Ok, I can help on the shaders field or the frame scheduling ( I'm not
really experienced with xorg) the upstream is on svn? I need to study the
current code...
Do you have any paper of the overall design of CoreAnimation?
Currently gnustep seems to have not a roadmap but this project has one?

Just another question are you sure to use directly opengl?

For example Clutter uses CoGL that wraps opengl and make a common api
between opengl and opengles; skia also supports both opengl and gles... i
have seen a lot of mails talking about uikit but opengl is not supported on
mobile...
Il 23/dic/2013 16:33 "Ivan Vučica" <[email protected]> ha scritto:

> Opal uses Cairo, so it uses whatever acceleration Cairo uses (if any).
>
> GNUstep's Core Animation implementation that I worked on uses OpenGL. It's
> suboptimal right now, but Core Animation is the right way to approach
> shadows, blurring et al., as you can use shaders to deal with that.
>
> Accelerating drawing 2D primitives itself is, as far as I understand,
> abandoned by Apple. I may be wrong. There was an implementation of CG that
> appeared in 10.5 (I think) that tried to use GL; it was faster in edge
> cases, but not generally.
>
> Again, I may be wrong, but I firmly believe that you want to use Core
> Animation if you do animations, compositing, etc., and that it makes no
> sense to try to accelerate drawing 2D primitives using 3D cards.
>
> If you want to contribute to Core Animation, get in touch with me; things
> that most sorely need to be worked on are:
> - scheduling frames for updates (right now it's a game-style infinite loop
> which draws every frame as fast as the GPU can handle it)
> - marking 'non-content contents' as dirty, and only updating when the
> contents are dirty; for the lack of better term right now, by 'non-content
> contents' I mean a 'screenshot' that needs to be taken of the entire
> hierarchy to support shadows, filters and perspective-transformed layers.
> 'Content contents' on the other hand would be the CGImage or CGContext
> assigned to the CALayer
> - shadow GLSL shader needs to be properly thought out and implemented,
> esp. the blurring
> - we need a masking GLSL shader
> - CATransition -- a CAAnimation-style object going from one 'contents'
> texture to another -- is completely unsupported right now
> - dynamic properties need to be generated -- the ones defined
> with @interface and not-really-synthesized by @dynamic ; this will clean up
> the CALayer code 'a bit' (by which I mean, a lot)
> - Core Image-type filters are cute, let's throw that in
>
> This is approximately in decreasing order of importance (@dynamic thing is
> not important at all, but will make code implementing setters and getters a
> lot shorter).
>
> On Sun Dec 22 2013 at 6:10:52 PM, Riccardo Canalicchio <
> [email protected]> wrote:
>
>> Thanks David for your response,
>> yes UIKit without Core Animation does not make sense at all...
>>
>> So Opal accelerate only the compositing? it uses cairo on the cpu and
>> then copy the surface on a texture right?
>>
>> anyway yes I would like to help!
>>
>
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