DO NOT IMPLEMENT!!!
WEBGL_dynamic_texture
WebGL working group (public_webgl 'at' khronos.org)
Mark Callow, HI Corporation
Acorn Pooley, NVIDIA
Ken Russell, Google
David Sheets, Ashima Arts
William Hennebois, STMicroelectronics
Members of the WebGL working group
Last modified date: August 30, 2012
Revision: 5
WebGL extension #NN
Written against the WebGL API 1.0 specification.
A dynamic texture is a texture whose image changes frequently. The
source of the stream of images may be a producer outside the control of
the WebGL application. The classic example is using a playing video to
texture geometry. Texturing with video is currently achieved by using the
TEXTURE2D target and passing an HTMLVideoElement
to texImage2D. It is difficult, if not impossible to
implement video texturing with zero-copy efficiency via this API and much
of the behavior is underspecified.
This extension provides a mechanism for streaming image frames from an
HTMLVideoElement, HTMLCanvasElement or
HTMLImageElement (having multiple frames such those created
from animated GIF, APNG and MNG files) into a WebGL texture. The extension
defines a new texture target, TEXTURE_EXTERNAL_OES which can
only be specified as being the consumer of an image stream from one of
these elements.
There is no support for most of the functions that manipulate other
texture targets (e.g. you cannot use *[Tt]ex*Image*()
functions with TEXTURE_EXTERNAL_OES). Also,
TEXTURE_EXTERNAL_OES targets never have more than a single
LOD level. These restrictions enable dynamic texturing with maximum
efficiency. They remove the need for a copy of the image data manipulable
via the WebGL API and allow sources which have internal formats not
otherwise supported by WebGL, such as planar or interleaved YUV data, to
be WebGL texture target siblings.
The extension extends GLSL ES with a new
samplerExternalOES type and matching sampling functions that
provide a place for an implementation to inject code for sampling non-RGB
data when necessary without degrading performance for other texture
targets. Sampling a TEXTURE_EXTERNAL_OES via a sampler of
type samplerExternalOES always returns RGBA data. This allows
the implementation to decide the most efficient format to use whether it
be RGB and or YUV data. If the underlying format was exposed, the
application would have to query the format in use and provide shaders to
handle both cases.
The extension includes a mechanism for latching an image frame
into a texture as its contents. This is equivalent to copying the image
into the texture but, due to the restrictions outlined above a copy is not
necessary. Most implementations will be able to avoid one so this can be
much faster than using texImage2D. Latching can and should be
implemented in a way that allows the producer to run independently of 3D
rendering.
This extension exposes the NV_EGL_stream_consumer_external functionality to WebGL.
The following WebGL-specific behavioral changes apply:
An HTMLVideoElement, HTMLCanvasElement or
HTMLImageElement is the producer and deliverer of the
stream of images being consumed by the dynamic texture rather than the
unspecified external producer and EGLStream pair referred
to in the extension.
References to EGLImage and associated state are
deleted.
dynamicTextureSetSource is used to connect a texture
to the image stream from an HTML element instead of the command
eglStreamConsumerGLTextureNV or its equivalent
eglStreamConsumerGLTextureExternalKHR referenced by the
extension.
dynamicTextureAcquireImage and
dynamicTextureReleaseImage are used to latch and unlatch
image frames instead of the commands
eglStreamConsumerAcquireNV or its equivalent
eglStreamConsumerAcquireKHR and
eglStreamConsumerReleaseNV or its equivalent
eglStreamConsumerReleaseKHR referenced by the
extension.
For ease of reading, this specification briefly describes the new functions and enumerants of NV_EGL_stream_consumer_external. Consult that extension for detailed documentation of their meaning and behavior. Changes to the language of that extension are given later in this specification.
When this extension is enabled:
The family of dynamicTextureSetSource functions for
binding HTML{Canvas,Image,Video}Elements to a texture are
available.
The function dynamicTextureGetSource for querying the
current dynamic source of a texture is available.
The functions dynamicTextureAcquireImage and
dynamicTextureReleaseImage are available. These commands
are used before and after 3D rendering to latch an image that will not
change during sampling.
The functions dynamicTextureSetConsumerLatencyUsec and
dynamicTextureGetConsumerLatencyUsec are available. These
commands are used to inform a connected HTMLVideoElement
of the latency between latching an image and displaying it and to
query the currently set latency.
WEBGL_dynamic_texture (or GL_NV_EGL_stream_consumer_external or GL_OES_EGL_image_external) with an #extension directive:samplerExternalOES is a built-in type.
vec4 texture2D(samplerExternalOES sampler, vec2 coord) is a built-in
function.
vec4 texture2DProj(samplerExternalOES sampler, vec3 coord) is a built-in
function.
vec4 texture2DProj(samplerExternalOES sampler, vec4 coord) is a built-in
function.
WEBGL_dynamic_texture (or GL_NV_EGL_stream_consumer_external or GL_OES_EGL_image_external)
is defined as 1.
module webgl {
interface WEBGL_dynamic_texture {
const GLenum TEXTURE_EXTERNAL_OES = 0x8D65;
const GLenum SAMPLER_EXTERNAL_OES = 0x8D66;
const GLenum TEXTURE_BINDING_EXTERNAL_OES = 0x8D67;
const GLenum REQUIRED_TEXTURE_IMAGE_UNITS_OES = 0x8D68;
void dynamicTextureSetSource(HTMLCanvasElement? source);
void dynamicTextureSetSource(HTMLImageElement? source);
void dynamicTextureSetSource(HTMLVideoElement? source);
any dynamicTextureGetSource();
void dynamicTextureAcquireImage();
void dynamicTextureReleaseImage();
void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement, int);
int dynamicTextureGetConsumerLatencyUsec(HTMLVideoElement);
}; // interface WEBGL_dynamic_texture
}; // module webgl WebGLTexture that is bound to the
TEXTURE_EXTERNAL_OES target of the active texture unit, as
the producer of its image stream WebGLTexture that is bound to the
TEXTURE_EXTERNAL_OES target of the active texture unit, as
the producer of its image streamWebGLTexture texture that is bound to the
TEXTURE_EXTERNAL_OES target of the active texture unit, as
the producer of its image streamHTML{Canvas,Image,Video}Element that is connected as a source
of images to the WebGLTexture bound to the
TEXTURE_EXTERNAL_OES target of the active texture
unit.WebGLTexture bound to the
TEXTURE_EXTERNAL_OEStarget of the active texture unit to
acquire an image frame from the producer connected to it . The image data
is guaranteed not to change during sampling.WebGLTexture bound to the
TEXTURE_EXTERNAL_OEStarget of the active texture unit to
release an acquired image frame back to the buffer pool available to the
producer connected to it. After this sampling will return
(0,0,0,1).The meaning and use of these tokens is exactly as described in NV_EGL_stream_consumer_external.
TEXTURE_EXTERNAL_OES is accepted as a
target by the target parameter of
bindTexture()SAMPLER_EXTERNAL_OES can be returned in the
type field of the WebGLActiveInfo returned by
getActiveUniform()TEXTURE_BINDING_EXTERNAL_OES is accepted by
the pname parameter of
getParameter().REQUIRED_TEXTURE_IMAGE_UNITS_OES is accepted
as the pname parameter of
GetTexParameter*()In section 4.3 Supported GLSL Constructs, replace the paragraph beginning A WebGL implementation must ... with the following paragraph:
A WebGL implementation must only accept shaders which conform to The OpenGL ES Shading Language, Version 1.00 [GLES20GLSL], as extended by NV_EGL_stream_consumer_external, and which do not exceed the minimum functionality mandated in Sections 4 and 5 of Appendix A. In particular, a shader referencing state variables or commands that are available in other versions of GLSL (such as that found in versions of OpenGL for the desktop), must not be allowed to load.
In section 5.13 The WebGL Context , add the following to the WebGLRenderingContext interface. Note that until such time as this extension enters core WebGL the tokens and commands mentioned below will be located on the WebGL_dynamic_texture extension interface shown above.
/* GetPName */:TEXTURE_BINDING_EXTERNAL = 0x8D67;
/* TextureParameterName */:REQUIRED_TEXTURE_IMAGE_UNITS = 0x8D68;
/* TextureTarget */:TEXTURE_EXTERNAL = 0x8D65;
/* Uniform Types */:SAMPLER_EXTERNAL = 0x8D66;
void dynamicTextureAcquireImage(); int dynamicTextureGetConsumerLatencyUsec(); any dynamicTextureGetSource(); void dynamicTextureReleaseImage(); void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement); void dynamicTextureSetSource(HTMLCanvasElement? source); void dynamicTextureSetSource(HTMLImageElement? source); void dynamicTextureSetSource(HTMLVideoElement? source);
In section 5.13.3 Setting and getting state, add the
following to the table under getParameter.
| TEXTURE_BINDING_EXTERNAL | int |
In section 5.13.8Texture objects, add the following to the
table under getTexParameter.
| REQUIRED_TEXTURE_IMAGE_UNITS | int |
Add a new section 5.13.8.1 Dynamic textures.
5.13.8.1 Dynamic textures
Dynamic textures are texture objects whose complete image data changes frequently. The source of the stream of images may be a producer outside the control of the WebGL application. The classic example is using a playing video to texture geometry. A dynamic texture object is created by binding an unused
WebGLTextureto the targetTEXTURE_EXTERNAL_OES. Note that only unused WebGLTextures or those previously used as dynamic textures can be bound toTEXTURE_EXTERNAL_OES. Binding aWebGLTexturepreviously used with a different target or binding a WebGLTexture previously used with TEXTURE_EXTERNAL_OES to a different target generates aGL_INVALID_OPERATIONerror as documented in GL_NV_EGL_stream_consumer_external.txt.The commands
void dynamicTextureSetSource(HTMLCanvasElement? source); void dynamicTextureSetSource(HTMLImageElement? source); void dynamicTextureSetSource(HTMLVideoElement? source);connect the texture object currently bound to theTEXTURE_EXTERNAL_OEStarget in the active texture unit as the consumer of the stream of images produced by the HTMLElement source. If source is null any previously connected producer is removed.If source is an HTMLCanvasElement object with either a horizontal dimension or a vertical dimension equal to zero, then the implementation must throw an InvalidStateError exception. XXX Mirrors CanvasRenderingContext2D.drawImage. Do we need to do this?
The command
any? dynamicTextureGetSource(WebGLTexture texture, HTMLCanvasElement? source);returns a handle to the currently connected image source.The command
void dynamicTextureAcquireImage();causes the texture object currently bound to theTEXTURE_EXTERNAL_OEStarget in the active texture unit to latch the most recent image frame from its currently connected source. The rules for selecting the image to be latched mirror those for selecting the image drawn by thedrawImagemethod of CanvasRenderingContext2D.For HTMLVideoElements, it latches the frame video that corresponds to the current playback position of the audio channel, as defined in the HTML Living Standard, latency microseconds from the call, where latency is described in dynamicTextureSetConsumerLatencyUsec, unless the element's readyState attribute is either HAVE_NOTHING or HAVE_METADATA, in which case the command returns without latching anything and the texture remains incomplete.
For animated HTMLImageElements it will latch the first frame of the animation.
For HTMLCanvasElements it will latch the current content of the canvas as would be returned by a call to
toDataURL.The model is a stream of images between the producer and the WebGLTexture consumer.
dynamicTextureAcquireImagelatches the most recent image frame. If the producer has not inserted any new image frames since the last call todynamicTextureAcquireImagethendynamicTextureAcquireImagewill latch the same image frame it latched last time it was called. If the producer has inserted one new image frame since the last call thendynamicTextureAcquireImagewill "latch" the newly inserted image frame. If the producer has inserted more than one new image frame since the last call then all but the most recently inserted image frame are discarded anddynamicTextureAcquireImagewill "latch" the most recently inserted image frame. For HTMLVideoElements, the application can use the value of thecurrentTimeattribute to identify which image frame was actually latched.The command
void dynamicTextureReleaseImage(WebGLTexture texture);releases the latched image.dynamicTextureReleaseImagewill prevent the producer from re-using and/or modifying the image frame until all preceding WebGL commands that use the image frame as a texture have completed. IfdynamicTextureAcquireImageis called twice for the same texture and producer pair without an intervening call todynamicTextureReleaseImagethen dynamicTextureReleaseImage is implicitly called at the start ofdynamicTextureAcquireImage.After successfully calling
dynamicTextureReleaseImagethe texture becomes "incomplete".If
dynamicTextureReleaseImageis called twice without a successful intervening call todynamicTextureAcquireImage, or called with no previous call todynamicTextureAcquireImage, then the call does nothing and the texture remains in "incomplete" state. This is not an error.
dynamicTextureAcquireImageanddynamicTextureReleaseImagegenerate an INVALID_OPERATION error if no dynamic source is bound to the texture.The command
void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement source, int latency);informs the sourceHTMLVideoElementthat the time that elapses (on average) from when the application latches an image frame withdynamicTextureAcquireImageuntil the image frame is visible to the user is latency microseconds. The initial value is an implementation-dependent constant value, possibly zero. Applications are encouraged to adjust this value dynamically as conditions change. Applications may also modify this value to adjust the timing of the stream under direction from a user, e.g., to make video frames coincide with an audio track. TheHTMLVideoElementshould use this information to deliver frames at an appropriate time. The producer should deliver each image frame into the stream at the time that frame should appear to the user MINUS the latencyand it should adjust the latency of audio and other synchronized tracks to match.The command
int dynamicTextureGetConsumerLatencyUsec(HTMLVideoElement source);returns the current value of the latency set by the application.To sample a dynamic texture, the texture object must be bound to the target
TEXTURE_EXTERNALand the sampler uniform must be of typesamplerExternal. If the texture object bound toTEXTURE_EXTERNALis not bound to a dynamic source then the texture is "incomplete" and the sampler will return the RGBA value (0,0,0,1).
In section 5.13.10 Uniforms and attributes, add the
following to the table under getUniform.
| samplerExternal | long |
At the end of section 6 Differences between WebGL and OpenGL ES, add the following new sections. Note that differences are considered with respect to the OpenGL ES 2.0 specification as extended by NV_EGL_stream_consumer_external in the absence of OES_EGL_image_external.
External Texture Support
WebGL supports external textures but has no notion of an
EGLStream. The source of images for an external texture is the HTMLCanvasElement, HTMLImageElement or HTMLVideoElement which has been connected to it withdynamicTextureSetSource(dynamic HTML element). Specific language changes follow.In section 3.7.14 External Textures the sentence in the penultimate paragraph beginning The parameters of the transformation ... is replaced with
The parameters of the transformation from one basis (e.g. YUV) to RGB (color conversion matrix, sampling offsets, etc) are taken from the source of the dynamic HTML element that is associated with the external texture.
The final paragraph is replaced with
If the image frames in the dynamic HTML element contain alpha values then the value of the alpha component returned is taken from the image; otherwise the alpha component is 1.0.
Section 3.7.14.1 External Textures as Stream Consumers is replaced with the following.
To use a TEXTURE_EXTERNAL_OES texture as the consumer of images from a dynamic HTML element, bind the texture to the active texture unit, and call
dynamicTextureSetSource. The width, height, format, type, internalformat, border and image data of the TEXTURE_EXTERNAL_OES texture will all be determined based on the specified dynamic HTML element. If the element does not have any source or the source is not yet loaded, the width, height & border will be zero, the format and internal format will be undefined. Once the element's source has been loaded and one (or more) images have been decoded these attributes are determined (internally by the implementation), but they are not exposed to the WebGL application and there is no way to query their values.The TEXTURE_EXTERNAL_OES texture remains the consumer of the dynamic HTML element's image frames until the first of any of these events occur:
- The texture is associated with a different dynamic HTML element (with a later call to
dynamicTextureSetSource).- The texture is deleted in a call to
deleteTextures.Sampling an external texture which is not connected to a dynamic HTML element will return a sample value of (0,0,0,1). Sampling an external texture which is connected to a dynamic HTML element will return a sample value of (0,0,0,1) unless an image frame has been 'latched' into the texture by a successful call to dynamicTextureAcquireImage.
<script> tag is not
essential; it is merely one way to include shader text in an HTML
file.<script id="fshader" type="x-shader/x-fragment">
#extension OES_EGL_image_external : enable
precision mediump float;
uniform samplerExternalOES videoSampler;
varying float v_Dot;
varying vec2 v_texCoord;
void main()
{
vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
vec4 color = texture2D(videoSampler, texCoord);
color += vec4(0.1, 0.1, 0.1, 1);
gl_FragColor = vec4(color.xyz * v_Dot, color.a);
}
</script><html>
<script type="text/javascript">
///////////////////////////////////////////////////////////////////////
// Create a video texture and bind a source to it.
///////////////////////////////////////////////////////////////////////
// Array of files currently loading
g_loadingFiles = [];
// Clears all the files currently loading.
// This is used to handle context lost events.
function clearLoadingFiles() {
for (var ii = 0; ii < g_loadingFiles.length; ++ii) {
g_loadingFiles[ii].onload = undefined;
}
g_loadingFiles = [];
}
//
// createVideoTexture
//
// Load video from the passed HTMLVideoElement id, bind it to a new WebGLTexture object
// and return the WebGLTexture.
//
// Is there a constructor for an HTMLVideoElement so you can do like "new Image()?"
