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Re: [Public WebGL] ETC2 support for WebGL 2

I do apologize, I did a mistake in my previous mail.

I'm prototyping WebGL 2 from the OpenGL ES 3.0 specification, and not OpenGL 3.0.

Thanks you !


On 2013-07-15, at 6:23 PM, Guillaume Abadie <guillaume.abadie@gmail.com> wrote:

Well, we decide to put it behind a flag, because for instanced drawing (glDrawArrayInstanced for exemple), you need the gl_InstanceID in the vertex shader. And our actual ANGLE implementation doesn't support ARB_instanced_draw or gpu_shader4 yet. Therefore I did a ANGLE bypass if the WebGL context is a WebGLRenderingContext2 (for webgl 2) and if the shader has "#version experimental-webgl2" at the top of its code to be able to request EXT_gpu_shader4 at the shader compilation time. And it works fine. =) But bypassing ANGLE is a major security leak. Indeed, ANGLE check several security things in case of the driver don't.  Also webgl 2 has a native support for MRT, which is only a extension draft for now. And sure, this is a prototype, it might have differences with the specs we are planing to do. Here are the mains reasons we put it behind a flag. =)

I'm prototyping WebGL 2 from the OpenGL 3.0 specification, and the WebGL 1 API philosophy (gl.createQuery instead of glGenQueries …).


On 2013-07-15, at 6:08 PM, Bill Baxter <wbaxter@google.com> wrote:

Thanks for that info Guillaume.  Will that be going out behind a flag at some point?  Or will you wait until the spec is ready?

I also see that ETC is going to be a core feature of GL 4.3, and that the aim is for GL 4.3 to be a proper superset of the ES 3.0 spec.


On Mon, Jul 15, 2013 at 2:05 PM, Guillaume Abadie <guillaume.abadie@gmail.com> wrote:
Hi all

I'm working on a experimental WebGL 2 at Mozilla corporation, which already has following features :
 - MRTs
 - Vertex Array Objects
 - Min/Max blend equations
 - Occlusion Query Objects
 - And, a valid WebIDL =).

It's true that ETC2 is one of our priority features list for our experimental webgl 2 context, but we can't implement it yet (because my laptop's driver don't have the extension for)

You will find all links about our experimental implementation on that bug : https://bugzilla.mozilla.org/show_bug.cgi?id=889977


On 2013-07-15, at 4:06 PM, Kenneth Russell <kbr@google.com> wrote:

> The plan is that support for the ETC2 compressed texture format, like
> in OpenGL ES 3.x, will be mandatory in the next version of WebGL.
> Let's get a draft version of the next spec out (and perhaps some
> implementations out there) before deciding whether more queries are
> needed to determine whether software decompression for these textures
> is being done. I'd hope that newer desktop OpenGL drivers would add
> direct support for this format.
> -Ken
> On Mon, Jul 15, 2013 at 10:48 AM, Bill Baxter <wbaxter@google.com> wrote:
>> I ran across some earlier back-and-forth discussion on this list about ETC2
>> support in WebGL2, but didn't see the resolution.
>> - The main question was around the issue of ETC2 not being implemented by
>> many desktop cards.  So will support for ETC in WebGL2 be mandatory like in
>> ES3?  If so, will emulation be allowed?  And if emulation is allowed, will
>> there be an API that will allow detecting this?
>> --bb
>> Bill Baxter | Software Engineer | wbaxter@google.com | eat more peas!
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Bill Baxter | Software Engineer | wbaxter@google.com | eat more peas!