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| joe/bholley | | joe/bholley | ||
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| | | GPU SVG filters | ||
| | | SVG filters are currently implemented through software rendering on the CPU, even when Firefox is using hardware for its general 2D rendering (i.e., when using Direct2D). These should be reimplemented using HLSL shaders to avoid readback. The biggest challenges here will be allowing arbitrary chaining of filters, as well as making it possible to avoid reimplementation once we need to support OpenGL shaders too. | ||
| ''TBD'' | | ''TBD'' | ||
| | | roc | ||
|- | |- | ||
| | | GPU Clipping | ||
| | | Our current GPU layer clipping code requires the clip to be an axis-aligned rectangle, and in other cases we are allocating an intermediate surface and rendering to that (transformations), or handling the render in software (SVG). We should be able to handle this using the stencil buffer or similar. | ||
| ''TBD'' | | ''TBD'' | ||
| | | mattwoodrow/roc | ||
|- | |- | ||
| | | Store Images as textures | ||
| When we separate an image into it's own dedicated layer we have two copies of the data, one in system memory (owned by imglib) and one as a texture. We can teach imglib about this second copy and free the system memory one in some cases to save memory usage. This is particularly useful for mobile where image scaling is much cheaper on the GPU, but the memory cost of two copies will hurt.<br><br>'''Note''': This would also be a good stepping stone towards decoding JPEGs on the GPU. | |||
| {{bug| | | {{bug|650988}} for mobile's usage of this. | ||
| mattwoodrow/joe/roc | |||
|- | |||
| Underline breaking | |||
| Implement the css text-decoration-skip property | |||
| ''TBD'' | |||
| jrmuizel | |||
|- | |||
| ANGLE D3D10 | |||
| Implement Angle on top of D3D10 instead of D3D9 | |||
| ''TBD'' | |||
| bjacob | | bjacob | ||
|- | |- | ||
| | | WebGL software rendering | ||
| | | This would probably be based on Mesa's software renderer | ||
| | | ''TBD'' | ||
| jrmuizel | |||
|- | |||
| WebGL extensions | |||
| There are a number of possible extensions to WebGL that we're considering. This likely includes anything from OpenGL ES 3.0 | |||
| ''TBD'' | |||
| bjacob | | bjacob | ||
|- | |- | ||
| | | Improve texture upload performance | ||
| | | Ali did a bunch of work here that he hasn't been able to finish. This would also match well with the off main thread composting video. i.e. make video work really well | ||
| ''TBD'' | | ''TBD'' | ||
| | | ajuma | ||
|- | |- | ||
| | | Off main thread compositing work | ||
| | | There's a bunch of work that will need to be done here. | ||
| | | {{bug|omtc}} | ||
| | | ajuma/bgirard | ||
|- | |- | ||
| | | Off main thread image decoding | ||
| | | This will need some significant rearchitecture to work well | ||
| ''TBD'' | | ''TBD'' | ||
| jrmuizel | | jrmuizel/joedrew | ||
|- | |- | ||
| | | Image lib improvements | ||
| | | This includes using/building a new more generic cache and fixing up some of the interfaces exposed by imagelib (e.g. imgIRequest should not be an nsIRequest) | ||
| ''TBD'' | | ''TBD'' | ||
| jrmuizel | | jrmuizel/joedrew | ||
|} | |} |