W3C home > Mailing lists > Public > whatwg@whatwg.org > September 2012

Re: [whatwg] Hardware accelerated canvas

From: Benoit Jacob <bjacob@mozilla.com>
Date: Mon, 3 Sep 2012 06:21:42 -0700 (PDT)
To: Charles Pritchard <chuck@jumis.com>
Message-ID: <261470392.4959905.1346678502975.JavaMail.root@mozilla.com>
Cc: whatwg@lists.whatwg.org, Erik Möller <emoller@opera.com>, Glenn Maynard <glenn@zewt.org>, Ian Hickson <ian@hixie.ch>

----- Original Message -----
> What is really meant here by Canvas GPU acceleration?

This means use GL/D3D to implement the 2D canvas drawing primitives; but what really matters here, is that this requires using a GL/D3D texture/surface as the primary storage for the 2D canvas drawing buffer.

Because of the way that current GPUs work, this entails that the canvas drawing buffer is a /discardable/ resource. Erik's proposal is about dealing with this dire reality.

Again, accelerated canvases have been widely used for a year and a half now. It's not realistic to expect the world to go back to non-accelerated by default now.

Received on Monday, 3 September 2012 13:22:11 UTC

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