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<?xml version="1.0" encoding="UTF-8"?>
<!-- vi:set sw=2 ts=4: -->
<?xml-stylesheet href="../../extension.xsl" type="text/xsl"?>
<proposal href="proposals/WEBGL_dynamic_texture/">
<name>WEBGL_dynamic_texture</name>
<contact><a href="https://www.khronos.org/webgl/public-mailing-list/">WebGL
working group</a> (public_webgl 'at' khronos.org) </contact>
<contributors>
<contributor>Mark Callow, HI Corporation</contributor>
<contributor>Acorn Pooley, while at NVIDIA</contributor>
<contributor>Ken Russell, Google</contributor>
<contributor>David Sheets, Ashima Arts</contributor>
<contributor>William Hennebois, STMicroelectronics</contributor>
<contributor>Members of the WebGL working group</contributor>
</contributors>
<number>NN</number>
<depends>
<api version="1.0.2"/>
</depends>
<overview id="overview">
<p>A dynamic texture is a texture whose image changes frequently. The
source of the stream of images may be a producer outside the control of
the WebGL application. The classic example is using a playing video to
texture geometry. Texturing with video is currently achieved by using the
<code>TEXTURE2D</code> target and passing an <code>HTMLVideoElement</code>
to <code>texImage2D</code>. It is difficult, if not impossible to
implement video texturing with zero-copy efficiency via this API and much
of the behavior is underspecified.</p>
<p>This extension provides a mechanism for streaming image frames from an
<code>HTMLVideoElement</code>, <code>HTMLCanvasElement</code> or
<code>HTMLImageElement</code> (having multiple frames such those created
from animated GIF, APNG and MNG files) into a WebGL texture. This is done
via a new texture target, <code>TEXTURE_EXTERNAL_OES</code> which can only
be specified as being the consumer of an image stream from a new
<code>WDTStream</code> object which provides commands for connecting to a
producer element.</p>
<p>There is no support for most of the functions that manipulate other
texture targets (e.g. you cannot use <code>*[Tt]ex*Image*()</code>
functions with <code>TEXTURE_EXTERNAL_OES</code>). Also,
<code>TEXTURE_EXTERNAL_OES</code> targets never have more than a single
level of detail. These restrictions enable dynamic texturing with maximum
efficiency. They remove the need for a copy of the image data manipulable
via the WebGL API and allow sources which have internal formats not
otherwise supported by WebGL, such as planar or interleaved YUV data, to
be WebGL texture target siblings.</p>
<p>The extension extends GLSL ES with a new
<code>samplerExternalOES</code> type and matching sampling functions that
provide a place for an implementation to inject code for sampling non-RGB
data when necessary without degrading performance for other texture
targets. Sampling a <code>TEXTURE_EXTERNAL_OES</code> via a sampler of
type <code>samplerExternalOES</code> always returns RGBA data. This allows
the implementation to decide the most efficient format to use whether it
be RGB or YUV data. If the underlying format was exposed, the application
would have to query the format in use and provide shaders to handle both
cases.</p>
<p><code>WDTStream</code> provides a command for <em>latching</em> an
image frame into the consuming texture as its contents. This is equivalent
to copying the image into the texture but, due to the restrictions
outlined above a copy is not necessary. Most implementations will be able
to avoid one so this can be much faster than using
<code>texImage2D</code>. Latching can and should be implemented in a way
that allows the producer to run independently of 3D rendering.</p>
<p><strong>Terminology note:</strong> throughout this specification
<em>opaque black</em> refers to the RGBA value (0,0,0,1).</p>
<mirrors href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt"
name="NV_EGL_stream_consumer_external">
<!-- list the deviations here if there are any -->
<addendum>
<p>An <code>HTMLVideoElement</code>, <code>HTMLCanvasElement</code> or
<code>HTMLImageElement</code> is the producer of the stream of images
being consumed by the dynamic texture rather than the unspecified
external producer referred to in the extension.</p>
</addendum>
<addendum>
<p>A <code>WDTStream</code> is the deliverer of the stream of images
being consumed by the dynamic texture rather an
<code>EGLStream</code>.</p>
</addendum>
<addendum>
<p>References to <code>EGLImage</code> and associated state are
deleted.</p>
</addendum>
<addendum>
<p><code>WDTStream.connectSource</code> is used to connect a texture
to the image stream from an HTML element instead of the command
<code>eglStreamConsumerGLTextureNV</code> or its equivalent
<code>eglStreamConsumerGLTextureExternalKHR</code> referenced by the
extension.</p>
</addendum>
<addendum>
<p><code>WDTStream.acquireImage</code> and
<code>WDTStream.releaseImage</code> are used to latch and unlatch
image frames instead of the commands
<code>eglStreamConsumerAcquireNV</code> or its equivalent
<code>eglStreamConsumerAcquireKHR</code> and
<code>eglStreamConsumerReleaseNV</code> or its equivalent
<code>eglStreamConsumerReleaseKHR</code> referenced by the
extension.</p>
</addendum>
<p>For ease of reading, this specification briefly describes the new
functions and enumerants of <a
href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt">NV_EGL_stream_consumer_external</a>.
