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= Detailed list of projects = | |||
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*software rasterizer tuning - we could probably use a quick and dirty rasterizer for mobile where the pixels are small | *software rasterizer tuning - we could probably use a quick and dirty rasterizer for mobile where the pixels are small | ||
= 18 month possibilities = | |||
MoCo managers are trying to create a list of the work needing to be accomplished over the next 18 months. The idea is to build a better picture of where we need to hire, train, etc. Following is the work we think we might want the GFX group to accomplish in the next 18 months. | |||
# azure completed | |||
## 2D and 3D parts | |||
## option for accelerated layers on desktop | |||
## option for accelerated layers on mobile | |||
## cross process remoting | |||
# webgl | |||
## anti-aliasing | |||
## ongoing spec compliance work (even for 1.0) | |||
## webgl 2.0 | |||
## on going security and performance work | |||
## E10S support | |||
# Imagelib | |||
## code debt reduction | |||
## on going security and performance work | |||
# telemetry/metrics | |||
## better measurement of real-world performance | |||
# text | |||
## complete font spec implementation | |||
## harfbuzz full script coverage | |||
# OpenCL/WebCL | |||
# GLES Layers | |||
# Fully color corrected pipeline | |||
# Hardware-accelerated SVG filters | |||
# D3D11 Layers | |||
This list is not a roadmap or a committed plan, its a rough outline of some of the big things we are likely to want to do. In general I think we have the right skillsets, we just need more people with them. The only exceptions are perhaps 6) and 9) - some more hard core shader/HLSL expertise might be helpful. | |||