- From: Rik Cabanier <cabanier@gmail.com>
- Date: Mon, 3 Sep 2012 13:07:21 -0700
- To: David Geary <david.mark.geary@gmail.com>
- Cc: whatwg@lists.whatwg.org, Glenn Maynard <glenn@zewt.org>, Charles Pritchard <chuck@jumis.com>, Benoit Jacob <bjacob@mozilla.com>, Erik Möller <emoller@opera.com>, Ian Hickson <ian@hixie.ch>
On Mon, Sep 3, 2012 at 10:31 AM, David Geary <david.mark.geary@gmail.com>wrote: > On Mon, Sep 3, 2012 at 7:21 AM, Benoit Jacob <bjacob@mozilla.com> wrote: > > > > > > > ----- 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. > > It seems to me that one way or another we have to break something. Canvases > drawn into once with no animation loop may go blank with GL-based hardware > acceleration, whereas most video games will not function properly without > it. I much prefer the former to the latter. > No, we can't break the current implementation. It's perfectly reasonable for an author to draw into a canvas once and expect that the browser will manage it properly. > > I agree that it's unrealistic to go back to non-accelerated canvas. I would > like to see a provision for handling lost contexts along the lines of > Rick's proposal, perhaps with some underlying integration with > requestAnimationFrame() so application developers don't have to get > directly involved. > I'm unsure why you bring up requestAnimationFrame(). Can you elaborate? > > HTML is a living specification and I believe developers would rather have > occasional breaks with backwards compatibility instead of severely reduced > performance. > > > david > > > > > Benoit > > >
Received on Monday, 3 September 2012 20:07:53 UTC