- From: Kenneth Russell <kbr@google.com>
- Date: Wed, 24 Jun 2015 13:54:18 -0700
- To: Ashley Gullen <ashley@scirra.com>
- Cc: Boris Zbarsky <bzbarsky@mit.edu>, "public-webapps@w3.org" <public-webapps@w3.org>, Jeff Muizelaar <jrmuizel@mozilla.com>
On Wed, Jun 24, 2015 at 1:28 PM, Ashley Gullen <ashley@scirra.com> wrote: > Sorry for the confusion. Yes, the latest URL is: > https://www.scirra.com/labs/specs/imagebitmap-conversion-extensions.html > I'm new to specs and WebIDL, my intent was to say those are new methods on > ImageBitmap. Is "partial interface ImageBitmap" the correct way to say that? > (I updated the URL to say that instead) > > The wording of "undue latency" in the ImageBitmap spec does not appear to > rule out ImageBitmap storing its encoded image data, and lazily decoding it. > However I'm not sure what the point of that would be, since it seems to be > how drawing HTMLImageElements to a canvas already works. I see a couple of > options: > - allow lazy decoding in ImageBitmap, and therefore converting to ImageData > is an explicit request to decompress > - require ImageBitmap to decompress its contents, and make it available > through a read-only Uint8ClampedArray like ImageData has. Therefore, > converting to ImageData indicates the intent to modify this content, > therefore a copy is warranted. > - provide a way to "neuter" the ImageBitmap when converting it to ImageData, > transferring its contents and avoiding any copy, which is useful if the > ImageBitmap is a temporary object only being created for the purposes of > getting the ImageData. I guess this would be similar to transferrable > objects with workers. Perhaps this could be done by specifying a "transferToImageData" method. This proposal makes ImageBitmap neuterable, and there's intent to implement it in order to allow rendering to canvas contexts from worker threads: https://wiki.whatwg.org/wiki/OffscreenCanvas . -Ken > - add some kind of "load" method on ImageBitmap. It may store its contents > in compressed form, but calling "load" causes it to be decompressed (or > loaded from somewhere else). The ImageBitmap is only guaranteed to be drawn > with "undue latency" after the "load" call. Therefore for the use case of > low-latency rendering "load" can always be called immediately after > creation, but for conversion purposes not calling "load" avoids duplicating > memory. > > Note for devices with discrete GPUs, it's possible that ImageBitmap stores > the decompressed image data in a GPU texture but does not have it in system > RAM. In this case making a copy for the ImageData is also warranted. > > I'm a web developer proposing this because it would be useful for my > purposes, I've no idea which of these would be favoured by implementors or > the spec process. I'm happy to get involved in spec work though so please > let me know if you have any feedback/suggestions on anything I'm doing here. > > Ashley > > > > On 24 June 2015 at 19:12, Boris Zbarsky <bzbarsky@mit.edu> wrote: >> >> On 6/19/15 5:43 AM, Ashley Gullen wrote: >>> >>> I've not done this before, so I've no idea if this is the right/useful >>> approach, but I drafted a spec for it here: >>> >>> https://www.scirra.com/labs/specs/imagedata-blob-extensions.html >> >> >> Ashley, >> >> We at Mozilla were just discussing this proposal, and we have a concern. >> >> With this proposal, going from an <img> to an ImageData requires >> conversion of an intermediate ImageBitmap. Unfortunately, an ImageBitmap is >> specified to be paintable "without undue latency", which we interpret to >> mean it needs to have decoded image data, and the ImageData will end up >> needing to copy said data in practice (because it needs an editable copy). >> >> That creates two copies of the decoded image data in memory, which seems >> fairly undesirable on memory-constrained devices. >> >> -Boris >> >> >
Received on Wednesday, 24 June 2015 20:54:47 UTC