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! >> >
_______________________________________________ Discuss-gnustep mailing list [email protected] https://lists.gnu.org/mailman/listinfo/discuss-gnustep
