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Re: [Public WebGL] EXT_shader_texture_lod in WebGL2?



Yep, my bad. I never ended up disabling these.
Bug filed:
https://bugzilla.mozilla.org/show_bug.cgi?id=1333930

On Sat, Jan 21, 2017 at 2:58 PM, Kai Ninomiya <kainino@google.com> wrote:
> FYI I checked FF beta and it is still enabled, so they probably didn't have
> time before their WebGL 2 launch.
>
>
> On Sat, Jan 21, 2017, 2:33 PM Florian Bösch <pyalot@gmail.com> wrote:
>>
>> Changed the text to:
>>
>>> Often implemented in browsers by decompressing on the CPU and uploading
>>> full size to GPU with severe performance, vram and quality impacts. Fixed in
>>> Chrome 57 and Firefox ??
>>
>>
>>  Will remove the warning a month after the fix has landed in Chrome and
>> Firefox public releases (Jeff please inform me which FF version).
>>
>> On Sat, Jan 21, 2017 at 11:28 PM, Kai Ninomiya <kainino@google.com> wrote:
>>>
>>> In Chrome, the ETC1+2 formats should be disabled on both WebGL 1 and
>>> WebGL 2 on ANGLE (i.e. Windows) unconditionally. Unfortunately I made a
>>> mistake in my first patch to disable ETC1 on ANGLE, so it won't roll out
>>> until Chrome 57 (beginning of March). ETC2 should be correct in 56 (end of
>>> January).
>>>
>>> So the warning should very soon become outdated, and it would be good to
>>> mention that in the warning text. I am not sure about the status in Firefox
>>> but IIRC they agreed to implement the same semantics and it's probably in
>>> the version they are releasing this week(?)
>>>
>>> The linked bug (658763) is for re-enabling it on desktop platforms which
>>> have hardware support (maybe Intel), and for ANGLE on other platforms.
>>>
>>> -Kai
>>>
>>>
>>> On Sat, Jan 21, 2017, 2:04 PM Florian Bösch <pyalot@gmail.com> wrote:
>>>>
>>>> I'll add a disclaimer to the ETC and ETC1 extension that empathically
>>>> discourages people from using these extensions. Are there any other
>>>> extensions I should warn people not to use?
>>>>
>>>> On Sat, Jan 21, 2017 at 11:01 PM, Florian Bösch <pyalot@gmail.com>
>>>> wrote:
>>>>>
>>>>> Well we had the lengthy debate with a clear outcome, do not expose
>>>>> capabilities that the hardware doesn't support, especially not when the
>>>>> emulation has drastically different characteristics and leads to worse
>>>>> outcomes than when it wasn't pretend supported. I'm guessing this then falls
>>>>> under "WebGL1 is in maintenance mode and we won't fix it."?
>>>>>
>>>>> On Sat, Jan 21, 2017 at 10:54 PM, Maksims Mihejevs <max@playcanvas.com>
>>>>> wrote:
>>>>>>
>>>>>> This suggests they haven't done it:
>>>>>> https://bugs.chromium.org/p/chromium/issues/detail?id=658763&desc=2
>>>>>>
>>>>>> We wanted to add ETC2 support, but currently blocked by this, as it is
>>>>>> totally unacceptable path: more VRAM (comparing to alternatives) and more
>>>>>> Download size.
>>>>>>
>>>>>> On 21 January 2017 at 21:46, Maksims Mihejevs <max@playcanvas.com>
>>>>>> wrote:
>>>>>>>
>>>>>>> Correct me if I'm wrong.
>>>>>>> But ETC2 and EAC is mandatory on OpenGL ES 3.0+ and OpenGL 4.3+
>>>>>>> right?
>>>>>>> I could not find any information that Nvidia GPU actually supports
>>>>>>> ETC2 and EAC.
>>>>>>>
>>>>>>> On Windows, using ANGLE, there is no OpenGL involved.
>>>>>>>
>>>>>>> So why then we seeing 71% support of WEBGL_compressed_texture_etc on
>>>>>>> Desktop Windows? And where there is OpenGL, such as Linux and OSX, we see
>>>>>>> only 5% on Linux, and 0% on OSX? :)
>>>>>>>
>>>>>>> I believe, they haven't actually decided anything, and wen't their
>>>>>>> way regarding CPU path, unless there is somebody here to prove that I'm
>>>>>>> wrong.
>>>>>>>
>>>>>>> On 21 January 2017 at 15:55, Florian Bösch <pyalot@gmail.com> wrote:
>>>>>>>>
>>>>>>>> On Sat, Jan 21, 2017 at 1:32 PM, Maksims Mihejevs
>>>>>>>> <max@playcanvas.com> wrote:
>>>>>>>>>
>>>>>>>>> We've seeing already many enormous issues. For example MSAA with
>>>>>>>>> ANGLE has CPU path, and is unusable at all, as performance drops insanely.
>>>>>>>>> ETC2 was another case where CPU path was pushed a lot.
>>>>>>>>
>>>>>>>>
>>>>>>>> Are you sure ETC2 is software decoded and put on the GPU plain?
>>>>>>>> Because if so, we've had a lengthy debate in 2016 about ETC1 that ended with
>>>>>>>> Jeff Gilbert stating:
>>>>>>>>
>>>>>>>>> Update: The WG is planning on only exposing the extension where
>>>>>>>>> there
>>>>>>>>> is 'native' support. (Not D3D, maybe not Desktop NV?) We feel this
>>>>>>>>> best matches what devs expect when they see support for a
>>>>>>>>> compressed
>>>>>>>>> texture extension. Compressed image formats are a better delivery
>>>>>>>>> mechanism than compressed texture formats, if they're going to be
>>>>>>>>> decompressed anyway.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> https://www.khronos.org/webgl/public-mailing-list/archives/1609/msg00074.php
>>>>>>>>
>>>>>>>> I don't believe we'll need to have this debate all over again... do
>>>>>>>> we?
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>
>

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