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There is a Vulkan backend for ANGLE which could power WebGL, but my understanding is that it's not enabled by default yet (though your combination of flags may have done so?).
Assuming that your build is not using WebGL-via-Vulkan, however, Skia can still use a Vulkan backend independently and in that case there's some interop that is already set up between WebGL's surfaces and Skia's compositor. I don't know the details but it's probably done via EGLImage -> AHardwareBuffer -> VK_ANDROID_external_memory_android_hardware_buffer.
Ah. So if the vulkan backend is turned on (and WebGPU as well?), there's a bypass to draw vulkan into a buffer that's backed by OpenGL? If so, that would be very cool :-)
On Tue, Jan 2, 2024 at 11:01 AM Rik Cabanier <caba...@gmail.com> wrote:Ah. So if the vulkan backend is turned on (and WebGPU as well?), there's a bypass to draw vulkan into a buffer that's backed by OpenGL? If so, that would be very cool :-)Actually, I was describing the other way around, where an image rendered by OpenGL is exported into Vulkan for compositing with Skia. But yeah, there should be facilities for it to go either way.
And it's not necessarily tied to WebGPU. I *think* Skia-on-Vulkan is what you're enabling when you "Enable Vulkan" on Android.