Consult that extension for detailed documentation of their meaning and
behavior. Changes to the language of that extension are given <a
href="#differences">later</a> in this specification.</p>
</mirrors>
<features>
<feature>
<p>The <code>createStream</code> function is available. This command
is used for creating <code>WDTStream</code> objects for streaming
external data to texture objects. <code>WDTStream </code>objects have
a number of functions and attributes, the most important of which are
listed below.</p>
</feature>
<feature>
<p>The functions <code>ustnow</code>,
<code>getLastDrawingBufferPresentTime</code> and
<code>setDrawingBufferPresentTime</code> are available. These commands
are used for accurate timing and specifying when the drawing buffer
should next be presented.</p>
</feature>
<feature>
<p>The functions <code>WDTStream.connectSource </code> and
<code>WDTStream.disconnect()</code> are available for binding and
unbinding the stream to <code>HTML{Canvas,Image,Video}Elements</code>
as is the <code>WDTStream.getSource</code> function for querying the
current stream source.</p>
</feature>
<feature>
<p>The functions <code>WDTStream.acquireImage</code> and
<code>WDTStream.releaseImage</code> are available. These commands are
used before 3D rendering to latch an image that will not change during
sampling and after to unlatch the image.</p>
</feature>
<glsl extname="WEBGL_dynamic_texture">
<alias extname="GL_NV_EGL_stream_consumer_external"/>
<alias extname="GL_OES_EGL_image_external"/>
<stage type="fragment"/>
<stage type="vertex"/>
<type name="samplerExternalOES"/>
<function name="texture2D" type="vec4">
<param name="sampler" type="samplerExternalOES"/>
<param name="coord" type="vec2"/>
</function>
<function name="texture2DProj" type="vec4">
<param name="sampler" type="samplerExternalOES"/>
<param name="coord" type="vec3"/>
</function>
<function name="texture2DProj" type="vec4">
<param name="sampler" type="samplerExternalOES"/>
<param name="coord" type="vec4"/>
</function>
</glsl>
</features>
</overview>
<idl xml:space="preserve">
[NoInterfaceObject]
interface WEBGL_dynamic_texture {
typedef double WDTNanoTime;
const GLenum TEXTURE_EXTERNAL_OES = 0x8D65;
const GLenum SAMPLER_EXTERNAL_OES = 0x8D66;
const GLenum TEXTURE_BINDING_EXTERNAL_OES = 0x8D67;
const GLenum REQUIRED_TEXTURE_IMAGE_UNITS_OES = 0x8D68;
WDTStream? createStream();
WDTNanoTime getLastDrawingBufferPresentTime();
void setDrawingBufferPresentTime(WDTNanoTime pt);
WDTNanoTime ustnow();
}; // interface WEBGL_dynamic_texture
</idl>
<!-- new functions -->
<newfun>
<p>On <code>WEBGL_dynamic_texture</code>:</p>
<function name="createStream" type="WDTStream">Creates and returns a
<code>WDTStream</code> object whose consumer is the
<code>WebGLTexture</code> bound to the <code>TEXTURE_EXTERNAL_OES</code>
target of the active texture unit at the time of the call.</function>
<function name="getMinFrameDuration" type="WDTNanoTime">Returns the
duration of the shortest frame of the currently connected dynamic source
when <code>playbackRate</code> of the associated
<code>MediaController</code> is 1.0.</function>
<!--XXX Need to add counters so app knows which "frame" the time is for.-->
<function name="getLastDBPresentTime" type="WDTNanoTime">Returns the UST
