On Wed, May 1, 2013 at 5:55 PM, Andreas Gal <g...@mozilla.com> wrote:
> On Apr 30, 2013, at 10:36 PM, "Robert O'Callahan" <rob...@ocallahan.org> > wrote: > > On Wed, May 1, 2013 at 5:28 PM, Andreas Gal <g...@mozilla.com> wrote: > >> Should we hide the temporary surface generation (when needed) within the >> API? >> >> GLContext::Composite(Target, Source, EffectChain, Filters) >> >> And if multiple shaders or passes are needed, we create a temporary >> surface on the fly and then do the final composite with the given >> EffectChain. >> > > It certainly should be hidden within the GLContext filter implementation. > That probably needs to live somewhere under gfx/gl, since Moz2D will need > access to it and Moz2D doesn't depend on layers. > > > Why would Moz2D need access to that path? D2D provides built-in effects > for pretty much all of the SVG filter spec (and more). If we want to > abstract things at the EffectChain and Filter object level instead of > expressing everything in GLSL, we can as well directly generate > D2D-specific code from that. > A completely separate D2D-based filter renderer for DrawTargetD2D could be built, but I think once you throw in support for GLSL custom filters, it will be more work than integrating the GLContext-based filter renderer with D2D. Rob -- q“qIqfq qyqoquq qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qyqoquq,q qwqhqaqtq qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq qsqiqnqnqeqrqsq qlqoqvqeq qtqhqoqsqeq qwqhqoq qlqoqvqeq qtqhqeqmq.q qAqnqdq qiqfq qyqoquq qdqoq qgqoqoqdq qtqoq qtqhqoqsqeq qwqhqoq qaqrqeq qgqoqoqdq qtqoq qyqoquq,q qwqhqaqtq qcqrqeqdqiqtq qiqsq qtqhqaqtq qtqoq qyqoquq?q qEqvqeqnq qsqiqnqnqeqrqsq qdqoq qtqhqaqtq.q" _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform