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* Abstract over hardware acceleration APIs (e.g. D3D vs GL), especially since the D3D vs GL decision on Windows is in flux and likely to remain so for some time | * Abstract over hardware acceleration APIs (e.g. D3D vs GL), especially since the D3D vs GL decision on Windows is in flux and likely to remain so for some time | ||
* Be able to use platform layer APIs (e.g. Core Animation) if we get backed into a corner with undocumented interfaces? | * Be able to use platform layer APIs (e.g. Core Animation) if we get backed into a corner with undocumented interfaces? | ||
* To support the above flexibility of implementation, and also to allow incremental implementation, we need the ability to "fall back" to software rendering of a layer subtree without the user of layers having to know about it | |||
* Support VRAM management; we'd like to be able to discard buffers and re-render them when VRAM is full, including with fine granularity via a tile cache | * Support VRAM management; we'd like to be able to discard buffers and re-render them when VRAM is full, including with fine granularity via a tile cache | ||
* Support subpixel-AA of text rendered onto an opaque background | * Support subpixel-AA of text rendered onto an opaque background | ||
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