the last time the DrawingBuffer was presented to the screen, i.e., after
the last return of the script to the browser.</function>
<function name="setDBPresentationTime" type="void"><param
name="presentTime" type="WDTNanoTime"/>Sets the UST at which the drawing
buffer should be presented after the script returns to the
browser.</function>
<function name="ustnow" type="WDTNanoTime">Returns the current
UST.</function>
</newfun>
<newfun>
<p>On <code>WDTStream</code>:</p>
<function name="WDTStream.connectSource" type="void"><param name="source"
type="StreamSource"/>Connects the <code>StreamSource</code> specified by
<em>source</em> as the producer for the stream. <code>StreamSource</code>
can be an <code>HTMLCanvasElement</code>, <code>HTMLImageElement</code> or
<code>HTMLVideoElement</code>.</function>
<function name="WDTStream.getSource" type="StreamSource?">Returns the
<code>HTML{Canvas,Image,Video}Element</code> that is connected to the
WDTStream as the producer of images.</function>
<function name="WDTStream.acquireImage" type="WDTStreamFrameInfo">Latches
an image frame. Sampling the <code>WebGLTexture</code>, that is the
<code>WDTStream</code>'s <em>consumer</em>, will return values from the
latched image. The image data is guaranteed not to change as long as the
image is latched. <code>WDTStream</code> returns <code>true</code> when an
image is successfully latched, <code>false</code> otherwise.</function>
<function name="WDTStream.releaseImage" type="void">Releases the latched
image. Subsequent samping of the <code>WebGLTexture</code>, that was bound
to the <code>TEXTURE_EXTERNAL_OES</code> target of the active texture unit
when the WDTStream was created, will return opaque black.</function>
</newfun>
<!-- new tokens -->
<newtok>
<p>The meaning and use of these tokens is exactly as described in <a
href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt">NV_EGL_stream_consumer_external</a>.</p>
<function name="bindTexture" type="void"><param name="target"
type="GLenum"/><param name="texture"
type="WebGLTexture?"/><code>TEXTURE_EXTERNAL_OES</code> is accepted as a
target by the <code>target</code> parameter of
<code>bindTexture()</code></function>
<function name="getActiveUniform" type="WebGLActiveInfo?"><param
name="program" type="WebGLProgram?"/><param name="index"
type="GLuint"/><code>SAMPLER_EXTERNAL_OES</code> can be returned in the
<code>type</code> field of the <code>WebGLActiveInfo</code> returned by
<code>getActiveUniform()</code></function>
<function name="getParameter" type="any"><param name="pname"
type="GLenum"/><code>TEXTURE_BINDING_EXTERNAL_OES</code> is accepted by
the <code>pname</code> parameter of
<code>getParameter()</code>.</function>
<function name="getTexParameter*" type="any"><param name="target"
type="GLenum"/><param name="pname"
type="GLenum"/><code>REQUIRED_TEXTURE_IMAGE_UNITS_OES</code> is accepted
as the <code>pname</code> parameter of
<code>GetTexParameter*()</code></function>
</newtok>
<!-- Refer to the <http://www.opengl.org/registry/doc/template.txt> OpenGL
extension template for a description of these sections. These sections
should be eliminated for WebGL extensions simply mirroring OpenGL or
OpenGL ES extensions.
