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Re: [Public WebGL] Moving WEBGL_shared_resources to rejected status

On Thu, Apr 26, 2018 at 1:50 AM Florian Bösch <pyalot@gmail.com> wrote:
On Wed, Apr 25, 2018 at 11:53 PM, Ken Russell <kbr@google.com> wrote:
We propose moving the WEBGL_shared_resources extension to rejected status.

I always thought it was a bit ambitious and unlikely to happen.
Supporting shared resources portably between contexts across WebGL's OpenGL, OpenGL ES and Direct3D backends is infeasible.

Afaik it isn't infeasible as you're always going to use one backend on one machine. All backends support some flavor of resource sharing between contexts.

The issue is that on OpenGL ES the only guaranteed way to publish changes from one context to another is by calling glFinish, which is prohibitively expensive.

There are other ways on the web platform to draw to multiple canvases with one WebGL context.

As of yet there are none for WebGL.

Multiple visible canvases can be created with the '2d' rendering context, and an invisible WebGL-rendered canvas drawn to them using CanvasRenderingContext2D.drawImage.