Very nice!

Btw, the mention of Intel + uniform buffers reminds me of this Intel bug in
native GL land:

1. Update a uniform buffer X.
2. Issue a draw command which uses X.
3. Update uniform buffer X to some new values.
4. Issue a second draw command that uses X.

On NVidia GL drivers, the above works as expected in sequential order - the
draw command on step 2 renders with the values from step 1, and the draw
command from step 4 renders with the values from step 3.

On Intel GL drivers instead, I have always observed that there is no
synchronization between drawing and buffer updates. As a result, if these 4
commands are done back to back, what happens is that the uniform buffer
update on step 1 has no effect, and both draws on steps 2 and 4 render with
the values of the uniform buffer from step 3.

I think that is a direct GL bug on Intel drivers, and I haven't seen a GL
driver from them where it would have been fixed. This was all testing on
Windows, and Intel HD 3000 and 4000. I don't know if newer Intel GPUs would
have fixed that.



2016-09-24 16:34 GMT+03:00 Floh <[email protected]>:

> Hi,
>
> I've put up a webpage with the Oryol samples using the new
> work-in-progress WebGL2 render path:
>
> https://floooh.github.io/oryol-webgl2/
>
> This needs Firefox Nightly or Chrome Canary (in Canary, WebGL2 must also
> manually be enabled in chrome://flags/). If no WebGL2 support is available,
> most samples will fall back to WebGL1.
>
> Next thing I want to do is to also have such a page for the more complex
> 'extension samples' (currently here: http://floooh.github.io/
> oryol-samples/), and to add more feature-test samples for WebGL2 specific
> features.
>
> Please be aware that uniform-buffer support is currently broken on Windows
> with Intel GPU, most samples won't work, or even crash the graphics driver,
> so use at your own risk :)
>
> The WebGL2 renderpath adds additional features on top of the WebGL1 render
> path, and not all of this is currently implemented:
>
> - instead of granular glUniform calls, the WebGL2 render path uses a
> 'global' uniform buffer and uniform blocks with std140 layout
>
> - new vertex-attribute- and pixel-formats (most notably the 10-bit packed
> formats)
>
> - support for transform feedback (demo coming soon)
>
> - support for MSAA offscreen rendering
>
> What's planned:
>
> - multiple-render-target support
>
> - 3D- and array-textures
>
> - support for integer data types in shaders and the new integer pixel
> formats
>
> - ETC2/EAC texture support
>
> - (occlusion) queries
>
>
> Enjoy :)
> -Floh
>
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