> On 13 Jan 2015, at 21:52, Jeff Muizelaar <jmuizel...@mozilla.com> wrote:
> 
> 
> 
> On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer <mdeb...@mozilla.com 
> <mailto:mdeb...@mozilla.com>> wrote:
> 
> 2. Optionally bypass the browser compositor when a WebGL context is in 
> fullscreen mode. In this mode, WebGL draw calls would write to the  OS back 
> buffer directly, increasing performance. Of course, this would never be 
> possible if the WebGL context has to be rendered amidst other HTML elements 
> on a web page, so that’s why the proposition here is for fullscreen mode only.
> 
> There was a thread on this on the public webgl mailing list recently:
> https://www.khronos.org/webgl/public-mailing-list/archives/1412/msg00062.html 
> <https://www.khronos.org/webgl/public-mailing-list/archives/1412/msg00062.html>

This is exactly what I’m talking about, Robert, and it’d be used primarily to 
reduce latency and improve frame rates for fullscreen games.

> 
> Interestingly enough, I believe Safari and IE already avoid the problem this 
> would solve because they use the system compositor to composite there layers 
> instead of a built-in one.

So how do they deal with compositing adjecent HTML into a single texture? 
Regardless, I'd believe it right away that these browser targeted to a single 
platform can optimise their rendering pipeline.
I did hear that Blink (perhaps Webkit too?) _does_ have this problem as well.
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