- From: Travis Leithead <notifications@github.com>
- Date: Tue, 10 Jul 2018 10:27:44 -0700
- To: w3ctag/design-reviews <design-reviews@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
- Message-ID: <w3ctag/design-reviews/issues/288/403903062@github.com>
@fserb some initial feedback from TAG review today: This looks like great progress, and is addressing the high-level feedback about having a consistent requestAnimationFrame from our prior feedback. In general, we'd like to see more code examples in the describing document, especially code examples that highlight (at a high-level) the various use-cases outlined at the top (it is an "explainer" document, right?). With our privacy hat on, we were disappointed to not see a Privacy considerations section :-( It would be great to add one, even if you believe there isn't much to put in it--it helps us know you've given it some thought. @annevk left some feedback above about availability in agent clusters... the behavior of which is a side-effect of integration into the spec via the PR. My personal view is that the updated `AnimationFrameProvider` be limited to DedicatedWorker and Window (for now, until details about how to bind its timing for a SharedWorker or ServiceWorker). I'd rather not expose an API that will simply throw in most cases. I thought this can be done with [Exposed=(Window,DedicatedWorker)], but I'm not really up-to-speed on agent clusters or how to differentiate that in spec-ese. Also as-noted, the PR has nothing for the `commit()` API. We expect to see that in the future. A nit: the WebIDL description of Offscreen canvas' `commit` cannot have multiple inheritance :-) Use case question: is composition a desired scenario? E.g., Worker+Offscreen canvas used to render the background of a 3D scene, while foreground rendering done on Window's browsing context and the two scenes are composited together? (Or foreground paints a player HP/MP/Score overlay, while offscreen canvas renders the game world?) In the description of the processing model: "atomic update" text is used, but there's a lack of clarity on what it means. Does it mean a blocking synchronization point for the window's browsing context? There may be a definition of this in the 'Previously Considered Solutions' section, but I don't have confidence that that definition wasn't thrown out with the previous solution. :) Also, processing of the Offscreen Canvases is done after other animation callbacks are executed in window's browsing context. Is there a specific reason for that (other than arbitrary)? Is it to avoid blocking more of the event loop?) Also, I assume this processing is somehow recursive over the tree of potentially nested workers (as workers can spawn workers). Relationship of commit() to ImageBitmap... are these duplicating effective behavior? ImageBitmap can allow multiple frames to accumulate in memory before being rendered (these pinning GPU memory until collected). Is ImageBitmap still a good pattern to use when commit() is available and can seemingly do the same transfer-and-display logic without using intermediate objects and without allowing for the possibility of unbounded GPU memory backpressure? commit() + rAF behavior: Is the expectation that commit() must be used at the end of each worker's rAF? (in order to get the timing synchronized and send the frame at the appropriate time to the GPU?). If not, is there some assumption that all offscreen canvases implicitly commit at the end of the worker's rAF call? This was put in question by @greggman above and does need to be clarified. >From the PR: Note: this PR seems incomplete to me... maybe because the explainer document is incomplete? Based on what I've seen, I certainly don't think this is ready to ship... line: 89072 - seems to loose to just say "user agent decides" for the spec--doesn't it need to match the framerate of the associated window's browsing context? Must have missed where that was set-up... -- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/w3ctag/design-reviews/issues/288#issuecomment-403903062
Received on Tuesday, 10 July 2018 17:28:07 UTC