//
function createVideoTexture(ctx, videoId)
{
var texture = ctx.createTexture();
var video = document.getElementById(videoId);
g_loadingFiles.push(video);
video.onload = function() { doBindVideo(ctx, video, texture) }
return texture;
}
function doBindVideo(ctx, video, texture)
{
g_loadingFiles.splice(g_loadingFiles.indexOf(image), 1);
ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, texture);
ctx.dynamicTextureSetSource(video);
// These are the default values of these properties so the following
// 4 lines are not necessary.
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, null);
}
///////////////////////////////////////////////////////////////////////
// Initialize the application.
///////////////////////////////////////////////////////////////////////
var g = {};
var videoTexture;
function init()
{
// Initialize
var gl = initWebGL(
// The id of the Canvas Element
"example");
if (!gl) {
return;
}
var program = simpleSetup(
gl,
// The ids of the vertex and fragment shaders
"vshader", "fshader",
// The vertex attribute names used by the shaders.
// The order they appear here corresponds to their index
// used later.
[ "vNormal", "vColor", "vPosition"],
// The clear color and depth values
[ 0, 0, 0.5, 1 ], 10000);
// Set some uniform variables for the shaders
gl.uniform3f(gl.getUniformLocation(program, "lightDir"), 0, 0, 1);
// Use the default texture unit 0 for the video
gl.uniform1i(gl.getUniformLocation(program, "samplerExternal"), 0);
// Create a box. On return 'gl' contains a 'box' property with
// the BufferObjects containing the arrays for vertices,
// normals, texture coords, and indices.
g.box = makeBox(gl);
// Load an image to use. Returns a WebGLTexture object
videoTexture = createVideoTexture(gl, "video");
// Bind the video texture
gl.bindTexture(gl.TEXTURE_EXTERNAL_OES, videoTexture);
// Create some matrices to use later and save their locations in the shaders
g.mvMatrix = new J3DIMatrix4();
g.u_normalMatrixLoc = gl.getUniformLocation(program, "u_normalMatrix");
g.normalMatrix = new J3DIMatrix4();
g.u_modelViewProjMatrixLoc =
gl.getUniformLocation(program, "u_modelViewProjMatrix");
g.mvpMatrix = new J3DIMatrix4();
// Enable all of the vertex attribute arrays.
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.enableVertexAttribArray(2);
// Set up all the vertex attributes for vertices, normals and texCoords
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.normalObject);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g.box.indexObject);
return gl;
}
// ...
///////////////////////////////////////////////////////////////////////
// Draw a frame
///////////////////////////////////////////////////////////////////////
function draw(gl)
{
// Make sure the canvas is sized correctly.
reshape(gl);
// Clear the canvas
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Make a model/view matrix.
g.mvMatrix.makeIdentity();
g.mvMatrix.rotate(20, 1,0,0);
g.mvMatrix.rotate(currentAngle, 0,1,0);
// Construct the normal matrix from the model-view matrix and pass it in
g.normalMatrix.load(g.mvMatrix);
g.normalMatrix.invert();
g.normalMatrix.transpose();
g.normalMatrix.setUniform(gl, g.u_normalMatrixLoc, false);
// Construct the model-view * projection matrix and pass it in
g.mvpMatrix.load(g.perspectiveMatrix);
g.mvpMatrix.multiply(g.mvMatrix);
g.mvpMatrix.setUniform(gl, g.u_modelViewProjMatrixLoc, false);
// Acquire the latest video image
gl.dynamicTextureAcquireImage();
// Draw the cube
gl.drawElements(gl.TRIANGLES, g.box.numIndices, gl.UNSIGNED_BYTE, 0);
// Allow updates to the image again
gl.dynamicTextureReleaseImage();
// Show the framerate
framerate.snapshot();
currentAngle += incAngle;
if (currentAngle > 360)
currentAngle -= 360;
}
</script>
<body onload="start()">
<video id="video" src="resources/video.ogv" autoplay="true" style="visibility: hidden">
</video>
<canvas id="example">
If you're seeing this your web browser doesn't support the <canvas> element. Ouch!
</canvas>
<div id="framerate"></div>
</body>
</html>See the complete sample.
Why not use the TEXTURE2D target and
texImage2D?
RESOLVED: Use a new texture target and new commands. A new texture
target makes it easy to specify, implement and conformance test the
restrictions that enable a zero-copy implementation of dynamic
textures as described in the Overview. Given
that one of those restriction is not allowing modification of the
texture data, which is normally done via texImage2D using
a new command will make the usage model clearer.
Why not use sampler2D uniforms?
