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Being a fan of desktop-based WebGL, here are some missing extensions from the list. Tojiro had mentioned sRGB support on Chrome Canary which is one of those important extensions for color fidelity.
Since WebGL 1 just got enabled by Apple, implemented by Microsoft, and all the browsers are catching up to a fully implemented set of extensions (sRGB, MRT, etc), it feels like waiting for WebGL 2 adoption across these platforms may be just that - waiting. The extensions would allow these vendors to keep their WebGL 1 support, but provide enough access to the underlying GPU capabilities.
This discussion should be on the public_webgl list....
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Granted you still have fallbacks to ES2/ES3, but mobile compute is currently only accessible to Metal apps.
That is entirely Apple's choice, probably made as a way to push
Metal. ES 3.1 has compute shaders.
ES 3.0 and ES 2.0 are compatible, therefore implementing WebGL 2 consists of slightly modifying a WebGL 1 implementation (different context name, etc.) then adding all the new features. That latter part is, as I said before, about the same amount of work as implementing extensions to add those same features to WebGL 1. For implementers using ANGLE, many of the requested extensions would require the same ANGLE work that is being done now to bring it to ES 3.0 level. Others go beyond ES 3.0 and will be extensions for WebGL 2 as well.... That seems considerably simpler than a full WebGL2 implementation. I'll take that too, but I just don't see widespread WebGL2 for quite some time.
ARB_framebuffer_object extension justification:...
These are good optimizations for WebGL 1 and WebGL 2.
WebGL 2 (OpenGL ES 3) already supports mixed size attachments. IIRC the only requirement is that the attached depth buffer be at least as big as the color buffer. So an extension is only needed for WebGL 1.