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*To*: Kenneth Russell <kbr@google.com>*Subject*: Re: [Public WebGL] Compute shaders*From*: Vangelis Kokkevis <vangelis@google.com>*Date*: Thu, 5 Jun 2014 16:19:30 -0700*Cc*: Jeff Gilbert <jgilbert@mozilla.com>, Florian Bösch <pyalot@gmail.com>, Aashish Chaudhary <aashish.chaudhary@kitware.com>, John Davis <jdavis@pcprogramming.com>, public webgl <public_webgl@khronos.org>*Dkim-signature*: v=1; a=rsa-sha256; c=relaxed/relaxed; d=google.com; s=20120113; h=mime-version:in-reply-to:references:date:message-id:subject:from:to :cc:content-type; bh=Lt2DLIXabTcon1D9ouut6I7ggT9XnVivO7bo+qVT5gk=; b=Kv87leYpbDukLwoIt44bxq7jFKbK9V0dqKzQHI1xNlzMIvsvxHGefDUkdedGV7rv9H F7g4Ztdg6X8Jq4bXxmKIqs/BhwRE80kNHXH3MQEd4wVqfKYVHCCK+OWbyyKx1cF9hBrW GnPyFiWAOtsub7EoNXjYtpFS+6ZjWh2BQ2ZXYF/Z7+OMOHzSaUv72ed8eG2K/DLCKfvX hBJPxzzK4gqbtqtuU4ymD2wlybJDypx+d5Q0GS6bf0yUa8urFF1r5vM/0iLOpFmFuurF UbaFP0vYNWdhxTgOOYj7StyVEyyNPUXiIgp+IlD9WeCICMCwnxAQDQcl6M6lZTy/aTVs A+3w==*In-reply-to*: <CAMYvS2edzHG-SFXw=zr10QaySMfjQsd6BSfBrOe+w2K4fuYV2g@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> <CAOK8ODivsvQ12cBeCqPxgs+S4oWXi-toR+cGopWBezFcr6R+fA@mail.gmail.com> <1158572898.7717692.1401921933759.JavaMail.zimbra@mozilla.com> <CAMYvS2edzHG-SFXw=zr10QaySMfjQsd6BSfBrOe+w2K4fuYV2g@mail.gmail.com>*Sender*: owners-public_webgl@khronos.org

One significant obstacle I see with supporting Compute in WebGL for Chrome on Windows is that doing the translation from GL ES Compute to DirectCompute is likely to be a large undertaking. As a result, it's currently unclear whether the D3D backend of ANGLE will get compute shaders. There are some large architectural changes taking place in both ANGLE and Chrome that should allow Chrome, via ANGLE, to directly target native GL ES drivers when available. If quality ES drivers become commonplace on Windows, that may be a viable way forward.

Vangelis

On Thu, Jun 5, 2014 at 11:10 AM, Kenneth Russell <kbr@google.com> wrote:

Yes. The WebGL 1 -> WebGL 2 upgrade is a major one and requires a

significant amount of refactoring in Chrome and the ANGLE project.

This will ease future updates to WebGL implementations in all browsers

using ANGLE. An upgrade to WebGL exposing the new functionality in

OpenGL ES 3.1 should come more quickly.

-Ken

On Wed, Jun 4, 2014 at 3:45 PM, Jeff Gilbert <jgilbert@mozilla.com> wrote:

>

> I anticipate computer shaders will happen in some >2.0 version of WebGL. We've already decided that they won't make it into core WebGL 2.0.

>

> The turnaround time for a hypothetical WebGL 2.1 should be much lower than the 1.0->2.0 upgrade.

>

> -Jeff

>

> ----- Original Message -----

> From: "Florian Bösch" <pyalot@gmail.com>

> To: "Aashish Chaudhary" <aashish.chaudhary@kitware.com>

> Cc: "John Davis" <jdavis@pcprogramming.com>, "public webgl" <public_webgl@khronos.org>

> Sent: Wednesday, June 4, 2014 7:49:07 AM

> Subject: Re: [Public WebGL] Compute shaders

>

> 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. *

>> *| http://www.kitware.com/company/team/chaudhary.html

>> <http://www.kitware.com/company/team/chaudhary.html>*

>>

>

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**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>

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

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

**Re: [Public WebGL] Compute shaders***From:*Kenneth Russell <kbr@google.com>

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