[webkit-dev] Starting implementation on W3C Filter Effects
Charles Pritchard
chuck at jumis.com
Thu Nov 3 19:00:40 PDT 2011
In my experience, implementing filters leads to writing them multiple times for various targets.
I suggest starting with the lowest common denominator before targeting platforms like webgl. I understand that Google is working on an in-software webgl implementation (angle is just a conversion lib); at some point LLVM may have sufficient semantics-- it's certainly been attempted (there's a polyhedron article somewhere on the site).
Anyway, my two cents. Best of luck!
-Charles
On Nov 3, 2011, at 5:02 PM, Rik Cabanier <cabanier at gmail.com> wrote:
> Dean,
>
> could you implement the filters on top of shaders if the target has WEBGL acceleration?
> Doing animated filters in software will be slow unless you spend a significant amount of time on coding SSE or NEON instructions.
>
> Rik
>
> On Mon, Oct 24, 2011 at 9:02 PM, Dean Jackson <dino at apple.com> wrote:
>
> On 22/09/2011, at 11:30 AM, Dean Jackson wrote:
>
> > Dirk (known in these parts as krit) reminded me that I had not emailed webkit-dev about the plans to start an implementation of W3C's new Filter Effects specification.
> >
> > https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/publish/Filters.html
> >
> > The quick summary is that this exposes the 'filter' property from SVG to everything in CSS, and adds some shorthands for common effects so people don't have to write XML in order to do something like a blur or sepia effect. The spec has received a fair amount of input from the CSS and SVG working groups, and particularly from Apple, Google, Mozilla, Opera and Adobe.
>
> A followup: we're going to start work on the CSS Shaders proposal [1] soon. Adobe have published their implementation which was specific to Chromium, and we'll be working with them to split it into small patches that can land in the coming weeks. A good introduction to the technology is [2].
>
> This will be done behind the ENABLE_CSS_FILTERS macro, but also with the guards for ENABLE_WEBGL since the implementation (and security) requirements are so similar.
>
> Dean
>
> [1] https://dvcs.w3.org/hg/FXTF/raw-file/tip/custom/index.html
> [2] www.adobe.com/devnet/html5/articles/css-shaders.html
>
>
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