Changes between Initial Version and Version 1 of Ticket #16005, comment 17


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Timestamp:
Jun 25, 2015, 10:07:07 PM (4 years ago)
Author:
mikeperry
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  • Ticket #16005, comment 17

    initial v1  
    66> 1) I am a bit worried about not disabling the highp precision. Are we sure that all GPUs support it? It seems to be optional: https://community.arm.com/groups/arm-mali-graphics/blog/2013/05/29/benchmarking-floating-point-precision-in-mobile-gpus (while this post is mobile specific it might apply to the desktop world as well).
    77
    8 Unfortunately highp precision seems to be required for this game to avoid the flickering. On my mobile and desktop CPUs, https://www.browserleaks.com/webgl lists the "Best Float Precision" for both vertex and fragment shaders as [-2^27, 2^27] (23). I am not sure if this is a function of highp or not, though. The browserleaks result didn't seem to change for me when toggling the pref or with the patch. Does it for you?
     8Unfortunately highp precision seems to be required for this game to avoid the flickering. On my mobile and desktop CPUs, https://www.browserleaks.com/webgl lists the "Best Float Precision" for both vertex and fragment shaders as [-2^27^, 2^27^] (23). I am not sure if this is a function of highp or not, though. The browserleaks result didn't seem to change for me when toggling the pref or with the patch. Does it for you?
    99
    1010> 2) Could you add a comment explaining what these *ALIASED*RANGE things are for (given that these are not existing in vanilla code) and what |1, MINVALUE_GL_ALIASED_LINE_WIDTH_RANGE| and |1, MINVALUE_GL_ALIASED_POINT_SIZE_RANGE| mean in this context? One might think that they make values in these ranges (1-5 and 1-255) acceptable which might depend on user configuration/hardware which is not the case I guess. Having some explanatory remarks might help understanding this part.