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
>>
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