[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

*To*: Aashish Chaudhary <aashish.chaudhary@kitware.com>*Subject*: Re: [Public WebGL] Compute shaders*From*: Florian Bösch <pyalot@gmail.com>*Date*: Wed, 4 Jun 2014 16:49:07 +0200*Cc*: John Davis <jdavis@pcprogramming.com>, public webgl <public_webgl@khronos.org>*Dkim-signature*: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:date:message-id:subject:from:to :cc:content-type; bh=AiFmKEeUYDO8rTgkN6gbxHiq1WV8OinsrV8k5PMzhfs=; b=QthJNRhvrOCU8rftfXjlfujeuTpGHdBigsbe4ex9GYxu+kB+VVNxrrKRqbDmvqAPAe hj/TajE7K7xFvw3nbCdli4OjES0MUaVlrauaYngQNKOZ+vEkm2ghvAs48XETV180N+TG D/ouTIagd2tJdfT/g8HTuq5QXK94e14isqVLXYClHr/nc66kOqITdFAKyG69qJh+sHmx UwUIEmXek+N3+obJHBtmKF5SlLZPutV/9K8j933twUayqgkLMjpwnAsGrPtqaCZKZPNU 61vVstDDE6kRYvzlnUcBBb5dfR5r5P693IfAVV9cl+7t7GSnmxUSkwnLYAgKwJgSsmQ+ MrAA==*In-reply-to*: <CAEw35Z8H4f19tJWfSgrk1K9yCfVEuLkK+RVjcy-59=uY_-okQg@mail.gmail.com>*List-archive*: <https://www.khronos.org/webgl/public-mailing-list/archives/>*List-id*: Public WebGL Mailing List <public_webgl.khronos.org>*List-owner*: <mailto:owners-public_webgl@khronos.org>*List-post*: <mailto:public_webgl@khronos.org>*List-subscribe*: <mailto:majordomo@khronos.org?body=subscribe%20public_webgl>*List-unsubscribe*: <mailto:majordomo@khronos.org?body=unsubscribe%20public_webgl>*References*: <CAOyxrtS_xUoupmXx-D+_A=A8j0+UGM2Z3LGt=kbQfwvUqqsn5Q@mail.gmail.com> <CAOK8ODj=Mpve+4XAbwKPQDP=JOdP=8cx27-jerLcKEuc+SypsQ@mail.gmail.com> <CAEw35Z8H4f19tJWfSgrk1K9yCfVEuLkK+RVjcy-59=uY_-okQg@mail.gmail.com>*Sender*: owners-public_webgl@khronos.org

I'm not sure why a minor release number was chosen by Khronos for ES 3.1. But the number of features introduced by OpenGL ES 3.1 does seem to me rather major. OpenGL ES 3.1 is also following over 2 years after OpenGL ES 3.0, which is the usual release cycle by Khronos for major releases.

On Wed, Jun 4, 2014 at 4:45 PM, Aashish Chaudhary <aashish.chaudhary@kitware.com> wrote:

It would be great if for minor webgl releases the time-duration stays between < 2 years so that we can provide best experience to our customers.- Aashish--On Wed, Jun 4, 2014 at 7:15 AM, Florian Bösch <pyalot@gmail.com> wrote:

WebGL 2.0 would correspond to OpenGL ES 3.0. OpenGL ES 3.0 does not have compute shaders, so I'm guessing that WebGL 2.0 would neither have them. OpenGL ES 3.1 does have compute shaders and the specification was released in March. However, there is no OpenGL ES extension for compute shaders.This probably means that compute shaders would arrive with WebGL 2.1 (that would correspond to OpenGL ES 3.1). WebGL 2.0 might arrive this year, which would mark it around 2.5 years after release of the OpenGL ES 3.0 specification. Assuming this interval stays around the same, I think you would be able to expect WebGL 2.1 in 2-3 years, around 2017.On Wed, Jun 4, 2014 at 12:55 PM, John Davis <jdavis@pcprogramming.com> wrote:

Any chance we can get these in 2.0? Otherwise, my fear is we wait another 5 years. This is a big deal.| Aashish Chaudhary

| Technical Leader

| Kitware Inc.

**Follow-Ups**:**Re: [Public WebGL] Compute shaders***From:*Jeff Gilbert <jgilbert@mozilla.com>

**References**:**[Public WebGL] Compute shaders***From:*John Davis <jdavis@pcprogramming.com>

**Re: [Public WebGL] Compute shaders***From:*Florian Bösch <pyalot@gmail.com>

**Re: [Public WebGL] Compute shaders***From:*Aashish Chaudhary <aashish.chaudhary@kitware.com>

- Prev by Date:
**Re: [Public WebGL] Compute shaders** - Next by Date:
**Re: [Public WebGL] Compute shaders** - Previous by thread:
**Re: [Public WebGL] Compute shaders** - Next by thread:
**Re: [Public WebGL] Compute shaders** - Index(es):