惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

Vercel News
Vercel News
O
OpenAI News
Engineering at Meta
Engineering at Meta
让小产品的独立变现更简单 - ezindie.com
让小产品的独立变现更简单 - ezindie.com
月光博客
月光博客
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
WordPress大学
WordPress大学
宝玉的分享
宝玉的分享
GbyAI
GbyAI
T
The Blog of Author Tim Ferriss
Google DeepMind News
Google DeepMind News
B
Blog RSS Feed
CTFtime.org: upcoming CTF events
CTFtime.org: upcoming CTF events
云风的 BLOG
云风的 BLOG
罗磊的独立博客
S
SegmentFault 最新的问题
The Register - Security
The Register - Security
Hugging Face - Blog
Hugging Face - Blog
D
DataBreaches.Net
U
Unit 42
奇客Solidot–传递最新科技情报
奇客Solidot–传递最新科技情报
B
Blog
阮一峰的网络日志
阮一峰的网络日志
P
Proofpoint News Feed
雷峰网
雷峰网
V
Visual Studio Blog
小众软件
小众软件
aimingoo的专栏
aimingoo的专栏
N
Netflix TechBlog - Medium
酷 壳 – CoolShell
酷 壳 – CoolShell
H
Hackread – Cybersecurity News, Data Breaches, AI and More
Y
Y Combinator Blog
博客园 - 【当耐特】
G
Google Developers Blog
L
LangChain Blog
Stack Overflow Blog
Stack Overflow Blog
I
InfoQ
Martin Fowler
Martin Fowler
F
Fortinet All Blogs
钛媒体:引领未来商业与生活新知
钛媒体:引领未来商业与生活新知
The Cloudflare Blog
AI
AI
Google Online Security Blog
Google Online Security Blog
Hacker News - Newest:
Hacker News - Newest: "LLM"
博客园 - Franky
Blog — PlanetScale
Blog — PlanetScale
Webroot Blog
Webroot Blog
PCI Perspectives
PCI Perspectives
爱范儿
爱范儿
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL
How to support both WebGL and WebGL2
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

I have a certain library that uses WebGL1 to render things. It heavily uses float textures and instanced rendering.

Nowadays it seems like support for WebGL1 is pretty weird, with some devices supporting for example WebGL2, where these extensions are core, but not supporting WebGL1, or supporting it, but not the extensions.

At the same time, support for WebGL2 isn't amazing. Maybe one day it will be, but for not it isn't.

I started looking at what it will take to support both versions.

For shaders, I think I can mostly get away with #defineing things. For example, #define texture2D texture and other similar things.

When it comes to extensions, it becomes more problematic, since the extension objects no longer exist. As an experiment, I tried copying the extension properties into the context object, e.g. gl.drawArraysInstanced = (...args) => ext.drawArraysInstancedANGLE(...args).

When it comes to textures, not much needs to be changed, perhaps add something like gl.RGBA8 = gl.RGBA when running in WebGL1, thus it will "just work" when running in WebGL2.

So then comes the question...did anyone try this? I am worried about it hurting performance, especially the extra indirection for function calls. It will also make reading the code less obvious if the assumption is that it can run in WebGL1. After all, no WebGL1 context has drawArraysInstanced, or RGBA8. This also bothers Typescript typing and other minor things.

The other option is to have branches all over the code. Two versions of shaders (or #ifdef trickery), lots of brancing for every place where texture formats are needed, and every place where instancing is done. Having something like what follows all over the place is pretty ugly:

if (version === 1) {
  instancedArrays.vertexAttribDivisorANGLE(m0, 1);
  instancedArrays.vertexAttribDivisorANGLE(m1, 1);
  instancedArrays.vertexAttribDivisorANGLE(m2, 1);
  instancedArrays.vertexAttribDivisorANGLE(m3, 1);
} else {
  gl.vertexAttribDivisor(m0, 1);
  gl.vertexAttribDivisor(m1, 1);
  gl.vertexAttribDivisor(m2, 1);
  gl.vertexAttribDivisor(m3, 1);
}

Finally, maybe there's a third way I didn't think about.

Got any recommendations?

Answer:

Unfortunately I think most answers will be primarily opinion based.

The first question is why support both? If your idea runs fine on WebGL1 then just use WebGL1. If you absolutely must have WebGL2 features then use WebGL2 and realize that many devices don't support WebGL2 and that Safari doesn't yet support WebGL2 (September 2020) and may never support WebGL2 though it appears to finally be arriving

If you're intent on doing it twgl tries to make it easier by providing a function that copies all the WebGL1 extensions into their WebGL2 API positions. For like you mentioned, instead of

ext = gl.getExtension('ANGLE_instanced_arrays');
ext.drawArraysInstancedANGLE(...)

You instead do

twgl.addExtensionsToContext(gl);
gl.drawArraysInstanced(...);

I don't believe there will be any noticeable perf difference. Especially since those functions are only called a few hundred times a frame the wrapping is not going to be the bottleneck in your code.

The point though is not really to support WebGL1 and WebGL2 at the same time. Rather it's just to make it so the way you write code is the same for both APIs.

Still, there are real differences in the 2 APIs. For example to use a FLOAT RGBA texture in WebGL1 you use

gl.texImage2D(target, level, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, ...)

In WebGL2 it's

gl.texImage2D(target, level, gl.RGBA32F, width, height, 0, gl.RGBA, gl.FLOAT, ...)

WebGL2 will fail if you try to call it the same as WebGL1 in this case. There are other differences as well.

Will work just fine in WebGL1 and WebGL2. The spec specifically says that combination results in RGBA8 on WebGL2.

Note though that your example of needing RGBA8 is not true.

gl.texImage2D(target, level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, ...)

The biggest difference though is there is no reason to use WebGL2 if you can get by with WebGL1. Or, visa versa, if you need WebGL2 then you probably can not easily fall back to WebGL1

For example you mentioned using defines for shaders but what are you going to do about features in WebGL2 that aren't in WebGL1. Features like textureFetch or the mod % operator, or integer attributes, etc.... If you need those features you mostly need to write a WebGL2 only shader. If you don't need those features then there was really no point in using WebGL2 in the first place.

Of course if you really want to go for it maybe you want to make a fancier renderer if the user has WebGL2 and fall back to a simpler one if WebGL1.

TD;LR IMO Pick one or the other

The question and quoted portions thereof are CC BY-SA 4.0 by user2503048 from here