The HTML-in-Canvas API origin trial

(developer.chrome.com)

38 points | by andrewstuart 13 hours ago

10 comments

  • hollowturtle 6 minutes ago
    Gosh how much I'd love to have a separate accessibility and text layout api like skia has and ditch the dom completely
  • artpar 35 minutes ago
    I wanted to implement a whole canvas native workspace, I started with a html only implementation and "fake canvas" approach but even for moderate number of panels (~50) the responsiveness dropped quite a lot. So I went with a new implementation with "real canvas" and worked out the panels/interaction.

    In terms of performance this approach worked out much better (able to easily handle 1000+ panels/nested panels at 60+ fps) but the complexity goes very high in the implementation of each panel. As in I cant just use for eg a markdown rendering js library or any third party ui component. And frequently make a change would result in massive performance degradation.

    https://canaster.in/

    Currently I have text/markdown/image/audio/video and pdf panel (you can drag and drop files)

    I wonder if i should take another go at it and implement using html-in-canvas api. Afraid of the api being not maintained if they dont see benefit or usage?

  • chrismorgan 1 hour ago
    (May 2026.)

    Related bunch of comments from that time: https://news.ycombinator.com/item?id=48201222

  • dvh 2 hours ago
    Wouldn't it make more logical sense to add canvas to html elements? I.e. checkbox.getContext("2d").fillRect(...)
    • aroman 1 hour ago
      I guess there are uses for that, but as a web game developer, that wouldn’t really help me. The killer feature is input and text rendering.
    • azangru 1 hour ago
      Not if you need your html to adapt to the shape of a 3d object drawn in the canvas.

      What you described is the CSS painting api (part of CSS Houdini)

  • prathje 1 hour ago
    I would use it to render HTML elements such as inputs or a website in videos. Even though HTML is powerful the control over every pixel is important for high quality videos.
  • unconed 25 minutes ago
    I discussed concerns about HTML-in-Canvas a while back as part of this post: https://acko.net/blog/html-is-dead-long-live-html/

    Since then I've actually met these two and had to conclude that:

    - They didn't have any use-cases in mind that weren't cosmetic

    - They don't quite understand how being part of an advertising company shapes how they build and conceive of web tech

    - They react quite poorly to reactions that aren't cheerleading

    The answer for curved elements was handwaving and "just approximate it with flat projective transforms" which tells you this is not a serious attempt to expose mature UI internals, but just another shiny epicycle on the creaky leviathan that is the HTML5 web api.

    The list of features that "automatically work" rests on assumptions that are only valid for minor visual adjustments. The moment you try to use HTML-in-Canvas as a more basic building block, a lot of that falls away.

    e.g. Suppose I render a piece of text and then use that as a mask for visual effects. If the browser now draws a text selection highlight into that mask, the text becomes unreadable.

  • avaer 2 hours ago
    Back in the WebVR days the sentiment was we can never do this because security.

    In my experience with standards bodies/Chrome, anything outside of the owning company's product goals is "no, because security", and then then they flip-flop on that when the browser feature becomes a dependency for something an internal team is working on (which happened many times with WebVR, now WebXR).

    So I'm curious what is Google working on that has this as a dependency, now that they've 180'd on it?

    • thomasikzelf 2 hours ago
      This had to do with leaking privacy sensitive information such as visited links by reading back pixels from a rendered <a>. They fixed this with a concept they call "read-back-allowed rendering"
    • bawolff 1 hour ago
      "Security" is usually not a binary, but how much money you are willing to spend to figure out a way to do it securely. It shouldn't be surprising that chrome spends more resources on things that have a business case than things that do not.
  • hackyhacky 30 minutes ago
    Honestly, I think the push to constantly add browser features (and thereby expand the already massive web API) is misguided. This feature, in particular, seems like it should be solved with library, rather than by further bloating the browser.

    If I put on my conspiracy hat, it looks like Google is pushing to expand the web API as a means to maintain its lead in the browser market by making it harder for other browsers (i.e. Firefox) to maintain feature parity.

    • hollowturtle 0 minutes ago
      I have the same theory but for different reasons(commented something similar to a recent css functions thread), in this case though I don't thing you can solve it with a library, the canvas api is very limited, text layouting is very hard especially if you want to support different languages and directions. Let alone rendering a text input, if the use case is games, those usually don't have very complex inputs and that would be ok I think to implement a simpler one. IMO we should just have exposed the Skia text layout api in javascript.
    • mehdix 14 minutes ago
      Not to mention that Canvas is a cornerstone of fingerprinting.
    • andyferris 25 minutes ago
      Sure, extend was always the key part of “embrace, extend, and extinguish”.

      The browser API has become so big because the implementers are quite tenacious, with multiple parties doing “extend” in parallel…

  • chews 11 hours ago
    [flagged]
    • drrotmos 57 minutes ago
      Of course, the natural question is "Can you put a Canvas in the DOM in the Canvas in the DOM?"

      Here's hoping for it being DOM-in-Canvas all they way down.