Thanks for the info! When I was writing a somewhat related issue on the Chromium bug tracker, I was pointed to this work-in-progress ticket: https://bugs.chromium.org/p/chromium/issues/detail?id=593024, and this changelist: https://chromium-review.googlesource.com/#/c/368774/
I also opened a Firefox ticket here: https://bugzilla.mozilla.org/show_bug.cgi?id=1299099 Cheers, -Floh. Am Samstag, 24. September 2016 17:31:09 UTC+2 schrieb jj: > > 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] <javascript:>>: > >> 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 >> >> -- >> You received this message because you are subscribed to the Google Groups >> "emscripten-discuss" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to [email protected] <javascript:>. >> For more options, visit https://groups.google.com/d/optout. >> > > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