-->
<!-- these take XHTML markup as contents -->
<security/>
<ipstatus>No known IP claims.</ipstatus>
<newtypes>
<typedef name="WDTNanoTime">
<type>double</type>
<p>This type is used for nanosecond time stamps and time periods.</p>
</typedef>
<interface name="WDTStreamFrameInfo" noobject="true">
<member>double frameTime;</member>
<member>WDTNanoTime presentTime</member>
<p>This interface is used to obtain information about the latched
frame.</p>
</interface>
<interface name="WDTStream" noobject="true">
<member>...</member>
<p>This interface is used to manage the image stream between the
producer and consumer.</p>
</interface>
</newtypes>
<additions>
<!-- Additions to Chapters of the WebGL Specification-->
<p>In section 4.3 <cite>Supported GLSL Constructs</cite>, replace the
paragraph beginning <cite>A WebGL implementation must ...</cite> with the
following paragraph:<blockquote>A WebGL implementation must only accept
shaders which conform to The OpenGL ES Shading Language, Version 1.00 <a
href="https://www.khronos.org/registry/webgl/specs/1.0.2/#refsGLES20GLSL">[GLES20GLSL]</a>,
as extended by <a
href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt">NV_EGL_stream_consumer_external</a>,
and which do not exceed the minimum functionality mandated in Sections 4
and 5 of Appendix A. In particular, a shader referencing state variables
or commands that are available in other versions of GLSL (such as that
found in versions of OpenGL for the desktop), must not be allowed to
load.</blockquote></p>
<p>In section 5.14 <cite>The WebGL Context</cite> , add the following to
the WebGLRenderingContext interface. Note that until such time as this
extension enters core WebGL the tokens and commands mentioned below will
be located on the WebGL_dynamic_texture extension interface shown
above.<li>In the list following <code>/* GetPName */</code>:<pre
class="idl" xml:space="preserve">TEXTURE_BINDING_EXTERNAL = 0x8D67;</pre></li><li>In
the list following <code>/* TextureParameterName */</code>:<pre
class="idl" xml:space="preserve">REQUIRED_TEXTURE_IMAGE_UNITS = 0x8D68;</pre></li><li>In
the list following <code>/* TextureTarget */</code>:<pre class="idl"
xml:space="preserve">TEXTURE_EXTERNAL = 0x8D65;</pre></li><li>In the list
following <code>/* Uniform Types */</code>:<pre class="idl"
xml:space="preserve">SAMPLER_EXTERNAL = 0x8D66;</pre></li><li>In the
alphabetical list of commands add the following :<pre class="idl"
xml:space="preserve">WDTStream? createStream();
WDTNanoTime getLastDrawingBufferPresentTime();
void setDrawingBufferPresentationTime(WDTNanoTime pt);
WDTNanoTime ustnow();</pre></li></p>
<p>In section 5.14.3 <cite>Setting and getting state</cite>, add the
following to the table under <code>getParameter</code>.</p>
<dl class="methods">
<dt class="idl-code">
<dd>
<table>
<tr>
<td>TEXTURE_BINDING_EXTERNAL</td>
<td>int</td>
</tr>
</table>
</dd>
</dt>
</dl>
<p/>
<p>In section 5.14.8<cite>Texture objects</cite>, add the following to the
table under <code>getTexParameter</code>.</p>
<dl class="methods">
<dt class="idl-code">
<dd>
<table>
<tr>
<td>REQUIRED_TEXTURE_IMAGE_UNITS</td>
<td>int</td>
</tr>
</table>
</dd>
</dt>
</dl>
<p/>
<p>Add a new section 5.14.8.1 External textures.</p>
<blockquote>
<h3>5.14.8.1 External textures</h3>
<p>External textures are texture objects which receive image data from
outside of the GL. They enable texturing with rapidly changing image
data, e.g, a video, at low overhead and are used in conjunction with <a
href="#wdtstream">
<code>WDTStream</code>
</a> objects to create <em>dynamic textures</em>. See <a
href="#dynamic-textures">Dynamic Textures</a> for more information. An
external texture object is created by binding an unused
<code>WebGLTexture</code> to the target
<code>TEXTURE_EXTERNAL_OES</code>. Note that only unused WebGLTextures
or those previously used as external textures can be bound to
<code>TEXTURE_EXTERNAL_OES</code>. Binding a <code>WebGLTexture</code>
previously used with a different target or binding a WebGLTexture
previously used with TEXTURE_EXTERNAL_OES to a different target
