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Re: [Public WebGL] Reason for not allowing generateMipmaps with compressed textures

On Sun, Apr 15, 2012 at 4:02 PM, Florian Bösch <pyalot@gmail.com> wrote:

I'm guessing that it has been deemed too costly for the driver of OpenGL ES implementations to do a readback and decompress, recompress and upload in order to generate the mip levels, so the responsibility to do it is deferred to the application programmer. We have two choices to do this:

1) upload all levels as well
2) compute the levels on the fly

Unfortunately both of these are somewhat regrettably penalizing for mobiles. Desktops (with broadband internet, copious amounts of ram and fast processors) have plenty of power to go either of these routes.

Well, high-quality texture compression can be quite slow even on desktops. There is a definite quality/performance tradeoff, and one that you don't want to defer to the driver. Using GL to do your texture compression is certainly convenient, but it is suboptimal compared to offline compression.
Mobiles on the other hand will suffer disproportionately from having to transfer all miplevels, and they will equally suffer disproportionately by having to compute the miplevels in JS prior to upload. Which is another example where a restriction that is irrelevant for PCs is erected while avoiding to solve it for mobiles.

To put things quantitatively: The mip chain adds roughly 33% more data. However, this data is highly redundant since it represents an image pyramid. At least for DXT, I think it would be pretty easy to offset that 33% without too terrible cost in CPU time.


On Sun, Apr 15, 2012 at 6:23 PM, Brandon Jones <tojiro@gmail.com> wrote:

Just curious about this one, wondering if someone on the list has a
good explanation. In Chrome the behavior of generateMipmaps recently
changed to fail if the bound texture is compressed. It's my
understanding that this was to stay compliant with the ES standard.

However, before it was explicitly disallowed (in this ticket:
http://code.google.com/p/chromium/issues/detail?id=121476) generating
mipmaps on compressed textures seemed to work just fine. So the
question is: If we're capable of doing it why go through the trouble
of preventing it? Is this another mobile vs. desktop issue?


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