compute shaders in WebGL ?

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Evgeny

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Apr 28, 2016, 4:12:06 AM4/28/16
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"WebGL isn't abandoned, WebGL 2 can already be used in most browsers and offers cool stuff like compute shaders." by Sascha Willems
https://twitter.com/webgl    (28.03.2016)
is it a misprint?

Evgeny

Miao, Qiankun

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Apr 28, 2016, 4:20:31 AM4/28/16
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As I known, compute shaders isn’t supported by WebGL 2.0 currently.

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Демидов Евгений Валентинович

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Apr 28, 2016, 7:16:55 AM4/28/16
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it's a pity. By the way
"Intel’s Bay Trail platform now has an extension that would allow for the use of tessellation shaders in OpenGL ES 3.0." (2014)
https://software.intel.com/en-us/articles/tessellation-for-opengl-es-31-on-android

really I'd like compute and geometry shader extensions in WebGL 2 at first :)

28.04.2016 11:20, Miao, Qiankun

Kenneth Russell

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Apr 28, 2016, 7:46:36 AM4/28/16
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Incorporating compute shaders into WebGL is the working group's top priority after shipping WebGL 2.0.

WebGL 2.0 / OpenGL ES 3.0 introduce transform feedback, which while it is a limited form of compute, makes it much more comprehensible to implement algorithms like particle physics. It's no longer necessary to keep the system's state in a floating-point texture. The computation can be expressed clearly. See https://github.com/toji/webgl2-particles-2 for a little example.

-Ken


Evgeny Demidov

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Apr 28, 2016, 8:40:10 AM4/28/16
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28.04.2016 14:46, Kenneth Russell:
> Incorporating compute shaders into WebGL is the working group's top
> priority after shipping WebGL 2.0.
any release dates?
WebGL 2 is quite good for me (more than 3 months :)
> WebGL 2.0 / OpenGL ES 3.0 introduce transform feedback, which while it
> is a limited form of compute, makes it much more comprehensible to
> implement algorithms like particle physics. It's no longer necessary
> to keep the system's state in a floating-point texture. The
> computation can be expressed clearly. See
> https://github.com/toji/webgl2-particles-2 for a little example.
yes, TF is more clear, but was a little slow in ANGLE with DX11 drivers
https://groups.google.com/forum/#!topic/webgl-dev-list/xLuV4eXG23Q
it was faster with --use-angle=gl (with ANGLE's OpenGL driver)

Evgeny

Kenneth Russell

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Apr 28, 2016, 11:03:48 AM4/28/16
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On Thu, Apr 28, 2016 at 2:40 PM, Evgeny Demidov <dem...@ipm.sci-nnov.ru> wrote:
28.04.2016 14:46, Kenneth Russell:
Incorporating compute shaders into WebGL is the working group's top priority after shipping WebGL 2.0.
any release dates?
WebGL 2 is quite good for me (more than 3 months :)

I hesitate to announce anything here. We are fixing bugs every day toward shipment.

 

WebGL 2.0 / OpenGL ES 3.0 introduce transform feedback, which while it is a limited form of compute, makes it much more comprehensible to implement algorithms like particle physics. It's no longer necessary to keep the system's state in a floating-point texture. The computation can be expressed clearly. See https://github.com/toji/webgl2-particles-2 for a little example.
yes, TF is more clear, but was a little slow in ANGLE with DX11 drivers
https://groups.google.com/forum/#!topic/webgl-dev-list/xLuV4eXG23Q
it was faster with --use-angle=gl (with ANGLE's OpenGL driver)

Right, I remember that report. Hopefully we'll find engineering time to look into it soon.

-Ken



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