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
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