generates a <code>GL_INVALID_OPERATION</code> error as documented in <a
href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt">GL_NV_EGL_stream_consumer_external.txt</a>.</p>
</blockquote>
<p>In section 5.14.10 <cite>Uniforms and attributes</cite>, add the
following to the table under <code>getUniform</code>.</p>
<dl class="methods">
<dt class="idl-code">
<dd>
<table>
<tr>
<td>samplerExternal</td>
<td>long</td>
</tr>
</table>
</dd>
</dt>
</dl>
<p/>
<p>Add a new section 5.16 Dynamic Textures</p>
<blockquote>
<h3 id="dynamic-textures">5.16 Dynamic Textures</h3>
<p>Dynamic textures are texture objects that display a stream of images
coming from a <em>producer</em> outside the WebGL application, the
classic example ibeing using a playing video to texture geometry from. A
<code>WDTStream</code> object mediates between the producer and the
<em>consumer</em>, the texture consuming the images.</p>
<p>The command<pre class="idl" xml:space="preserve">WDTStream? createStream();</pre>creates
a <a href="#wdtstream">WGTStream</a> object whose consumer is the
texture object currently bound to the <code>TEXTURE_EXTERNAL_OES</code>
target in the active texture unit. The initial <code>state</code> of the
newly created stream will be <code>STREAM_CONNECTING</code>. If the
texture object is already the consumer of a stream, createStream
generates an INVALID_OPERATION error and returns null. When a texture
object that is the consumer of a stream is deleted, the stream is also
deleted.</p>
<p>In order to maintain synchronization with other tracks of an
HTMLVideoElement's media group, most notably audio, the application must
be able to measure how long it takes to draw the scene containing the
dynamic texture and how long it takes the browser to compose and present
the canvas.</p>
<p>The command <pre class="idl" xml:space="preserve">WDTNanoTime ustnow();</pre>
returns the <em>unadjusted system time</em>, a monotonically increasing
clock, in units of nanoseconds. The zero time of this clock is not
important. It could start at system boot, browser start or navigation
start.</p>
<p>The command <pre class="idl" xml:space="preserve">WDTNanoTime getLastDrawingBufferPresentTime();</pre>
returns the UST the last time the composited page containing the drawing
buffer's content was presented to the user.</p>
<p>To ensure accurate synchronization of the textured image with other
tracks of an HTMLVideoElement's media group, the application must be
able to specify the <em>presentation time</em> of the drawing
buffer.</p>
<p>The command <pre class="idl" xml:space="preserve">void setDrawingBufferPresentTime(WDTNanoTime pt);</pre>
tells the browser the UST when the drawing buffer must be presented
after the application returns to the browser. The browser must present
the composited page containing the canvas to the user at the specified
UST. If the specified time has already passed when control returns, the
browser should present the drawing buffer as soon as possible. Should an
explicit drawing buffer present function be added to WebGL, the
presentation time will become one of its parameters.</p>
<h3>5.16.1 WDTStreamFrameInfo</h3>
<p>The <code>WDTStreamFrameInfo</code> interface represents information
about a frame acquired from a WDTStream.</p>
<pre class="idl" xml:space="preserve">[NoInterfaceObject] interface WDTStreamFrameInfo {
readonly attribute double frameTime;
readonly attribute WDTNanoTime presentTime;
};</pre>
<h4>5.16.1.1 Attributes</h4>
<p>The following attributes are available:</p>
<dl class="methods">
<dt><code class="attribute-name">frameTime</code> of type
<code>double</code></dt>
<dd>The time of the frame relative to the start of the producer's
MediaController timeline in seconds. Equivalent to
<code>currentTime</code> in an HTMLMediaElement.</dd>
<dt><code class="attribute-name">presentTime</code> of type
<code>WDTNanoTime</code></dt>
<dd>The time the frame must be presented in order to sync with other
tracks in the element's mediagroup, particularly audio.</dd>
</dl>
<h3 id="wdtstream">5.16.2 WDTStream</h3>
<p>The <code>WDTStream</code> interface represents a stream object used
