On Wed, Mar 25, 2015 at 12:19 PM, Josh Matthews <j...@joshmatthews.net> wrote:
> Second, but not less !important: How difficult could layerizing the canvas >> and sharing the textures be, and where should I start looking at? The >> initial idea is to start using a readback strategy, but I don't want to >> discard other options before undersrtanding them deeply, over all since I >> know this is also related to all the animations + UI worker discussion >> here, so... >> >> I suppose that the "Opaque Id to the native shared surface" should be >> similar, if not identic, to `OpaqueNode` in `components/gfx/display_list/ >> mod.rs`, and that the native shared surface would be a >> `NativeGraphicsMetadata` object from the `layers` repo, but I've had no >> time to see where the rendering layers are created, so some guidance here >> would be appreciated. >> > > I'll have to defer to someone like Patrick or Jack here, since I don't > know anything about our painting code. > OpaqueNode represents a DOM node; I don't think you want to use that. Rather you will want to use `layers::layers::NativeSurface` in `rust-layers`. See `LayerBuffer` within that project for examples of how to use it. `NativeGraphicsMetadata` is the setup information needed to construct layer buffers. It's probably easiest for the compositor to construct the `NativeSurface` objects and send them over to the WebGL task. Patrick _______________________________________________ dev-servo mailing list dev-servo@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-servo