- From: Dirk Schulze <dschulze@adobe.com>
- Date: Tue, 21 Aug 2012 14:32:56 -0700
- To: Dean Jackson <dino@apple.com>
- CC: Sylvain Galineau <sylvaing@microsoft.com>, "public-fx@w3.org" <public-fx@w3.org>
Hi, On Aug 21, 2012, at 2:03 PM, Dean Jackson <dino@apple.com> wrote: > > On 22/08/2012, at 2:52 AM, Sylvain Galineau <sylvaing@microsoft.com> wrote: > >> The normative prose of section 38.2 'Recommended shading language' recommends >> GL SL ES [1]. Per RFC2119 this means implementers MUST support GL SL ES >> unless there exist 'valid reasons in particular circumstances' to ignore this >> recommendation. >> >> While Microsoft has no objection to defining how the feature works for UAs >> that choose GL SL ES as defined by Web GL 1.0, we object to its normative >> recommendation. > > Can you explain why you object? You mention below what you'd prefer, but don't > provide reasoning. > > The informative section related to media codecs is there because there are > well-known IP issues around that technology. As far as I am aware, this does > not apply in the case of shading languages. > > Also, don't you (Microsoft) agree there is a significant penalty if we don't require > a single shading language? What is it in particular about GLSL that you object > to? CSS Shaders as well as Filter Effects never required GLSL (on base of WebGL), but it is the recommended shading language. Therefore I don't share Sylvain's concerns that an implementation must support GLSL. > > Dean > >> This was the reason for the note in the same section, note >> which looks at best confusing if not contradictory given the normative >> recommendation that precedes it. >> >> We would prefer to follow a pattern similar to the informative section 6.1 in >> Media Source Extension[2]: "This section defines segment formats for >> implementations that choose to support WebM". We think the ability to specify >> multiple shading languages is important, as broadly suggested by the current >> note. This allows sites to work with different user agents supporting different >> shading languages. For example, a future version of GL SL ES with fallback to >> the current version for user agents that don't yet support the new version. I think it is a good idea to think about future versions of GLSL as well. Therefore adding a feature string that helps the UA to decide if a shader is supported or not, and provide a fullback shader doesn't sound like a bad idea. Greetings, Dirk >> >> >> [1] https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.html#recommendation >> [2] http://dvcs.w3.org/hg/html-media/raw-file/tip/media-source/media-source.html >> >> >> > >
Received on Tuesday, 21 August 2012 21:33:23 UTC