> 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. _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform