- From: Gregg Tavares <gman@google.com>
- Date: Fri, 15 Mar 2013 13:50:36 -0700
- To: "Tab Atkins Jr." <jackalmage@gmail.com>, Dirk Schulze <dschulze@adobe.com>
- Cc: Stephen White <senorblanco@chromium.org>, "public-fx@w3.org" <public-fx@w3.org>
- Message-ID: <CAKZ+BNqRnQ_U0ogYbUAmta5NfGU9EWGGYMyqUVQHVBth3Z_Grg@mail.gmail.com>
This brings up an issue that I don't *think* is addressed by the current custom filters proposal? In custom filters, assuming they use GLSL, there are global values available. For example gl_FragCoord that are in device coordinates. If we want CSS custom filters to be device independent the spec will probably need to mention that shaders using gl_FragCoord are disallowed or else that implementations must re-write the shader so that gl_FragCoord is in CSS pixels and not device pixels. On Fri, Mar 15, 2013 at 12:54 PM, Tab Atkins Jr. <jackalmage@gmail.com>wrote: > On Fri, Mar 15, 2013 at 11:59 AM, Stephen White > <senorblanco@chromium.org> wrote: > > In particular, in Chrome's accelerated implementation, on a high-DPI > > display, we get high-DPI input images from the compositor. Right now, > we > > filter the high-DPI image by the original (unscaled) parameter values, > > which, for the filters whose pixel's result depends on more than a single > > input pixel value (e.g., blur(), drop-shadow()), results in less blurring > > than would be visible on a non-HighDPI display. This seems wrong. (Last > > time I checked, the non-composited path was downsampling the input > > primitive, giving a non-high-DPI result but correct amounts of blur, > > although that may have been fixed). > > This is a bug in our implementation, then. The values in the > functions are CSS values, so a length of "5px" means 5 CSS pixels, not > 5 hardware pixels. The browser has to scale that to whatever internal > notion of "pixel" it's using. > > > For blur() and drop-shadow(), It would be straightforward to scale the > > parameter values by the devicePixelRatio automatically, and achieve the > > correct amount of blurring without affecting the resolution of the > result. > > Of course, we could downsample the input primitive for all filters, but > that > > would lose the high DPI even for those filters which are unaffected by > this > > problem, e.g., brightness() etc. > > > > However, for the reference filters, in particular feConvolveMatrix, it's > not > > clear what the optimal behaviour is. It's tempting to simply multiply > the > > kernelUnitLength by the devicePixelRatio, and apply the convolution as > > normal. However, that also loses high DPI, and incurs the cost of a > > downsample where it otherwise wouldn't be required (also note that > > kernelUnitLength seems to be unimplemented in WebKit, but that's our > > problem). Would it be a possibility to simply upsample the kernel by > > devicePixelRatio instead, and apply that kernel to the original unscaled > > image? (Or perhaps size' = (size - 1) * devicePixelRatio + 1 for odd > > kernel sizes?) This would result in a similar effect range, while > > preserving the resolution of the source image. > > > > I have no idea if the convolution math is really correct this way, > though. > > I'm guessing not, since if it was, presumably the spec would have allowed > > its use for kernelUnitLength application in general. > > I'm not sufficiently familiar with feConvolveMatrix to know how to > handle it well. However, if you get a substantially different result > (beyond rendering/scaling artifacts), the implementation is definitely > wrong in some way. None of SVG or CSS should require knowledge of the > device's DPI. > > ~TJ > >
Received on Friday, 15 March 2013 20:51:07 UTC