[Webkit-unassigned] [Bug 43221] Move WebGL-specific code out of GraphicsContext3D so that G3D can be used as a generic accelerated drawing API

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Tue Aug 3 14:33:16 PDT 2010


https://bugs.webkit.org/show_bug.cgi?id=43221





--- Comment #10 from Chris Marrin <cmarrin at apple.com>  2010-08-03 14:33:15 PST ---
There is one small issue being caused by these changes. We're adding shader validation to WebGL (using ANGLE). This was being done in GraphicsContext3D because, in addition to validation, the shader is translated as needed for output to desktop OpenGL or D3D. Putting it in GraphicsContext3D made this transparent.

But Paul was putting the results of the validation into the WebGLShader object for later return to the author on demand. Now that WebGLShader is no longer passed to GraphicsContext3D we can no longer do this.

For now I think we will put the shader validator in WebGLRenderingContext which does have access to WebGLShader. This fits better with our new "don't do WebGL specific things in GraphicsContext3D" model. But it does mean  that we will possibly have to parse the shader twice: once in WebGLRenderingContext to do the validation and once in GraphicsContext3D to do the translation. This may not be that bad since shader's tend not to be large. But we may want to rethink this decision later.

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