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Re: [Public WebGL] EXT_shader_texture_lod



Chrome ticket: https://code.google.com/p/chromium/issues/detail?id=344583
Firefox ticket and patch by Vladimir: https://bugzilla.mozilla.org/show_bug.cgi?id=965848
Webkit ticket: https://bugs.webkit.org/show_bug.cgi?id=128985


On Tue, Feb 18, 2014 at 8:10 PM, Florian Bösch <pyalot@gmail.com> wrote:
The Extension revision might be one in advance (27), due that another pull request currently pending occupies 26 (EXT_disjoint_timer_query).


On Tue, Feb 18, 2014 at 7:55 PM, Kenneth Russell <kbr@google.com> wrote:
The Chrome team has also received interest from WebGL developers who
would like to see this extension made available sooner rather than
later. Since there haven't been any objections to the extension as a
whole, I'm proactively merging Florian's pull request to move it to
draft status.

-Ken


On Tue, Feb 18, 2014 at 12:36 AM, Florian Bösch <pyalot@gmail.com> wrote:
> I propose to move EXT_shader_texture_lod to draft as soon as possible to
> facilitate merging of Vladimirs patches.
> https://github.com/KhronosGroup/WebGL/pull/478
>
>
> On Wed, Feb 12, 2014 at 11:34 PM, Florian Bösch <pyalot@gmail.com> wrote:
>>
>> I do think that for a substantial amount of time, WebGL 1.0 will be around
>> in substantial percentage. The reasons for that I see in the following:
>>
>> It takes some time for implementations to proliferate
>> WebGL 2.0 depends on ES 3.0. There aren't that many ES 3.0 devices around
>> yet, and uptake will take some time.
>> IE is just getting to grips with WebGL 1.0. I don't think we'll see WebGL
>> 2.0 from IE for some time.
>>
>> So offering functionality in WebGL 1.0, that is present in WebGL 2.0 does
>> make a lot of sense, I'd think for the next 5 years or so. It allows non ES
>> 3.0 devices to expose the functionality they have. It allows some vendors to
>> adopt the features before their WebGL 2.0 implementation will arrive.
>>
>>
>> On Wed, Feb 12, 2014 at 11:24 PM, Vladimir Vukicevic
>> <vladimir@mozilla.com> wrote:
>>>
>>> Thanks Florian and Ken :)  I agree about the tradeoff implementations
>>> need to make -- in many cases it's less of a tradeoff as it might seem,
>>> because implementing an extension might be the same as implementing that
>>> piece of WebGL 2 functionality.  In this case though there's explicit work
>>> that would need to be done for WebGL 1 impls (to support shader version 100
>>> shaders with this extension).  Luckily, it's a fairly small amount of work.
>>>
>>>     - vlad
>>>
>>> ----- Original Message -----
>>> > From: "Florian Bösch" <pyalot@gmail.com>
>>> > To: "Kenneth Russell" <kbr@google.com>
>>> > Cc: "Vladimir Vukicevic" <vladimir@mozilla.com>, "public webgl"
>>> > <public_webgl@khronos.org>
>>> > Sent: Tuesday, February 11, 2014 11:23:55 PM
>>> > Subject: Re: [Public WebGL] EXT_shader_texture_lod
>>> >
>>> > Missing leading zero on the month in the revision log, fixed:
>>> > https://github.com/KhronosGroup/WebGL/pull/469
>>> >
>>> >
>>> > On Wed, Feb 12, 2014 at 12:42 AM, Kenneth Russell <kbr@google.com>
>>> > wrote:
>>> >
>>> > > Thanks. Merged. Now visible at
>>> > >
>>> > >
>>> > > http://www.khronos.org/registry/webgl/extensions/proposals/EXT_shader_texture_lod/
>>> > >
>>> > > The date looks off; Florian, could you check?
>>> > >
>>> > > Thanks,
>>> > >
>>> > > -Ken
>>> > >
>>> > >
>>> > > On Tue, Feb 11, 2014 at 1:53 PM, Florian Bösch <pyalot@gmail.com>
>>> > > wrote:
>>> > > > Revised pull request here
>>> > > > https://github.com/KhronosGroup/WebGL/pull/468
>>> > > >
>>> > > >
>>> > > > On Mon, Feb 10, 2014 at 9:40 PM, Florian Bösch <pyalot@gmail.com>
>>> > > > wrote:
>>> > > >>
>>> > > >> And tracked at http://webglstats.com/ as of now
>>> > > >>
>>> > > >>
>>> > > >> On Mon, Feb 10, 2014 at 9:31 PM, Florian Bösch <pyalot@gmail.com>
>>> > > wrote:
>>> > > >>>
>>> > > >>> https://github.com/KhronosGroup/WebGL/pull/466
>>> > > >>>
>>> > > >>>
>>> > > >>> On Mon, Feb 10, 2014 at 9:04 PM, Kenneth Russell <kbr@google.com>
>>> > > wrote:
>>> > > >>>>
>>> > > >>>>
>>> > > >>>> Hi Vlad,
>>> > > >>>>
>>> > > >>>> Would you submit a pull request against
>>> > > >>>> https://github.com/KhronosGroup/WebGL adding the extension
>>> > > >>>> proposal?
>>> > > >>>>
>>> > > >>>> Seems reasonable -- small impact, high opportunity for visual
>>> > > >>>> improvement -- but implementers would need to trade off whether
>>> > > >>>> to
>>> > > >>>> focus on adding this extension to their WebGL 1.0
>>> > > >>>> implementations vs.
>>> > > >>>> pushing ahead with WebGL 2.0, which will incorporate this
>>> > > >>>> functionality automatically.
>>> > > >>>>
>>> > > >>>> -Ken
>>> > > >>>>
>>> > > >>>>
>>> > > >>>> On Mon, Feb 10, 2014 at 11:40 AM, Vladimir Vukicevic
>>> > > >>>> <vladimir@mozilla.com> wrote:
>>> > > >>>> >
>>> > > >>>> > Hi all,
>>> > > >>>> >
>>> > > >>>> > I'd like to propose that we uplift EXT_shader_texture_lod to a
>>> > > >>>> > WebGL
>>> > > >>>> > extension.  Supporting it enables significant visual quality
>>> > > >>>> > for
>>> > > certain
>>> > > >>>> > algorithms, but more importantly, it allows WebGL to match iOS
>>> > > quality.  It
>>> > > >>>> > should be a rare case that we can't see at least iOS mobile
>>> > > >>>> > level
>>> > > quality on
>>> > > >>>> > desktop.   On other mobile platforms, support is spotty in ES2
>>> > > (PowerVR only
>>> > > >>>> > as far as I can tell), but it's required in ES3.
>>> > > >>>> >
>>> > > >>>> > I've filed a bug implementing this in ANGLE in
>>> > > >>>> > https://code.google.com/p/angleproject/issues/detail?id=551 --
>>> > > >>>> > the
>>> > > >>>> > implementation for d3d is relatively straightforward.
>>> > > >>>> >
>>> > > >>>> >      - Vlad
>>> > > >>>> >
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>>> > >
>>> >
>>
>>
>