Questions

55 views
Skip to first unread message

jd

unread,
Jan 15, 2013, 6:27:28 AM1/15/13
to anglep...@googlegroups.com
Where can I find the instruction count limits for the version of ANGLE currently shipping in Chrome?  Are things still running on SM2, or are we now on SM3?

The 3D texture extension, is it live in the current Chrome build?

Any updates on webgl in Jelly Bean on the Nexus 7?

One last question, is there a way to force use of the ANGLE software rasterizer from javascript even if the GPU is not black listed?

Kenneth Russell

unread,
Jan 15, 2013, 12:49:52 PM1/15/13
to John Davis, angleproject
Your last three questions would be better asked on the webgl-dev-list
Google group.

-Ken

Daniel Koch

unread,
Jan 15, 2013, 2:04:36 PM1/15/13
to anglep...@googlegroups.com
On Tuesday, January 15, 2013 6:27:28 AM UTC-5, jd wrote:
Where can I find the instruction count limits for the version of ANGLE currently shipping in Chrome?  Are things still running on SM2, or are we now on SM3?

ANGLE uses SM3 where ever possible. It'll use SM2 only if the underlying HW doesn't support SM3.  Refer to the D3D9 documentation for instruction count limits in the various Shader models.
 
The 3D texture extension, is it live in the current Chrome build?
ANGLE doesn't support 3D textures at all. As far as I know there also isn't a WebGL extension for 3D textures either.
 
Any updates on webgl in Jelly Bean on the Nexus 7?

One last question, is there a way to force use of the ANGLE software rasterizer from javascript even if the GPU is not black listed?
ANGLE doesn't provide a software rasterizer, but Chrome does use SwiftShader.  I don't think an application can force it to be used, although there might be a way for a user to force it.

Daniel
Reply all
Reply to author
Forward
0 new messages