commit | 8a91e8b6feae35acb189d07d3b02ec448215dfe8 | [log] [tgz] |
---|---|---|
author | Olli Etuaho <oetuaho@nvidia.com> | Wed May 03 10:40:47 2017 |
committer | Olli Etuaho <oetuaho@nvidia.com> | Fri May 19 13:59:42 2017 |
tree | 518cfda319ad70768076367237d7e28c01c90fb7 | |
parent | 7cf81cdc049b02a909806dfdb5792fb47d8e262f [diff] |
Add the concept of an opaque multiview framebuffer to WEBGL_multiview An opaque multiview framebuffer acts as a multiview framebuffer, but has immutable attachments defined by another web API. Under the hood, the views of an opaque multiview framebuffer could be implemented in whichever way is most optimal for a given situation. For example, they could be texture layers, or side-by-side viewports on a 2D texture. This will make it possible to create a zero-copy display pipeline that makes use of multiview rendering. Another web API such as WebVR 2.0 could expose an opaque multiview framebuffer for rendering, and specify rules when it gets displayed or invalidated. Since the framebuffer is owned entirely by the other web API and only interacts with WebGL in the role of a render target, the interactions between WebGL and the other API remain fairly simple. The opaque multiview framebuffer would be possible to support in WebGL 1.0 as well, since it does not require API user facing support for texture arrays. This revision doesn't yet fully address WebGL 1.0 compatibility of the extension, but is intended as one step towards that. This spec also leaves open the possibility to expose the underlying memory of an opaque multiview framebuffer in some other way as well. It could be complemented by a separate API for rendering to only one of the views at a time, for example. Includes a fix to an example in the WEBGL_multiview spec.
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