KhronosGroup / KhronosGroup/WebGL
NVIDIA graphics calculates texture samples in branches that are not possible
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Description
In the glsl of webgl or webgl2, if there is texture sampling statement in the branch, even if it is impossible to execute, it will sample and predict, which will greatly increase the GPU occupancy rate. If there is for(;;){...} in the branch, NVIDIA will stop running. But if it is running in the browser of mobile phone or integrated graphics card, it will not have this problem.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No source files, tests, or entry points are identified in the issue. Start by reproducing the shader texture-sampling behavior in WebGL and WebGL2 on NVIDIA, mobile, and integrated graphics; the work is done when the behavior is understood and a concrete repository change or documented resolution is identified.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100