It's the case where you write and test an app on an efficient
implementation (if we sort out all the BIT control) and expect it to
run the same everywhere else (which is what WebGL core promises) and
then this expectation in reality isn't real.
On Fri, Mar 6, 2015 at 1:18 PM, Florian Bösch <firstname.lastname@example.org> wrote:
> It's a bit ugly to recast an ES 3.0 core feature as an extension isn't it?
> Anyway, at worst mapBufferRange is no better than bufferSubData, and it'd
> help keep the code simple if you didn't need to write two codepaths
> depending on if you have it available or not.
> On Fri, Mar 6, 2015 at 10:12 PM, Zhenyao Mo <email@example.com> wrote:
>> To me the MapBufferRange function seems more fit as an extension
>> rather than part of core for WebGL 2. We want to preserve the
>> perception that this is something more efficient, but also make sure
>> developers understand that in WebGL 2 this efficiency is not expected
>> On Fri, Mar 6, 2015 at 1:48 AM, Mark Callow <firstname.lastname@example.org> wrote:
>> >> On Mar 6, 2015, at 9:59 AM, Mark Callow <email@example.com> wrote:
>> >> If implementation is a problem, how about requiring that MAP_READ_BIT |
>> >> MAP_WRITE_BIT must always be specified?
>> > Shortly after writing this I realized it is a bad idea but was not in a
>> > position to correct myself until now. Why? Because it forces any
>> > implementation (WebGL or OpenGL) that implements map via copy to always copy
>> > in both map and unmap.
>> > I think the reason why these access bits exist is to allow such
>> > implementations to avoid a copy in map (write-only set) or unmap (read-only
>> > set). For implementations that actually map the buffers I expect there is
>> > probably no performance difference between single access and RW access.
>> > WebGL implementations that would copy during map/unmap could very easily
>> > enforce errors for bad applications without any changes to ArrayBuffers by
>> > not copying, as described above and providing a buffer initialized to 0 for
>> > the write-only case to prevent data leakage.
>> > Unfortunately the only way I see for WebGL implementations that would
>> > actually map buffers to work is to specify RW when calling the underlying
>> > OpenGL. This would be fine for correct applications (see above about
>> > performance), but would mean that bad applications would run without error.
>> > Thus bad apps would work in some implementations but not on others which is
>> > unacceptable for WebGL.
>> > So I think supporting MapBuffer does require read-only and write-only
>> > ArrayBuffers.
>> > Regards
>> > -Mark