rive-app / rive-app/rive-runtime

Use PLS on WebGL(emscripten)

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Dominant language
C++
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Description

I've heard that PLS would significantly improve efficiency on Tile-based rendering, and I want to use rive as an efficient web-renderer on my android and ios phones. (I'm testing with the path-fiddle example)

Would Rive-runtime automatically enable PLS on webGL? If not, how could I enable it?

When I inspect the webgl extensions of my chrome, I can not find "WEBGL_shader_pixel_local_storage", I'm worrying if it needs special manual settings to enable.

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start with the path-fiddle example and inspect the runtime's WebGL/emscripten renderer and extension handling. Check how WEBGL_shader_pixel_local_storage is detected on Chrome and the target devices; done means documenting current support and a reproducible way to enable it if supported.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, web-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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