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

Re: [Public WebGL] WebGL 2.1?

It's not feasible for us to support compute shaders in WebGL on macOS or iOS -- this would require ANGLE to be ported to Metal, since there is no OpenGL version on these operating systems which supports compute shaders. For this reason we're focusing on exposing compute shaders as a WebGL 2.0 extension to be delivered on Windows, Linux, and Android.

The GPU for the Web W3C Community Group is building a new lower-level API which will support compute everywhere, and which will be easier to port than OpenGL ES 3.1.

On Mon, Jun 26, 2017 at 12:13 PM, Florian Bösch <pyalot@gmail.com> wrote:
So I take it the answer is not anytime soon, if ever? I would've kinda hoped that WebGL would start to catch up (or at least keep pace) with the ES release schedule. But as it looks like WebGL 2.1 would be expanding on the lag again for the 2nd time...

On Mon, Jun 26, 2017 at 8:54 PM, Kenneth Russell <kbr@google.com> wrote:
As Corentin points out, contributors from Intel and NVIDIA are making great progress adding the ES 3.1 feature set to ANGLE. This is a prerequisite for exposing this functionality as an extension to WebGL 2.0. This work is occurring in parallel to the following work on WebGL 2.0:

 - Addressing bug reports against WebGL 2.0 from customers
 - Exposing individual extensions needed urgently by customers
 - Providing better control of power vs. performance via the powerPreference flag
 - Optimizing video-to-texture uploads for better 360 video support in WebVR


On Mon, Jun 26, 2017 at 7:35 AM, Corentin Wallez <cwallez@google.com> wrote:
I'm not sure what the cadence you are referring to, my understanding is that WebGL versions are ready when they are ready. That said, two things:
  • OpenGL ES 3.1 will be very difficult to support on OSX as compute would require using OpenCL or Metal. This would prevent shipping a WebGL 2.1 on OSX, at which point it might not make sense to make a new version of WebGL vs. extensions.
  • Apart from browser implementations, three things have to happen for a new WebGL version: spec-writing, having a CTS and adding support in ANGLE. The latter is well under way: contributors from Intel and NVIDIA have made great progress towards implementing ES 3.1 on top of D3D11 (and OpenGL) in ANGLE. 

On Sun, Jun 25, 2017 at 3:44 PM, Florian Bösch <pyalot@gmail.com> wrote:
According to specification/release cadence a WebGL 2.1 draft specification should be about ready now. Where is it?