 18:34:55 UTC