- From: Rik Cabanier <cabanier@gmail.com>
- Date: Thu, 17 Oct 2013 14:08:28 -0700
- To: Kenneth Russell <kbr@google.com>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>, Robert O'Callahan <robert@ocallahan.org>
On Thu, Oct 17, 2013 at 2:03 PM, Kenneth Russell <kbr@google.com> wrote: > On Wed, Oct 16, 2013 at 10:26 PM, Robert O'Callahan > <robert@ocallahan.org> wrote: > > On Thu, Oct 17, 2013 at 3:34 PM, Rik Cabanier <cabanier@gmail.com> > wrote: > > > >> The tasks themselves can also launch synchronized/unsynchronized > subtasks > >> with promises. A task is considered "done" if it exits and all its > promises > >> are fulfilled. > >> > > > > It seems that tasks are like workers, but different, and you'd have to > do a > > lot of extra work to precisely define the execution environment of the > task > > script. > > > > It also seems that you have to precisely define how different tasks > > interact. For example is the current path left in the canvas by task 1 > > usable by the code in task 2? You also have to define how this works in > > WebGL. > > > > I don't think this supports a worker/task generating a steady stream of > > frames, e.g. for a 3D game. Does it? > > > > I'm not all that enthusiastic :-) > > Sorry, neither am I. OpenGL (and WebGL) applications do a lot of > one-time setup, and then repeatedly redraw using the previously > uploaded objects. This "stateless" drawing model isn't compatible with > that structure. > Every task per ID and per canvas has access to its own state/VM. So, the first time a task is executed (or we could provide an 'init' phase), it could do setup which will be maintained between tasks.
Received on Thursday, 17 October 2013 21:08:52 UTC