heh - nothing to do with this thread, but as I glanced to my inbox, I
thought the from field read, "Kevin Mitnick"
had to make a double take. Couldn't think of any really valid reason why
Mitnick would've been sending an email my way :P
anyway ... don't let me interrupt the thread :D


On Fri, Jul 19, 2013 at 3:08 PM, Nick Collins <ndcoll...@gmail.com> wrote:

> Not holding my breath for that one, Kevin... though I agree it would be
> very cool!
>
>
> On Fri, Jul 19, 2013 at 3:57 PM, Kevin Newman <capta...@unfocus.com>
> wrote:
>
> > The higher level Flex Framework doesn't really need to know about all
> > the AGAL, texture stuff, etc. It's possible (as Gnome2D has shown) to
> > basically just make a blitting surface, and treat it like a BitmapData
> > object that has high initial latency, with screaming runtime blitting,
> > for rendering (as an extreme over simplification).
> >
> > The trick with the GPU is the lack of shared address space between CPU
> > and GPU, which creates a huge bottleneck for moving image data from CPU
> > to GPU. That's the primary pain point. Anyone implementing a high level
> > API on GPU, mostly needs to target that pain point - keep GPU uploads
> > and invalidation low, and you'll be fine (as long as your GPU code is
> > stable, handles batching well, and doesn't change the GPU state too
> much).
> >
> > On iOS, they use a metaphor of "layer backing" to help keep the pain
> > point clear as they are designing, and communicating that to users of
> > the their GPU powered APIs. WebKit uses that in some docs too, though
> > it's less clear when you are activating layer backing, and Adobe tried
> > to communicate that when they were doing GPU-Blend (something marked
> > with cacheAsBitmapMatrix became "layer backed") with earlier builds of
> > PFI, though they eventually switched to a GPU tessellation method of
> > rendering.
> >
> > Related: What's really more exciting than I think the lack of buzz
> > indicates, is AMD's new shared address space for CPU and GPU (in the
> > chip shipping in both XBox One and PS4). That's going to completely
> > remove this primary bottleneck, and make GPU programming a first class
> > citizen, able to seamlessly share data between CPU and GPU - very very
> > exciting. Hopefully that'll work it's way over to mobile computing in
> > short order, where I think it'll have much more benefit (at least until
> > Intel eventually ships a compatible extension in x86 ecosystems).
> >
> > Kevin N.
> >
> >
> >
> > On 7/10/13 2:02 PM, DarkStone wrote:
> > > Hi Carlos,
> > >
> > > The benefit of enabling Stage3D for Flex would be:
> > >
> > > 1. Much better performance on mobile devices.
> > >
> > > 2. Be able to develop Real 3D Apps and Games.
> > >
> > > 3. Making Flex the best cross platform native app developing SDK.
> > >
> > > In fact you can use Stage3D directly in Flex Applications, Stage3D
> > layers are below the Flex Application layer. But you can not take any
> > advantages of Flex like MXML, Bindings, FXG, CSS etc. Cuz the current
> Flex
> > is not design for the Stage3D kind of things.
> > >
> > > In order to enable full support of Stage3D for Flex, it requires
> > redesign Flex Framework from the ground up. Cuz Stage3D is about GPU
> rather
> > than CPU, and the GPU Programming is quite different than CPU, you need
> to
> > understand and deal with vertex, mesh, shader, texture, AGAL...
> > >
> > > However there are still some feasible ways to enable Stage3D for Flex,
> > here is one I thought of:
> > >
> > > Redesign the Flex Framework by building it on top of the Starling
> > Framework, this approach can reserve most of the Flex API names, for
> > example UIComponent Class, FlexSprite Class etc. They are still the same
> > class names and package names, but they need to extends the Starling
> Sprite
> > Class instead of the original one. And of course, a simple extends
> Starling
> > Sprite Class ain't gonna work, we will have to reimplement all of the
> > subclasses, yes it's hell.
> > >
> > > Anyway, unless someone can invest a million dollars on this, I don't
> > think full Stage3D support for Flex will become reality in these years,
> > although personally I want this so bad.
> > >
> > >
> > > Sent from DarkStone's iPhone
> > >
> > > 在 2013-7-11,0:38,Carlos Rovira <carlosrov...@apache.org> 写道:
> > >
> > >> Hi,
> > >>
> > >> from time to time people comes with the desire to see Flex running on
> > >> Stage3D. I would want to recopile all the state of the art info about
> > this
> > >> topic and see if is possible and how much work it would require.
> > >>
> > >> I know people like J.Campos did two attempts and get valious research
> > from
> > >> that experience. There's things to get into account like
> accessibility.
> > >>
> > >> Please could people share in this thread the things they know in order
> > to
> > >> recopile all info? Is there some things to take into account that
> could
> > >> make Stage3D not possible for Flex? Could we overpass it and make it
> > >> possible? If it would be possible...it will brings real benefits?
> > >>
> > >> If some work is done in this topic, I'd propose to make focused in
> this
> > >> particular thing and unlike FlexJS, here I will not try to break
> > >> UIComponent in small parts, or  break compatibility. Even if it could
> be
> > >> possible to have a global flag like "enableStage3D" to make our apps
> > run on
> > >> Stage3D if is true or remain in normal display layer, it could be
> great.
> > >>
> > >> Thanks in advance for any insight regarding this topic.
> > >>
> > >> Best
> > >>
> > >> Carlos
> > >>
> >
> >
>



-- 
*Thomas Wright*
Software Engineer
Extension: 1054
Office: [801] 464.4600

Corporate Division
twri...@yesco.com

Reply via email to