[whatwg] Enabling LCD Text and antialiasing in canvas
cabanier at gmail.com
Tue Feb 12 15:14:24 PST 2013
On Tue, Feb 12, 2013 at 2:56 PM, Stephen White <senorblanco at chromium.org>wrote:
> On Fri, Nov 23, 2012 at 6:04 PM, Ian Hickson <ian at hixie.ch> wrote:
> > On Thu, 29 Mar 2012, Jeremy Apthorp wrote:
> > > On Thu, Mar 29, 2012 at 10:25 AM, Jeremy Apthorp <jeremya at chromium.org
> > >wrote:
> > > > On Thu, Mar 29, 2012 at 8:41 AM, Ian Hickson <ian at hixie.ch> wrote:
> > > >> On Fri, 13 Jan 2012, Jeremy Apthorp wrote:
> > > >> >
> > > >> > I'd like to draw non-antialiased lines in a <canvas>. Currently it
> > > >> > seems that the only way to do this is to directly access the pixel
> > > >> > data.
> > > >> >
> > > >> > Is there a reason there's no way to turn off antialiasing?
> > > >>
> > > >> What's the use case?
> > > >
> > > > Pixel-art style games.
> > >
> > > Specifically: even with the new image smoothing stuff in place for
> > > drawImage, a 1:2 diagonal line will still be anti-aliased (only the
> > > antialiasing will look silly scaled up to 2x).
> > Do you have an example of a game where lines are drawn using a line API
> > without antialiasing, then scaled up? Most "pixel art" games I've seen
> > tend to use bitmaps for that kind of thing.
> > On Mon, 12 Nov 2012, Justin Novosad wrote:
> > >
> > > For many types of apps, DOM-based rendering is uncompetitively slow
> > > [so we should make text rendering in canvas more controllable]
> > This seems like something we should fix, not something we should work
> > around by having people use canvas instead. Using canvas has all kinds of
> > terrible side-effects, like reducing the likely accessibility of the
> > making searcheability much worse, etc.
> > Also, do you have any metrics showing the magnitude of this problem on
> > real-world sites that might consider using canvas instead?
> > > If LCD text were enable-able, authors would have to be mindful of a
> > > number of caveats in order to avoid rendering artifacts.
> > Do we have any reason to believe the majority of authors would make the
> > right decisions here?
> > (The main reason we haven't provided control over things like
> > is that many authors tend to make terribly bad decisions.) (Before anyone
> > gets offended, by the way: that you are reading this almost guarantees
> > that you are above average in terms of authoring ability.)
> > On Tue, Nov 13, 2012 at 9:37 PM, Robert O'Callahan wrote:
> > >
> > > We'd have to define what happens when you use subpixel antialiasing
> > > "incorrectly", because we can be pretty sure authors will use it
> > > incorrectly and expect to get interoperable behavior.
> > That's certainly true.
> > > Mozilla supports a "mozOpaque" attribute which makes the canvas buffer
> > > RGBX (initialized to solid black) and enables subpixel antialiasing for
> > > most text drawing. That might be enough to address your use-cases.
> > I haven't specified this; if other vendors intend to implement this let
> > know and I can spec it. I'm not sure it's worth it though.
> [blowing the dust off this thread]
> Folks on the Chrome team are looking into implementing this attribute, and
> would be interested in seeing it spec'ed.
What are you implementing? Initializing the canvas to black or subpixel
> > On Wed, 14 Nov 2012, Robert O'Callahan wrote:
> > > On Wed, Nov 14, 2012 at 8:09 AM, Justin Novosad <junov at chromium.org>
> > wrote:
> > > >
> > > > Are there precedents for exposing features with documented caveats?
> > > > (excluding caveats that were discovered after the fact)
> > >
> > > Yes, and many of them have been extremely problematic, because Web
> > > authors will ignore the caveats.
> > Right. I'd really like to avoid adding more if we can help it.
> > On Wed, 14 Nov 2012, Justin Novosad wrote:
> > >
> > > There is a recent improvement in Chrome called "deferred 2D canvas
> > > rendering" (enabled by default as of Chrome 23). It is a mechanism
> > > records 2d canvas commands during JS execution, and only executes them
> > > for real when the render buffer needs to be resolved (draw to screen,
> > > getImageData, toDataURL, etc.). If you want to check it out, the guts
> > > are in Skia: SkGPipe is a sort of FIFO for graphics commands,
> > > SkDeferredCanvas is a wrapper that manages the GPipe and automatically
> > > flushes it and applies some command culling optimizations.
> > >
> > > So to come back to the problem of with and without subpixel AA buffers:
> > > if rendering is deferred, the non-AA buffer would never get rasterized
> > > (and possibly never even allocated), unless it needs to be. Obviously
> > > there are practical limitations, for example we cannot store an
> > > unlimited stream of recorded commands, so if the canvas draws
> > > indefinitely without ever being cleared, at some point we have to
> > > rasterize the non-AA buffer just so that we can safely discard the
> > > recording data. Also, if at record time the necessary conditions for
> > > subpixel AA are not met, perhaps we just forget about it.
> > >
> > > I admit this is a complex solution for implementors, but it makes the
> > > management of subpixel-AA safety transparent to web authors.
> > I think it'd be reasonable (for some definition of reasonable that
> > relates to whether it's compatible with the spec, anyway) for
> > to do this today, without having to expose any control to the author.
> > On Thu, 15 Nov 2012, Fred Andrews wrote:
> > >
> > > The canvas that scripts draw into could be over-sized with the UA down
> > > sampling this to fit the target size and taking into account the
> > > sub-pixel screen layout when doing so.
> > On Thu, 15 Nov 2012, Justin Novosad wrote:
> > >
> > > Obviously, that would be costly (x3 pixels), but I think it is a very
> > > realistic solution and relatively low hanging fruit. The over-sizing of
> > > the canvas would have to be handled under the hood by the UA though,
> > > because it depends on LCD component ordering and orientation, which
> > > means querying the OS/display driver. A lot of the kinks with the
> > > over-sized canvas approach have already been ironed out for solving the
> > > problem of High-DPI support ( put/getImageDataHD ), and I like the idea
> > > of unifying the two. Implementing this would mostly be a matter of
> > > adding per color component compositing of canvases. Also, the pixel
> > > aspect ratio would have to be taken into account for line drawing.
> > getImageDataHD() requires that the pixels be square, but so long as that
> > is taken into consideration (e.g. by dropping down to square pixels if
> > author calls putImageDataHD()) I think this could probably be made to
> > within the spec's current requirements.
> > > Regarding the concerns about accessibility, I think the problem can be
> > > solved by using HitRegions with labels.
> > Oh it _can_ be solved. That's not the problem. Accessibility is not about
> > what is _possible_, it's about what actually _is_. Most authors,
> > realistically speaking, aren't goin to be using hit regions sufficiently
> > for us to declare victory here.
> > > Come to think of it, there should be an option to make the UA do this
> > > automatically: create a HitRegion with a label every time text is drawn
> > > to a canvas.
> > I considered doing that, but it gets really fiddly when you're doing
> > things like text that fades over multiple frames. In the end I decided
> > that the magic wasn't worth it, as it would likely screw up more often
> > than it would actually help.
> > --
> > Ian Hickson U+1047E )\._.,--....,'``. fL
> > http://ln.hixie.ch/ U+263A /, _.. \ _\ ;`._ ,.
> > Things that are impossible just take longer. `._.-(,_..'--(,_..'`-.;.'
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