[Public WebGL] Implement extension EXT_frag_depth in WebGL

Florian Bösch [email protected]
Mon Dec 3 05:26:21 PST 2012


Any objections of moving this extension to draft status?


On Wed, Nov 28, 2012 at 8:13 PM, Florian Bösch <[email protected]> wrote:

> The proposed extension as been merged into the khronos repository (thanks
> Kenneth).
>
> Please review the extension proposal:
> http://www.khronos.org/registry/webgl/extensions/proposals/EXT_frag_depth/
>
> Thanks
>
>
> On Thu, Nov 22, 2012 at 11:07 AM, Florian Bösch <[email protected]> wrote:
>
>> Specified in:
>>
>>    - OpenGL: Available in the core specification to OpenGL 2.0, released
>>    2004
>>    - OpenGL ES:
>>       - Available as extension ES: EXT_frag_depth, released 2010
>>       - Available in the core specification to OpenGL ES 3.0, released
>>       2012
>>    - Direct3D: Available since Shader Model 2.0, Released with Direct3D
>>    9.0 in 2002
>>
>> Hardware availability
>>
>>    - Desktops: 99.45% (not being DX8 GPUs or below), source:
>>    http://store.steampowered.com/hwsurvey
>>    - Mobiles: As of November 2012, 7 devices out of 783, source:
>>    http://www.glbenchmark.com/result.jsp
>>       - Freescale SABRESD-MX6DQ
>>       - Huawei MediaPad 10 FHD
>>       - Huawei U9508
>>       - Huawei U9510
>>       - Huawei U9510E
>>       - Marvell PXA988
>>       - Panasonic Toughpad FZ-A1B
>>
>>
>> Proposed Extension: https://github.com/KhronosGroup/WebGL/pull/84
>>
>>
>> On Thu, Nov 22, 2012 at 5:50 AM, Ben Adams <[email protected]>wrote:
>>
>>> Its been mentioned several times before, however I'd like to request
>>> that WEBGL_frag_depth be added to the extensions.
>>>
>>> http://www.khronos.org/registry/gles/extensions/EXT/EXT_frag_depth.txt
>>>
>>> Previous mentions:
>>>
>>> gl_FragDepth and the focus of WebGL
>>>
>>> https://www.khronos.org/webgl/public-mailing-list/archives/1204/msg00033.html
>>>
>>>
>>> Dynamic loops and gl_FragDepth access in fragment shader
>>>
>>> https://www.khronos.org/webgl/public-mailing-list/archives/1201/msg00142.html
>>>
>>> As mentioned in follow up by Florian Bösch:
>>> This is a useful capability in circumstances where
>>> raycasting, raytracing, path-tracing, paralax-mapping, signed distance
>>> fields, impostors etc. are involved and rendered together with
>>> rasterized geometry.
>>>
>>
>>
>
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