You propose SIMD optimization for the software fallback path. I wonder whether 
we should focus on one fast GPU path via GLSL, and have one precise, working, 
I-don't-care-how-slow CPU fallback. All hardware made the last few years will 
have a GPU we support. Really old XP hardware might not, but it will work (just 
not really fast). Skia happens to implement most of these filters. Should we 
rely on Skia for this?

As for the filters on GLContext, I wonder whether thats really the best 
approach. Don't most filter applications want to be injected into the shader 
pipeline instead? We would have to be able to compose filters for that and 
generate a composite GLSL program from that. So for example we want a 
BGRXTextureLayer, with Mask3D, with ColorMatrix, and we want GLSL source 
generated from that. So isn't really what we want a GLSL shader program 
generator (and cache) that we give an EffectChain and that gives us back a 
compiled shader? (with added effects including ColorMatrix, etc).

Andreas

On Apr 30, 2013, at 8:21 PM, "Robert O'Callahan" <rob...@ocallahan.org> wrote:

> This is a fairly important feature that people want to get working on soon,
> but there are quite a few design issues to settle on before we go too far.
> 
> I've tried to summarize the requirements, and my ideas about the design,
> here:
> https://wiki.mozilla.org/Gecko:AcceleratedFilters
> Please tear this apart, or better still, constructively add to it :-).
> 
> Thanks,
> Rob
> -- 
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