RESOLVED: Use a new sampler type. Most zero-copy implementations will need special shader code when sampling YUV format dynamic textures. Implementations may choose to (a) re-compile at run time or (b) inject conditional code which branches at run time according to the format of the texture bound to TEXTURE_EXTERNAL_OES in the texture unit to which the sampler variable is set. Without a new sampler type, such conditional code would have to be injected for every sampler fetch increasing the size of the shader and slowing sampling of other texture targets. In order to preserve the possibility of using approach (b), a new sampler type will be used.
Should the API be implemented as methods on the texture object or as commands taking a texture object as a parameter?
RESOLVED: Neither. The WebGLTexture object represents
an OpenGL texture name. No object is created until the name is bound
to a texture target. Therefore the new commands should operate on a
the currently bound texture object.
Should dynamic textures be a new texture type or can
WebGLTexture be reused?
RESOLVED: Do not use a new texture type. As noted in the previous
issue a WebGLTexture represents a texture name and is a
handle to multiple texture types. The type of texture is set according
to the target to which the name is initially bound.
Should this extension use direct texture access commands or should
it use texParameter and getTexParameter?
RESOLVED: Use the latter. There is no directly accessible texture
object to which such commands can be added. Changing the API to have
such objects is outside the scope of this extension.
texParameter doesn't seem unreasonable for binding the
dynamic source but doesn't feel right for acquireImage and
releaseImage as that operation has nothing to do with texture
parameters. Therefore those commands will operate on the texture
object bound to a new target. For othogonality so too will
setSource.
Should we re-use #extension
NV_EGL_stream_consumer_external, create our own GLSL extension
name or have both this and a WebGL-specific name?
RESOLVED: Any of WEBGL_dynamic_texture or the aliases
GL_NV_EGL_stream_consumer_external or
GL_OES_EGL_image_external can be used to enable this
extension's features in the shader. This permits the same shader to be
used with both WebGL and OpenGL ES 2.0.
What should happen when an object of type
HTMLCanvasElement, HTMLImageElement or
HTMLVideoElementis passed to the existing
tex*Image2D commands?
UNRESOLVED: Suggestion: for single-frame HTMLImageElement set the
texture image to the HTMLImageElement; for an animated
HTMLImageElement set the texture image to the first frame of the
animation; for an HTMLCanvasElement, set the texture image to the
current canvas image that would be returned by toDataURL; for an
HTMLVideoElement, set the texture image to the current frame. In all
cases, the texture image does not change until a subsequent call to a
tex*Image2D command. Is this a change from the way
any of these elements are handled today? This area is very
underspecified and needs to be clarified in the WebGL
specification.
Should dynamicTextureAcquireImage and
dynamicTextureReleaseImage generate errors if called when
the image is already in the state to be set or ignore those extra
calls?
RESOLVED: They should not generate errors.
dynamicTextureAcquireImage will be defined to implicitly
call dynamicTextureReleaseImage if there has not been an
intervening call.
This API is implementable on any platform at varying levels of efficiency. Should it therefore move directly to core rather than being an extension?
UNRESOLVED:
Should this extension support HTMLImageElement?
UNRESOLVED: If we are tracking the behavior of CanvasRenderingContext2D.drawImage then there is no point supporting HTMLImageElement. The HTML5 specification for canvassays for animated images to draw the first frame.
Should this extension extend HTMLMediaElement with an
acquireImage/releaseImage API?
RESOLVED: No. The API would have no purpose and would require HTML{Video,Canvas,Image}Element becoming aware of WebGLTexture or, even worse, aware of texture binding within WebGL. No similar API was exposed to support CanvasRenderingContext2D.drawImage. The HTMLElement is simply passed to drawImage.
Should DOMHighResolutionTime
and window.performance.now() from the W3C High-Resolution
Time draft be used for the timestamps and as UST?
UNRESOLVED: The specified unit is milliseconds which means using
fractional double values to represent smaller times with
the attendant issues of variable time steps and inaccuracies. As
currently specified, with browsers allowed to be as sloppy as 1ms
accuracy, window.performance.now() is insufficiently
accurate. Feedback has been provided. Hopefully the draft
specification will be updated.
Should UST 0 be system start-up, browser start-up or navigationStart as defined in the W3C Navigation Timing proposed recommendation?
UNRESOLVED: If high-resolution time is used, then navigationStart makes sense otherwise browser start-up seems preferable to system start-up as it is closer to the events being measured.
Revision 1, 2012/07/05
Revision 2, 2012/07/06
Revision 3, 2012/07/20
Revision 4, 2012/07/23
Revision 5, 2012/08/30