[whatwg] [canvas] request for {create, get, put}ImageDataHD and ctx.backingStorePixelRatio

Glenn Maynard glenn at zewt.org
Mon Apr 16 12:10:19 PDT 2012


On Mon, Apr 16, 2012 at 1:59 PM, Oliver Hunt <oliver at apple.com> wrote:
>
> I don't understand why adding a runloop cycle to any read seems like
> something that would introduce a much more noticable delay than a memcopy.
>

The use case is deferred rendering.  Canvas drawing calls don't need to
complete synchronously (before the drawing call returns); they can be
queued, so API calls return immediately and the actual draws can happen in
a thread or on the GPU.  This is exactly like OpenGL's pipelining model
(and might well be implemented using it, on some platforms).

The problem is that if you have a bunch of that work pipelined, and you
perform a synchronous readback, you have to flush the queue.  In OpenGL
terms, you have to call glFinish().  That might take long enough to cause a
visible UI hitch.  By making the readback asynchronous, you can defer the
actual operation until the operations before it have been completed, so you
avoid any such blocking in the UI thread.


>  I also don't understand what makes reading from the GPU so expensive that
> adding a runloop cycle is necessary for good perf, but it's unnecessary for
> a write.
>

It has nothing to do with how expensive the GPU read is, and everything to
do with the need to flush the pipeline.  Writes don't need to do this; they
simply queue, like any other drawing operation.

-- 
Glenn Maynard



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