for controlling an image stream being fed to a dynamic texture
object.</p>
<pre class="idl" xml:space="preserve">[NoInterfaceObject] interface WDTStream {
typedef (HTMLCanvasElement or
HTMLImageElement or
HTMLVideoElement) StreamSource;
const GLenum STREAM_CONNECTING = 0;
const GLenum STREAM_EMPTY = 1;
const GLenum STREAM_NEW_FRAME_AVAILABLE = 2;
const GLenum STREAM_OLD_FRAME_AVAILABLE = 3;
const GLenum STREAM_DISCONNECTED = 4;
readonly attribute WebGLTexture consumer;
readonly attribute WDTStreamFrameInfo consumerFrame;
readonly attribute WDTStreamFrameInfo producerFrame;
readonly attribute WDTNanoTime minFrameDuration;
readonly attribute GLenum state;
attribute WDTNanotime acquireTimeout;
attribute WDTNanoTime consumerLatency;
void connectSource(StreamSource source);
void disconnect();
StreamSource? getSource();
boolean acquireImage();
void releaseImage();
};</pre>
<h4>5.16.2.1 Attributes</h4>
<dl class="methods">
<dt><code class="attribute-name">consumer</code> of type
<code>WebGLTexture</code></dt>
<dd>The <code>WebGLTexture</code> that was bound to the
TEXTURE_EXTERNAL_OES target of the active texture unit at the time the
stream was created. Sampling this texture in a shader will return
samples from the image latched by <code>acquireImage</code>.</dd>
<dt><code class="attribute-name">consumerFrame</code> of type
<code>WDTStreamFrameInfo</code></dt>
<dd>Information about the last frame latched by the consumer via
<code>acquireImage.</code></dd>
<dt><code class="attribute-name">producerFrame</code> of type
<code>WDTStreamFrameInfo</code></dt>
<dd>Information about the frame most recently inserted into the stream
by the producer.</dd>
<dt><code class="attribute-name">minFrameDuration</code> of type
<code>WDTNanoTime</code></dt>
<dd>The minimum duration of a frame in the producer. Ideally this
should be an attribute on HTMLVideoElement. Most video container
formats have metadata that can be used to calculate this. It can only
reflect the actual value once the stream is connected to a producer
and the producer's <code>READY_STATE</code> is at least
<code>HAVE_METADATA</code>. The initial value is
<code>Number.MAX_VALUE</code> (i.e., infinity). Applications need this
information to determine how complex their drawing can be while
maintaining the video's frame rate.</dd>
<dt><code class="attribute-name">state</code> of type
<code>GLenum</code></dt>
<dd>The state of the stream. Possible states are
<code>STREAM_CONNECTING</code>, <code>STREAM_EMPTY</code>,
<code>STREAM_NEW_FRAME_AVAILABLE</code>,
<code>STREAM_OLD_FRAME_AVAILABLE</code> and
<code>STREAM_DISCONNECTED</code>.</dd>
<dt><code class="attribute-name">consumerLatency</code> of type
<code>WDTNanoTime</code></dt>
<dd>The time between the application latching an image from the stream
and the drawing buffer being presented. This is the time by which the
producer should delay playback of any synchronized tracks such as
audio. The initial value is an implementation-dependent constant
value, possibly zero. This should only be changed when the video is
paused as producers will not be able to change the playback delay on,
e.g. audio, without glitches. It may only be possible to set this
prior to starting playback. Implementation experience is needed.</dd>
<dt><code class="attribute-name">acquireTimeout</code> of type
<code>WDTNanoTime</code></dt>
<dd>The maximum time to block in <code>acquireImage</code> waiting for
a new frame. The initial value is 0.</dd>
</dl>
<h4>5.16.2.2 commands</h4>
<p>The command<pre class="idl" xml:space="preserve">void connectSource(StreamSource source);</pre>connects
the stream to the specified <code>StreamSource</code> element. If
<code>StreamSource</code> is an <code>HTMLMediaElement</code>, the
element's <code>autoPlay</code> attribute is set to <code>false</code>
to prevent playback starting before the application is ready. If
<code>state</code> is not <code>STREAM_CONNECTING</code>, an
<code>InvalidStateError</code> exception is thrown. After connecting
<code>state</code> becomes <code>STREAM_EMPTY</code>.</p>
<p>The command<pre class="idl" xml:space="preserve">void disconnect();</pre>disconnects
