User:Jprosevear/GfxInternUpdate: Difference between revisions

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| ''TBD''
| ''TBD''
| joe/bholley
| joe/bholley
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| Do YCbCr/YUV->RGB conversion of JPEGs on the GPU
| When we're using hardware-accelerated layers, we can reduce the amount of work we need to do on the CPU by decoding JPEGs to YUV only, uploading those channels to the GPU, and then converting the YUV to RGB in a shader.<br><br>'''Note''': This is likely not a good project to start before we have a fully colour-managed pipeline or Emerald is complete.
| ''TBD''
| joe/jrmuizel/mattwoodrow
|-
|-
| WebGL Optional Features
| WebGL Optional Features
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| jrmuizel
| jrmuizel
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|-
| SVG Filter Hardware Acceleration
| SVG Filters on GPU
| Mozilla currently supports SVG filters, however these are currently implemented using software rendering on the CPU.  This is the case even when hardware acceleration is used for general 2D rendering (i.e., Direct2D).  SVG filter support should be extended for hardware acceleration using HLSL shaders to avoid readbacks. 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.  
| Mozilla currently supports SVG filters, however these are currently implemented using software rendering on the CPU.  This is the case even when hardware acceleration is used for general 2D rendering (i.e., Direct2D).  SVG filter support should be extended for hardware acceleration using HLSL shaders to avoid readbacks. 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''
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