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Re: [Public WebGL] Framebuffer Fetch

Hi Kevin,

Thanks for supporting the proposal for EXT_shader_framebuffer_fetch extension in WebGL. 

The extension proposal actually was intended to take exactly the same extension done for the OpenGL ES applied to WebGL. The naming of the proposal shows this, as it is prefixed "EXT_" rather "WEBGL_" - but I'm certainly happy to amend the proposal to specify this - and remove anything that implies that it should only be available for WebGL 1.0.

I imagine this should also make the implementation of the extension very simple where WebGL is implemented on top on OpenGL ES - and I guess in implementations where this isn't the case, the underlying GPU architecture often doesn't lend itself to the performance gains that can be afforded by this extension. Performance wins on mobile GPU architectures is my primary reason for proposing this extension - as this is critical for WebGL games and apps that PlayCanvas developers create to run on mobile and desktop web browsers.


On Thu, May 28, 2020 at 5:54 AM Kevin Rogovin (kevinrogovin@invisionapp.com) <public_webgl@khronos.org> wrote:

Hi all,

 I noticed back in May there was a request and some motion to have
framebuffer_fetch for WebGL1. I very much want that too, especially
for mobile.

 However, the current pull request is a cut down version that does not
address some of the subtleties related to framebuffer fetch, much less
WebGL2 support.

 I would like to first have a little discussion of just wrapping
entirety of the GL/GLES extension at
into a WebGL extension; it addresses the interaction with MSAA (namely
fetch + MSAA essentially becomes SSAA). In addition, it also gives the
non-coherent version, GL_EXT_shader_framebuffer_fetch_non_coherent,
which provides the function FramebufferFetchBarrierEXT which would
allow for desktop parts to be supported by a browser via the core
GL4.x functionality glTextureBarrier() for non-MSAA support.

If I can get interest, i.e. progress to community approved status, I
might be able to convince my employer to contribute to ANGLE to have
this extension (on desktop GL directly if the underlying hardware has
it or atleast the non-coherent version mapping to texture barrier

Let the messages begin, I hope. I would like to start with that on
WebGL that supporting framebuffer-fetch would be first limited to just
non-MSAA render targets.

Best Regards,

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