Well, depends on what you call a layer tree. Currently a layer tree is
mostly a tree of intermediate surface that you render into, right? It's not
a tool describe the content you want to rasterize (with the exception of
color layers). Our layer tree is about where you rasterize content rather
than how (mostly). The gtk folks call the layer tree they are working on a
scenegraph (but honestly I wouldn't call it that) so I suppose we need to
be sure we talk about the same things. If a layer tree starts having things
like shape layers, text layers, etc. then it becomes closer to what I call
a scenegraph.


On Wed, Nov 12, 2014 at 3:08 AM, Robert O'Callahan <rob...@ocallahan.org>
wrote:

> On Wed, Nov 12, 2014 at 2:49 PM, Nicolas Silva <nical.si...@gmail.com>
> wrote:
>
>> If you guys ever have the resource to roll your own rasterizer, I would
>> strongly suggest that you don't build an immediate mode api, and craft a
>> more gpu-friendly scenegraph instead.
>> To be honest I think that there is a lot of potential for improvement over
>> what most browsers do today when it comes to rasterization. It's an
>> interesting topic and I'd be happy to chat about it in Portland, and you
>> guys should also talk with Bas and Cedric Bail if you haven't yet (Cedric
>> doesn't work for Mozilla but he's got some interesting stuff to say about
>> 2d scenegraphs, and was interested in getting in touch with the servo team
>> about this). I could go on about that stuff for hours so I'll propose the
>> people who are interested in this gather and chat informally about it over
>> a beer in Portland maybe, if only to exchange a bit about our latest
>> issues
>> we've had in gecko.
>>
>
> I'd like to talk about that too. I don't yet understand how "gpu-friendly
> scenegraph" differs from "layerize all the things!" :-)
>
> Rob
> --
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>
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