[Webkit-unassigned] [Bug 128985] WebGL EXT_shader_texture_lod may be implemented

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Fri May 9 13:39:59 PDT 2014


--- Comment #8 from Dean Jackson <dino at apple.com>  2014-05-09 13:40:19 PST ---
(In reply to comment #7)
> (In reply to comment #5)
> > This means you'll have to write something from scratch.
> Do you think adapting ext-shader-texture-lod.html from https://bug965848.bugzilla.mozilla.org/attachment.cgi?id=8367994 would work?  Maybe that should be put into the official test suite.

Cool, yes. We should use that. And it should go into the official test suite. I'll ping mozilla.

> (In reply to comment #6)
> > I think we also need to set EXT_shader_texture_lod in ShBuiltInResources when we initialise ANGLE in GraphicsContext3D
> Do you mean in Extensions3DOpenGLCommon::ensureEnabled?

No. I think that we need to pass in a flag to ANGLE to tell it that it can use the LOD built-ins in the Shader validator, otherwise the GLSL will be rejected.

See, ShaderLang.h

    // Extensions.
    // Set to 1 to enable the extension, else 0.
    int OES_standard_derivatives;
    int OES_EGL_image_external;
    int ARB_texture_rectangle;
    int EXT_draw_buffers;
    int EXT_frag_depth;
    int EXT_shader_texture_lod;

in ShBuiltInResources. We just need to set that when we create the validator.

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