On Thursday, June 18, 2015 at 9:32:30 PM UTC+2, Chris Peterson wrote:
> It sounds like there are three use cases for WEBGL_debug_renderer_info:
>
> 1. Correlating GPU info with bug reports (e.g. YouTube).
> 2. Web content workarounds for GPU bugs.
> 3. Fingerprinting for user tracking.
There are
It sounds like there are three use cases for WEBGL_debug_renderer_info:
1. Correlating GPU info with bug reports (e.g. YouTube).
2. Web content workarounds for GPU bugs.
3. Fingerprinting for user tracking.
To get #1, some of #2, and none of #3, can we just whitelist
WEBGL_debug_renderer_info f
On 6/16/15 3:51 PM, Jeff Gilbert wrote:
Ideally, we'll eventually have enough of a handle on the long tail of
driver bugs that we can look at sunsetting this. We could include an entry
in the blacklist download to force problematic hardware to expose this info
(once we identify them as such!), wh
Yes, perpetual workarounds are an issue, but we can't handle this sort of
debugging at scale. Further, this would have been even faster (particularly
for less-common hardware) if the reporter could tell us exactly which
hardware an issue is present on. Historically, it has been difficult to
reprodu
A concrete example of this kind of thing occurred a little while ago
with Google Maps. They reported that users on G41 class hardware were
getting distortion when zoomed out in earth mode. This was because of
our switch to D3D11 ANGLE. When we got this report we were able to
reproduce the problem a
On Tue, Jun 16, 2015 at 3:38 AM, Chris Peterson
wrote:
> On 6/15/15 7:22 PM, Mike Hommey wrote:
>
>> On Mon, Jun 15, 2015 at 04:39:50PM -0700, Chris Peterson wrote:
>>
>>> >YouTube currently collects WEBGL_debug_renderer_info when (Chrome or IE)
>>> >users submit problem reports. They have offere
On 6/15/15 7:22 PM, Mike Hommey wrote:
On Mon, Jun 15, 2015 at 04:39:50PM -0700, Chris Peterson wrote:
>YouTube currently collects WEBGL_debug_renderer_info when (Chrome or IE)
>users submit problem reports. They have offered to share these GPU
>correlations with Mozilla's video team.
>
>This in
On Mon, Jun 15, 2015 at 04:39:50PM -0700, Chris Peterson wrote:
> On 6/15/15 4:16 PM, Jeff Gilbert wrote:
> >Web Developer Use-Cases:
> >* Sites can collate and cross-reference drivers and hardware when tracking
> >issues both user-reported and auto-detected, which both helps sites
> >identify prob
Further to what Jeff suggested, I know that we resisted shipping this
feature when Google initially proposed it. What has changed since then
that we are considering changing our previous stance here?
On 2015-06-15 9:18 PM, Jeff Muizelaar wrote:
I'm concerned this will discourage websites from
I'm concerned this will discourage websites from reporting WebGL
issues because it will be easier just to block whatever device has the
problem they're running in to. This creates an additional burden on
the web developer and essentially creates the user agent problem all
over again, but at much wo
On 6/15/15 4:16 PM, Jeff Gilbert wrote:
Web Developer Use-Cases:
* Sites can collate and cross-reference drivers and hardware when tracking
issues both user-reported and auto-detected, which both helps sites
identify problematic hardware, and helps browsers fix these issues in turn.
YouTube cur
Summary:
The WEBGL_debug_renderer_info extension allows for querying which driver
(and commonly GPU) a WebGL context is running on. Specifically, it allows
querying the RENDERER and VENDOR strings of the underlying OpenGL driver.
By default, RENDERER and VENDOR queries in WebGL yield safe but usel
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