[Public WebGL] Moving WEBGL_shared_resources to rejected status

Florian Bösch [email protected]
Sat May 5 02:31:46 PDT 2018


You can see how it's kind of a problem if you can't use a capability
because it's not optimized, but have no way to query if the capability has
been optimized right?

On Wed, May 2, 2018 at 11:11 PM, Jeff Gilbert <[email protected]> wrote:

> This is on the roadmap for being fixed.
>
> On Wed, May 2, 2018 at 1:18 PM, Ashley Gullen <[email protected]> wrote:
> >>> Multiple visible canvases can be created with the '2d' rendering
> context,
> >>> and an invisible WebGL-rendered canvas drawn to them using
> >>> CanvasRenderingContext2D.drawImage.
> >>
> >>
> >> Afaik this would be pretty slow as it'll perform a readback to obtain
> >> pixel data to put into the 2D canvas buffer does it not?
> >
> >
> > It appears to be hardware accelerated in Chrome, but it is indeed slow in
> > Firefox and Safari:
> > https://bugzilla.mozilla.org/show_bug.cgi?id=1163426
> > https://bugs.webkit.org/show_bug.cgi?id=177132
> >
> > It's slow enough to not really be useful, as in you probably can't hit 30
> > FPS if you simply draw the webgl canvas every frame. Not much action on
> > either report so far unfortunately.
> >
> > The new imagebitmap context might provide another way, but that's not
> > implemented outside of Chrome yet.
> >
>
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