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Re: [Public WebGL] loop constants



I just updated Firefox's copy of ANGLE to the latest revision (550).

So Sunday's nightly build will have the new behavior.

Benoit

----- Original Message -----
> I just checked with ToT chromium build, and this demo works fine. So
> it's likely Firefox 4.0b10 uses an older version of ANGLE.
> 
> My guess is in the latest Angle Shader translator gets smarter and
> realizes this variable is a constant (is this against the ES spec?).
> I can verify this on Monday when I get into office.
> 
> Mo
> 
> On Sat, Jan 29, 2011 at 8:13 PM, John Davis <jdavis@pcprogramming.com>
> wrote:
> > Hit this link with Firefox 4.0b10, it'll throw an error in the
> > shader
> > validator about the loop index being compared to a non-constant.
> > In Google Chrome 9 beta, the spinning cube with the multi-octave
> > texture
> > looks great.
> > http://www.pcprogramming.com
> > JD
> >
> > On Sat, Jan 29, 2011 at 3:14 PM, Vladimir Vukicevic
> > <vladimir@mozilla.com>
> > wrote:
> >>
> >> ANGLE is used in all cases to validate the shader first though,
> >> regardless
> >> of whether it's passed to the native GL driver or goes through
> >> ANGLE for d3d
> >> translation. John, can you post an example of a shader that you're
> >> talking
> >> about?
> >>
> >>    - Vlad
> >>
> >> ----- Original Message -----
> >> > On 01/29/2011 07:51 AM, John Davis wrote:
> >> > > In the fragment shader, when I run my stuff under Chrome
> >> > > variable
> >> > > loops work, while under FireFox they do not (I have to make
> >> > > them
> >> > > constants). If both implementations use Angle, this shouldn't
> >> > > be the
> >> > > case, right?
> >> > >
> >> > Firstly, variable shader loops (those where the termination
> >> > condition
> >> > isn't a constant) aren't supposed to work in WebGL - they are
> >> > disallowed
> >> > by the OpenGL-ES spec. However, it's possible that the checking
> >> > that
> >> > stops you from using them isn't working for some reason. It's not
> >> > necessarily the case that FireFox will use ANGLE...on some
> >> > systems it
> >> > uses the native OpenGL when Chrome chooses ANGLE...which could
> >> > certainly
> >> > explain the difference you're seeing between the two browsers.
> >> >
> >> > -- Steve
> >> >
> >> >
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