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Re: [whatwg] Enabling LCD Text and antialiasing in canvas

From: Robert O'Callahan <robert@ocallahan.org>
Date: Sat, 16 Feb 2013 22:12:02 +1300
Message-ID: <CAOp6jLYqPnF3umH_H9mEfC6XQ2amhSTLaeTGTU+QpPA9q_gr1w@mail.gmail.com>
To: Stephen White <senorblanco@chromium.org>
Cc: whatwg@whatwg.org, Ian Hickson <ian@hixie.ch>, Rik Cabanier <cabanier@gmail.com>
On Sat, Feb 16, 2013 at 11:09 AM, Stephen White <senorblanco@chromium.org>wrote:

> deferred canvas rendering (collect commands into a buffer, flush buffer
> only when compositing canvas to page, and decide on subpixel AA at that
> point)
> pro:  catches all cases of color fringing
> con:  in some cases, requires an infinite buffer (e.g., a canvas that
> never clears, and only accumulates drawing frame-to-frame means you must
> accumulate commands indefinitely)
> con:  difficult to implement (e.g., canvas-to-canvas drawImage(), etc)
> con:  may introduce performance hit due to re-rendering with and without
> subpixel AA (in cases where you would rather have just gone without)
>
> two buffers (one grayscale, one LCD AA)
> pro:  handles all cases of color fringing
> pro:  moderately easy to implement
> con:  RAM (or VRAM) usage is doubled
> con:  possibly-unnecessary performance hit
> con:  must be opt-in
>

Both of these schemes can actually be optimized some more: As long as no
text is drawn to a canvas, you can freely rasterize (in the first case) or
use just one buffer (in the second case). In fact, this is true as long as
no text is drawn to a canvas over non-opaque pixels. So a lot of canvas
usage could be handled with little or no performance hit.

Rob
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Received on Saturday, 16 February 2013 09:12:26 UTC

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