User:Jprosevear/GfxInternUpdate: Difference between revisions

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| joe/jrmuizel/mattwoodrow
| joe/jrmuizel/mattwoodrow
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| Use ARB_robustness/ARB_robustness2 in our WebGL implementation where it's available
| WebGL
| Currently, even if a graphics driver implements and exports the ARB_robustness extension to make it less likely for shaders to DoS a computer, we don't use it. We should.
| WebGL makes OpenGL style 3D rendering available on the web, including the ability to create shaders.  Long running shaders can create DOS attacks though.  Graphics drivers are rolling out support for the ARB_robustness extension (http://www.opengl.org/registry/specs/ARB/robustness.txt)  though, which mitigates this attack.  The Mozilla code base needs to add support for these extensions.
| {{bug|656824}}
 
| bjacob
WebGL has an optional anti-aliasing hint for text which is not supported in Mozilla. We need to support this in order to improve text rendering in WebGL.
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| Implement anti-aliasing in WebGL
Mozilla uses ANGLE to support drivers with poor OpenGL implementations by rendering to Direct3D 9, but using it incurs a performance penalty. We should define what drivers are good enough, which will necessarily include Direct3D/OpenGL texture interop, and measure how good performance is on these drivers with OpenGL vs using ANGLE.
| We don't currently honour the anti-aliasing hint in WebGL contexts, so our rendering looks inferior to Chrome's on the same demo on the same hardware. We should implement anti-aliasing.
 
| {{bug|615976}}
| {{bug|656824}}, {{bug|615976}}
| bjacob
|-
| Use OpenGL for WebGL, instead of ANGLE, on "good enough" drivers
| ANGLE lets us support drivers with poor OpenGL implementations by rendering to Direct3D 9, but using it incurs a performance penalty. We should define what drivers are good enough, which will necessarily include Direct3D/OpenGL texture interop, and measure how good performance is on these drivers with OpenGL vs using ANGLE.
| ''TBD''
| bjacob/joe
| bjacob/joe
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