----- Original Message -----
> What is really meant here by Canvas GPU acceleration?

This means use GL/D3D to implement the 2D canvas drawing primitives; but what 
really matters here, is that this requires using a GL/D3D texture/surface as 
the primary storage for the 2D canvas drawing buffer.

Because of the way that current GPUs work, this entails that the canvas drawing 
buffer is a /discardable/ resource. Erik's proposal is about dealing with this 
dire reality.

Again, accelerated canvases have been widely used for a year and a half now. 
It's not realistic to expect the world to go back to non-accelerated by default 
now.

Benoit

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