[Public WebGL] EXT_shader_texture_lod in WebGL2?

Maksims Mihejevs [email protected]
Sat Jan 21 13:54:04 PST 2017

This suggests they haven't done it:

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 <[email protected]> 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 <[email protected]> wrote:
>> On Sat, Jan 21, 2017 at 1:32 PM, Maksims Mihejevs <[email protected]>
>> 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/1
>> 609/msg00074.php
>> I don't believe we'll need to have this debate all over again... do we?
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