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Require rgb renderable webgl1 #3364

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@kdashg kdashg commented Nov 18, 2021

Depends on #3357

Checks all texture formats for filterable and color-renderable.
WebGL 1 and 2.
WebGL 1's RGB8 doesn't look like it's spec-required. Should it be?
Every device and browser I tested supports it, and it's color-renderable
in ES3/webgl2.
@kdashg kdashg requested a review from kenrussell November 18, 2021 23:40
<li> <code>RGB</code>, <code>UNSIGNED_BYTE</code>
<li> <code>RGBA</code>, <code>UNSIGNED_SHORT_4_4_4_4</code>
<li> <code>RGBA</code>, <code>UNSIGNED_SHORT_4_4_4_4</code>
<li> <code>RGB</code>, <code>UNSIGNED_SHORT_5_6_5</code>
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A couple of recollections:

  • Early ES 2.0 implementations didn't guarantee renderability of these formats.
  • I recall that ES 3.0 revoked renderability of some RGB formats, but looking again at the spec, RGB8 is in fact guaranteed to be color-renderable (ES 3.0.6 p.130).

What are the concerns we should be thinking of when asserting these formats are renderable in both WebGL 1.0 and 2.0?

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greggman commented Dec 3, 2021

So I wrote a C++ test and 5_5_5_1 fails on NVidia MacOS

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Not surprising. Note though that ANGLE would likely emulate that format on top of RGBA8 as a driver bug workaround, since it's legal for the implementation to provide more bits of precision.

kenrussell added a commit that referenced this pull request Dec 23, 2021
Testing this pull request:
#3364
off the main branch of the KhronosGroup/WebGL repository.

Require all RGB and RGBA textures to be renderable in webgl1.

Authored-by: Kelsey Gilbert <[email protected]>
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3 participants