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Shipping WebGLin Internet
Explorer
The hardparts& the easy parts
2013 Recap
• Simple goals:
– Security
– Interoperability
– Breadth of hardware support
• API support mainly limited by time
• Initial implementation shipped in November
IE11WebGL: KhronosTest Suite Pass Rate
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
WebGL is on all IE11 devices
(We’d love to see more mobileWebGL content)
WebGL in Internet Explorer 11
DirectX 11 Runtime
GPU Driver or Software Rendering
GLSL Parser
GLSL Verifier
Scripting Engine
GL API Translation
D3DCompiler
WebGL-equivalent DX API calls
GLSL Translator
GLSL
Shader
source
Safe verified HLSL
WebGL context API calls
Shader Compilation Pipeline
GLSL
preprocessor
•Token length
•Program length
•Character validation
GLSL parse to
AST
•Identifiers replaced
•Syntax validation
Tree verification
•Language
verification
•Complexity
validation
Language
transform
•Selection operators
•Other GLSL -> HLSL
HLSL output
•Input to HLSL
compiler
Selection Operator: Problem
X = A ? B : C
GLSL only evaluates a single result expression and the first expression cannot be
a vector
– A must evaluate to a Boolean scalar
– Only B or C is evaluated
HLSL evaluates all expressions and can take a vector expression as input
– A can be a Boolean vector
– Both B and C are evaluated (since values from both may be needed)
Selection Operator:Vectors
{ true, false } ? { 1, 2 } : { 3, 4} = { 1, 4 }
• Both second and third expressions required for answer
• Therefore both expressions always evaluated
• GLSL does not allow vectors so does not need both evaluations
Selection Operator: Solution
• HLSL selection operator cannot be used, even if the expressions are restricted
• Transformation into if statements is the path we took
• Simple concept, but taking to completion is nontrivial
• Function parameters and global initializers are the long tail
X = Foo(A ? B : C);
BufferValidation
• All validation crucially important withWebGL to provide robust security
• D3D10+ specification has a clear way to deal with out of bounds indices with
no memory access issues
• Taking advantage of this is a huge performance boost when dealing with
these buffers
aka ‘Spring 14 Update’
• Compressed textures
• Stencil buffers
• Standard derivatives extension
• Anti-aliasing
• More GLSL conformance (structs, inout, constructors)
• GLSL Point-size support (DX10+ only)
• GLSL Frontfacing support
• Support for alphaWebGLContextAttribute
• Non-float vertices
• Support for LUMINANCE, LUMINANCE_ALPHA,ALPHA textures
• vertexAttrib{1,2,3,4}f[v] methods
IE11 v0.93WebGL renderer
IE11 v0.94WebGL renderer
aka ‘Summer 14 Update’, ships onTuesday
• Instancing extension (DX10+ only)
• failIfMajorPerformanceCaveat context attribute
• Triangle fans and line loops (emulated)
• 16-bit textures support (emulated)
• UNSIGNED_BYTE element arrays (emulated)
• Moving moreWindows 7 machines to hardware rendering
Up next…
• The IE team has joined the KhronosWebGLWG
• Video textures
• Your feedback is very helpful!
BABYLON.JS
WebGLmade easy
davca@microsoft.com - @deltakosh - http://aka.ms/davca
DAVIDCATUHE
Senior ProgramManager –IE/Open Web Standards
Developer Experience and Evangelism
FIRSTCONTACT
Hello worldBabylon.js
LEARN AND EXPERIMENT
Playground
CREATE YOUROWN SHADER
CYOS
CREATING ASSETS
Using 3dsmax
PLAYING WITH INPUT
Touch
Camera based on
pointer events
Device
Orientation
Camera based on
Device
Orientation API
Virtual
Joysticks
Using pointer
events, this
camera
generates two
joysticks on top
of the scene
Anaglyph
Use this camera
with Red/Green
glasses
Oculus
Control camera
orientation with
Oculus Rift
device
Gamepad
Use your
gamepad to
control your
camera
COLLISIONS & PHYSICS
USEFUL LINKS
http://www.babylonjs.com
http://www.babylonjs.com/playground
http://www.babylonjs.com/cyos
https://github.com/BabylonJS/Babylon.js/wiki
http://www.html5gamedevs.com/forum/16-babylonjs
THANK
YOU!

