Re: Implementing CSS/SVG filters

2014-03-10 Thread Jet Villegas
: Implementing CSS/SVG filters when the accelerated filters will be available ? ___ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform

Re: Implementing CSS/SVG filters

2013-06-06 Thread Joe Drew
On 2013-06-05 8:38 AM, Robert O'Callahan wrote: We had a meeting about filter implementation in Taipei. My recollections, plus some interpolation on a few issues we didn't directly address, are here: https://wiki.mozilla.org/Gecko:AcceleratedFilters#Implementation Markus is likely to start

Re: Implementing CSS/SVG filters

2013-05-01 Thread Nicholas Cameron
This sounds like an awful lot of work, a lot more than some glue code and code deletion. It sounds like you are proposing to make Moz2D pretty much a general purpose 2D and 3D graphics library, touch (to some effect) the whole of the graphics code, and switch to using new libraries which have

Re: Implementing CSS/SVG filters

2013-05-01 Thread Andreas Gal
On May 1, 2013, at 1:06 AM, Robert O'Callahan rob...@ocallahan.org wrote: On Wed, May 1, 2013 at 6:41 PM, Andreas Gal g...@mozilla.com wrote: Both Skia/SkiaGL and D2D support basically all the effects and filters we want. D2D does not support GLSL custom filters. We'd need ANGLE/GLContext

Re: Implementing CSS/SVG filters

2013-05-01 Thread Robert O'Callahan
On Wed, May 1, 2013 at 8:20 PM, Andreas Gal g...@mozilla.com wrote: We should probably start with the CPU-based fallback path. We can then try that with SkiaGL to see what the performance looks like (the GLContext-based implementation, essentially). Should we file a couple bugs? I might

Re: Implementing CSS/SVG filters

2013-05-01 Thread Benjamin Smedberg
On 5/1/2013 12:11 AM, Andreas Gal wrote: You propose SIMD optimization for the software fallback path. I wonder whether we should focus on one fast GPU path via GLSL, and have one precise, working, I-don't-care-how-slow CPU fallback. All hardware made the last few years will have a GPU we

Re: Implementing CSS/SVG filters

2013-05-01 Thread Joe Drew
On 2013-05-01 9:31 AM, Benjamin Smedberg wrote: On 5/1/2013 12:11 AM, Andreas Gal wrote: You propose SIMD optimization for the software fallback path. I wonder whether we should focus on one fast GPU path via GLSL, and have one precise, working, I-don't-care-how-slow CPU fallback. All

Implementing CSS/SVG filters

2013-04-30 Thread Robert O'Callahan
This is a fairly important feature that people want to get working on soon, but there are quite a few design issues to settle on before we go too far. I've tried to summarize the requirements, and my ideas about the design, here: https://wiki.mozilla.org/Gecko:AcceleratedFilters Please tear this

Re: Implementing CSS/SVG filters

2013-04-30 Thread Andreas Gal
OpenCL could definitely do this and it interoperates pretty well with GL, however, its basically not available anywhere. Andreas On Apr 30, 2013, at 9:26 PM, Kevin Gadd kevin.g...@gmail.com wrote: Could you implement all the filters once in OpenCL to get adequate performance on-CPU (with

Re: Implementing CSS/SVG filters

2013-04-30 Thread Robert O'Callahan
On Wed, May 1, 2013 at 4:11 PM, Andreas Gal g...@mozilla.com wrote: I wonder whether we should focus on one fast GPU path via GLSL, and have one precise, working, I-don't-care-how-slow CPU fallback. I agree that should be our top priority, and it may not be worth doing CPU SIMD at all. But if

Re: Implementing CSS/SVG filters

2013-04-30 Thread Andreas Gal
On Apr 30, 2013, at 10:28 PM, Andreas Gal g...@mozilla.com wrote: On Apr 30, 2013, at 9:56 PM, Robert O'Callahan rob...@ocallahan.org wrote: On Wed, May 1, 2013 at 4:11 PM, Andreas Gal g...@mozilla.com wrote: I wonder whether we should focus on one fast GPU path via GLSL, and have one

Re: Implementing CSS/SVG filters

2013-04-30 Thread Robert O'Callahan
On Wed, May 1, 2013 at 5:28 PM, Andreas Gal g...@mozilla.com wrote: Should we hide the temporary surface generation (when needed) within the API? GLContext::Composite(Target, Source, EffectChain, Filters) And if multiple shaders or passes are needed, we create a temporary surface on the

Re: Implementing CSS/SVG filters

2013-04-30 Thread Andreas Gal
On Apr 30, 2013, at 10:36 PM, Robert O'Callahan rob...@ocallahan.org wrote: On Wed, May 1, 2013 at 5:28 PM, Andreas Gal g...@mozilla.com wrote: Should we hide the temporary surface generation (when needed) within the API? GLContext::Composite(Target, Source, EffectChain, Filters) And if