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There are still cases where an 8k x 1 texture or 16k x 256 texture would be useful. Neither of these cases would exhaust vram. The FF 4k limit applies to render and offscreen buffers and is only hacked on Intel/Nvidia. Last I looked AMD and cube maps on all could still get to 16k actual max size.
I landed a change in Chrome today that tweaks this behavior a bit. We've had some trouble removing the buffer size restriction entirely, due to it triggering Out of Memory errors on our testing infrastructure. Instead we're trying a change where we restrict backbuffer based on a total area of 4096*4096 pixels rather than clamping to 4k in each dimension. If the total pixel count exceeds that limit the buffer is scaled down to the largest possible dimensions that fall under the limit keeping the aspect ratio. This allows for full resolution 5120*2880 iMac Retina screens, and will handle absurdly large sizes more gracefully. (Texture dimensions will still clamp to hardware advertised texture limits, though, so you still can't do a 32k*1 canvas. Sorry!)
--Brandon
This restriction is not something that clearing (which all implementations already do) can fix. It's an issue with some drivers where out-of-bounds accesses due to large resource sizes results in exposure of other GPU resources, in some cases including contents of the machine's desktop. Because of this severity, it is a restriction which we must be very careful in lifting.
It sounds like Chrome has expanded its whitelist in this regard, so we should just need to resync with that. There is still some double-checking we need to do on our end, but we can take another look.
Chrome did hit it in the past, and cube maps are not affected by this problem on all platforms. If you have further technical questions, please post in the relevant bug.
I'll take another look at raising these, time permitting.
If it is a problem then Chrome would hit it or FF would with 16k cube maps (which are strangely unclamped and 6x or 8x larger). An OSX version test would help on those clamps and the Intel cube map limits are super small. I'd appreciate any fixes on this and/or shader_texture_lod exposure on OSX. These are hard issues for devs to work around.