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IE WebGL and Babylon.js (Web3D 2014)

  • 1. Shipping WebGLin Internet Explorer The hardparts& the easy parts
  • 2. 2013 Recap • Simple goals: – Security – Interoperability – Breadth of hardware support • API support mainly limited by time • Initial implementation shipped in November
  • 3. IE11WebGL: KhronosTest Suite Pass Rate 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
  • 4. WebGL is on all IE11 devices (We’d love to see more mobileWebGL content)
  • 5. WebGL in Internet Explorer 11 DirectX 11 Runtime GPU Driver or Software Rendering GLSL Parser GLSL Verifier Scripting Engine GL API Translation D3DCompiler WebGL-equivalent DX API calls GLSL Translator GLSL Shader source Safe verified HLSL WebGL context API calls
  • 6. Shader Compilation Pipeline GLSL preprocessor •Token length •Program length •Character validation GLSL parse to AST •Identifiers replaced •Syntax validation Tree verification •Language verification •Complexity validation Language transform •Selection operators •Other GLSL -> HLSL HLSL output •Input to HLSL compiler
  • 7. Selection Operator: Problem X = A ? B : C GLSL only evaluates a single result expression and the first expression cannot be a vector – A must evaluate to a Boolean scalar – Only B or C is evaluated HLSL evaluates all expressions and can take a vector expression as input – A can be a Boolean vector – Both B and C are evaluated (since values from both may be needed)
  • 8. Selection Operator:Vectors { true, false } ? { 1, 2 } : { 3, 4} = { 1, 4 } • Both second and third expressions required for answer • Therefore both expressions always evaluated • GLSL does not allow vectors so does not need both evaluations
  • 9. Selection Operator: Solution • HLSL selection operator cannot be used, even if the expressions are restricted • Transformation into if statements is the path we took • Simple concept, but taking to completion is nontrivial • Function parameters and global initializers are the long tail X = Foo(A ? B : C);
  • 10. BufferValidation • All validation crucially important withWebGL to provide robust security • D3D10+ specification has a clear way to deal with out of bounds indices with no memory access issues • Taking advantage of this is a huge performance boost when dealing with these buffers
  • 11.
  • 12. aka ‘Spring 14 Update’ • Compressed textures • Stencil buffers • Standard derivatives extension • Anti-aliasing • More GLSL conformance (structs, inout, constructors) • GLSL Point-size support (DX10+ only) • GLSL Frontfacing support • Support for alphaWebGLContextAttribute • Non-float vertices • Support for LUMINANCE, LUMINANCE_ALPHA,ALPHA textures • vertexAttrib{1,2,3,4}f[v] methods IE11 v0.93WebGL renderer
  • 13. IE11 v0.94WebGL renderer aka ‘Summer 14 Update’, ships onTuesday • Instancing extension (DX10+ only) • failIfMajorPerformanceCaveat context attribute • Triangle fans and line loops (emulated) • 16-bit textures support (emulated) • UNSIGNED_BYTE element arrays (emulated) • Moving moreWindows 7 machines to hardware rendering
  • 14. Up next… • The IE team has joined the KhronosWebGLWG • Video textures • Your feedback is very helpful!
  • 16. davca@microsoft.com - @deltakosh - http://aka.ms/davca DAVIDCATUHE Senior ProgramManager –IE/Open Web Standards Developer Experience and Evangelism
  • 21. PLAYING WITH INPUT Touch Camera based on pointer events Device Orientation Camera based on Device Orientation API Virtual Joysticks Using pointer events, this camera generates two joysticks on top of the scene Anaglyph Use this camera with Red/Green glasses Oculus Control camera orientation with Oculus Rift device Gamepad Use your gamepad to control your camera

Notes de l'éditeur

  1. 97% on our internal builds now; another update in summer Don’t worry about the version number; we’re pushing out the newest version
  2. Step 0 – step 4
  3. Select code from Playground and copy/paste to previous page
  4. Step 5
  5. Engine demo Step 6 / 7
  6. Exemple de cameras Step 8 – 1 Step 8 - 2
  7. Step 9 http://www.babylonjs.com/playground/?9