[whatwg] Hardware accelerated canvas
Glenn Maynard
glenn at zewt.org
Tue Sep 4 10:20:52 PDT 2012
On Tue, Sep 4, 2012 at 11:43 AM, Boris Zbarsky <bzbarsky at mit.edu> wrote:
> 2) Opt canvases in to software rendering via some sort of heuristic
> (e.g. software by default until there has been drawing to it for
> several event loop iterations, or whatever).
>
4) Auto-snapshot based on some heuristics.
>
These are mostly the same, and should be able to keep the majority of
draw-once apps from breaking without hurting draw-repeatedly apps (games,
animations).
The only reason I can think of switch renderers, instead of snapshotting,
is to deal with losing the context *mid*-render, while a script is still
drawing. (That seems like a problem so rare as to be almost theoretical,
though.)
On Tue, Sep 4, 2012 at 12:02 PM, David Geary <david.mark.geary at gmail.com>wrote:
> > Or applications for which the output is basically static data and the
> > canvas is the output medium. Note that in such cases regeneration might
> be
> > _very_ expensive, effectively requiring rerunning the whole
> > compute-intensive part of the application.
>
> Sure, but those use cases will be in the minority,
>
This is a huge assumption. I seriously doubt that apps that draw to a
canvas just once are a minority.
> and we're already talking about a very rare occurrence in the first place
>
That's another big assumption. From what I understand, this is a regular
occurance on mobile.
--
Glenn Maynard
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