2 ms·
> Isn't webGL's GLSL directly delegated to the driver just like normal OpenGL? Perhaps you could in an MVP implementation, but in practice no, none of the seri
by jsheard 2y ago
> Isn't webGL's GLSL directly delegated to the driver just like normal OpenGL?
Perhaps you could in an MVP implementation, but in practice no, none of the serious implementations do that by default. First because native OpenGL drivers are generally a mess, so browsers actually implement WebGL on top of DirectX, Vulkan or Metal wherever they can, and even when those aren't available the browsers still parse, validate and reconstitute the GLSL rather than passing it straight through to OpenGL as a layer of insulation against driver bugs. Chrome and Firefox do have hidden feature flags which bypass that behavior and call the native GL implementation directly, but you probably shouldn't enable those unless you're really into ShaderToy and want it to compile faster.
- rice7th 2y agoWow that was something I wasn't expecting. Well I guess it does kinda make sense that running untrusted code on a gpu wouldn't be the best idea, however I seriously thought that browsers just passed their glsl directly to the GPU. Also since linux doesn't have its own graphics API I am afraid that WebGL support would introduce a lot of complexity, since you can definitely pass via OpenGL but Vulkan could be also an option. Thank you for the tip!