On Mon, Jun 25, 2012 at 8:44 PM, Girish Ramakrishnan <gir...@forwardbias.in> wrote: > Hi, > OpenGL session notes (pasted from > http://qt-project.org/groups/qt-contributors-summit-2012/wiki/QtOpenGL) > so you can comment inline. > > Thanks to Samuel for leading the session and taking the notes! > > Girish > > Future plans > - Desktop OpenGL 3+ support, ES 3 support > - QOpenGLWindow > - Shared cross process graphics buffer APIs > - copy to texture > - bind to texture > - bind as framebuffer > - locking / unlocking subrectangles for SW / HW access > - synchronization > - QPA / preliminary ? > - IPC / way of exposing buffer across processes > - file descriptor > - hardware address, handle, etc > - capabilities > - page flipping to the screen > - linear formats / non-linear formats > - orthogonal to the QPA APIs? multiple buffer abstractions > - QOffscreenSurface > - texture atlas API / area allocator > - simple imperative GLES2 painter suited for Canvas 2D etc, lose all > the poorly / unnecessary performing features of QPainter > - QPainterV2 API, reduced QPaintEngine API > - learn from Skia > - improved API that discourages slow use cases > - the problem of RGBA <-> BGRA > - new image formats? > - image upload parts of scene graph adaptation layer > - better abstraction? > - move from declarative to QPA? > - fast texture uploads > - subpixel layout > - QScreen API for accessing subpixel layout information > - subpixel layout information in QImage / QPixmap ? > - QImage vs QPixmap > - QPixmap::internalImage() accessor with no deep copy? > - wrapping non-Qt contexts in QOpenGLContext
This is far outside my knowledge area, but i am very curious to know what kind of things can be learned from skia. I know skia is the render engine for chrome and that's all i know about it. _______________________________________________ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development