- From: Elliott Sprehn <esprehn@chromium.org>
- Date: Sat, 21 Feb 2015 05:05:03 -0500
- To: Matthew Robb <matthewwrobb@gmail.com>
- Cc: Ashley Gullen <ashley@scirra.com>, "public-webapps@w3.org" <public-webapps@w3.org>
- Message-ID: <CAO9Q3iJmSC8SGGY4NcSe1zrjhbeFAhXEcXH63n9aHCmXbC_Wpg@mail.gmail.com>
On Fri, Feb 20, 2015 at 11:08 AM, Matthew Robb <matthewwrobb@gmail.com> wrote: > I can atest that this feature helped me to dramatically reduce the drag on > http://arena.net. The section header backgrounds are using canvas > elements to avoid touching the DOM during scroll events. > Can you give an example where touching the DOM was too slow? It's great to get those into benchmarks so we can make it fast. You shouldn't have to work around the DOM. > I would really like to see this feature finished and fully standardized. I > will say I prefer being able to use any arbitrary element as the background > of another element (-moz-element() ) but I understand that is probably less > likely. > > In any case +1 this! > > > - Matthew Robb > > On Fri, Feb 20, 2015 at 10:51 AM, Ashley Gullen <ashley@scirra.com> wrote: > >> Forgive me if I've missed past discussion on this feature but I need it >> so I'm wondering what the status of it is. (Ref: >> https://www.webkit.org/blog/176/css-canvas-drawing/ and >> http://updates.html5rocks.com/2012/12/Canvas-driven-background-images, >> also known as -webkit-canvas() or -moz-element()) >> >> The use case I have for it is this: we are building a large web app that >> could end up dealing with thousands of dynamically generated icons since it >> deals with large user-generated projects. The most efficient way to deal >> with this many small images is to basically sprite sheet them on to a >> canvas 2d context. For example a 512x512 canvas would have room for a grid >> of 256 different 32x32 icons. (These are drawn scaled down from >> user-generated content, so they are not known at the time the app loads and >> so a normal image cannot be used.) To display an icon, a 32x32 div sets its >> background image to the canvas at an offset, like a normal CSS sprite sheet >> but with a canvas. >> >> -webkit-canvas solves this, but I immediately ran in to bugs (in Chrome >> updating the canvas does not always redraw the background image), and as >> far as I can tell it has an uncertain future so I'm wary of depending on >> it. The workarounds are: >> - toDataURL() - synchronous so will jank the main thread, data URL >> inflation (+30% size), general insanity of dumping a huge string in to CSS >> properties >> - toBlob() - asynchronous which raises complexity problems (needs a way >> of firing events to all dependent icons to update them; updating them >> requires DOM/style changes; needs to handle awkward cases like the canvas >> changing while toBlob() is processing; needs to be carefully scheduled to >> avoid thrashing toBlob() if changes being made regularly e.g. as network >> requests complete). I also assume this uses more memory, since it >> effectively requires creating a separate image the same size which is >> stored in addition to the canvas. >> >> In comparison being able to put a canvas in a background images solves >> this elegantly: there is no need to convert the canvas or update the DOM as >> it changes, and it seems the memory overhead would be lower. It also opens >> up other use cases such as animated backgrounds. >> >> I see there may be security concerns around -moz-element() since it can >> use any DOM content. This does not appear to be necessary or even useful >> (what use cases is arbitrary DOM content for?). If video is desirable, then >> video can already be rendered to canvases, so -webkit-canvas still covers >> that. >> >> Therefore I would like to propose standardising this feature based off >> the -webkit-canvas() implementation. >> >> Ashley Gullen >> Scirra.com >> > >
Received on Saturday, 21 February 2015 10:06:13 UTC