Monday, 26 December 2016

WebGLSync

WebGLSync

This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The WebGLSync interface is part of the WebGL 2 API and is used to synchronize activities between the GPU and the application.
When working with WebGLSync objects, the following methods of the WebGL2RenderingContext are useful:

Examples

Creating a WebGLSync object

in this example, gl must be a WebGL2RenderingContext. WebGLSync objects are not available in WebGL 1.
var sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);

Specifications

SpecificationStatusComment
WebGL 2.0
The definition of 'WebGLSync' in that specification.
Editor's DraftInitial definition.

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafariServo
Basic SupportNo support1No support51.0No supportNo supportNo supportNo support
1. To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis.

See also




Continue Reading →

WebGLShaderPrecisionFormat

WebGLShaderPrecisionFormat

The WebGLShaderPrecisionFormat interface is part of the WebGL API and represents the information returned by calling the WebGLRenderingContext.getShaderPrecisionFormat() method.

Properties

WebGLShaderPrecisionFormat.rangeMin
The base 2 log of the absolute value of the minimum value that can be represented.
WebGLShaderPrecisionFormat.rangeMax
The base 2 log of the absolute value of the maximum value that can be represented.
WebGLShaderPrecisionFormat.precision
The number of bits of precision that can be represented. For integer formats this value is always 0.

Examples

A WebGLShaderPrecisionFormat object is returned by the WebGLRenderingContext.getShaderPrecisionFormat() method.
var canvas = document.getElementById("canvas"); 
var gl = canvas.getContext("webgl");
gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);
// WebGLShaderPrecisionFormat { rangeMin: 127, rangeMax: 127, precision: 23 }

Specifications

SpecificationStatusComment
WebGL 1.0
The definition of 'WebGLShaderPrecisionFormat' in that specification.
RecommendationInitial definition.

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafariServo
Basic Support91211.011125.1No support
Available in workersNo supportNo supportNo support1No supportNo supportNo supportNo support
1. This feature is experimentally implemented since Firefox 44; to activate it, in about:config, set gfx.offscreencanvas.enabled to true

See also



Continue Reading →

WebGLShader

WebGLShader


The WebGLShader is part of the WebGL API and can either be a vertex or a fragment shader. A WebGLProgram requires both types of shaders.

Description

To create a WebGLShader use WebGLRenderingContext.createShader, then hook up the GLSL source code using WebGLRenderingContext.shaderSource(), and finally invoke WebGLRenderingContext.compileShader() to finish and compile the shader. At this point the WebGLShader is still not in a usable form and must still be attached to a WebGLProgram.
function createShader (gl, sourceCode, type) {
  // Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
  var shader = gl.createShader( type );
  gl.shaderSource( shader, sourceCode );
  gl.compileShader( shader );

  if ( !gl.getShaderParameter(shader, gl.COMPILE_STATUS) ) {
    var info = gl.getShaderInfoLog( shader );
    throw "Could not compile WebGL program. \n\n" + info;
  }
  return shader;
}
See WebGLProgram for information on attaching the shaders.

Examples

Creating a vertex shader

Note that there are many other strategies for writing and accessing shader source code strings. These example are for illustration purposes only.
var vertexShaderSource =
  "attribute vec4 position;\n"+
  "void main() {\n"+
  "  gl_Position = position;\n"+
  "}\n";

//Use the createShader function from the example above
var vertexShader = createShader(gl, vertexShaderSource, gl.VERTEX_SHADER)

Creating a fragment shader

var fragmentShaderSource =
  "void main() {\n"+
  "  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"+
  "}\n";

//Use the createShader function from the example above
var fragmentShader = createShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER)

Specifications

SpecificationStatusComment
WebGL 1.0
The definition of 'WebGLShader' in that specification.
RecommendationInitial definition.

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafariServo
Basic Support9124.011125.1No support
Available in workersNo supportNo supportNo support1No supportNo supportNo supportNo support
1. This feature is experimentally implemented since Firefox 44; to activate it, in about:config, set gfx.offscreencanvas.enabled to true

See also


Continue Reading →

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