the stream from its source. Subsequent sampling of the associated
texture will return opaque black. <code>state</code> is set to
<code>STREAM_DISCONNECTED</code>.</p>
<p>The command<pre class="idl" xml:space="preserve">StreamSource? getSource();</pre>returns
the HTML element that is the producer for this stream.</p>
<p>The command<pre class="idl" xml:space="preserve">boolean acquireImage();</pre>causes
<em>consumer</em> to <em>latch</em> the most recent image frame from the
currently connected source. The rules for selecting the image to be
latched mirror those for selecting the image drawn by the
<code>drawImage</code> method of <a
href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#canvasrenderingcontext2d">CanvasRenderingContext2D</a>.</p>
<p>For HTMLVideoElements, it latches the frame of video that will
correspond to the <a
href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-video-element.html#current-playback-position">current
playback position</a> of the audio channel, as defined in the <a
href="http://www.whatwg.org/specs/web-apps/current-work/">HTML Living
Standard</a>, at least <em>latency</em> nanoseconds from the call
returning, where <em>latency</em> is the <code>consumerLatency</code>
attribute of the stream. If the element's <code>readyState</code>
attribute is either <code>HAVE_NOTHING</code> or
<code>HAVE_METADATA</code>, the command returns without latching
anything and the texture remains <em>incomplete</em>. The effective size
of the texture will be the element's <a
href="http://www.whatwg.org/specs/web-apps/current-work/#concept-video-intrinsic-width">intrinsic
width</a> and <a
href="http://www.whatwg.org/specs/web-apps/current-work/#concept-video-intrinsic-height">height</a>.</p>
<p>For animated HTMLImageElements it will latch the first frame of the
animation. The effective size of the texture will be the element's
intrinsic width and height. </p>
<p>For HTMLCanvasElements it will latch the current content of the
canvas as would be returned by a call to <code>toDataURL</code>.</p>
<p><code>acquireImage</code> will block until either the timeout
specified by <code>acquireTimeout</code> expires or state is neither
<code>STREAM_EMPTY</code> nor <code>STREAM_OLD_FRAME_AVAILABLE</code>,
whichever comes first.</p>
<p>The model is a stream of images between the producer and the
WebGLTexture consumer. <code>acquireImage</code> latches the most recent
image. If the producer has not inserted any new images since the last
call to <code>acquireImage</code> then <code>acquireImage</code> will
latch the same image it latched last time it was called. If the producer
has inserted one new image since the last call then
<code>acquireImage</code> will "latch" the newly inserted image. If the
producer has inserted more than one new image since the last call then
all but the most recently inserted image are discarded and
<code>acquireImage</code> will "latch" the most recently inserted image.
For <code>HTMLVideoElements</code>, the application can use the value of
the <code>frameTime</code> attribute in the <code>consumerFrame</code>
attribute to identify which image frame was actually latched.</p>
<p><code>acquireImage</code> returns <code>true</code> if an image has
been acquired, and <code>false</code> if the timeout fired. It throws
the following exceptions:<ul>
<li><code>InvalidStateError</code>, if no dynamic source is
connected to the stream.</li>
</ul>XXX Complete after resolving issue 22. XXX</p>
<p>The command <pre class="idl" xml:space="preserve">void releaseImage();</pre>releases
the latched image. <code>releaseImage</code> will prevent the producer
from re-using and/or modifying the image until all preceding WebGL
commands that use the image as a texture have completed. If
<code>acquireImage</code> is called twice without an intervening call to
<code>releaseImage</code> then <code>releaseImage</code> is implicitly
called at the start of <code>acquireImage</code>.</p>
<p>After successfully calling <code>releaseImage</code> the texture
becomes "incomplete".</p>
<p>If <code>releaseImage</code> is called twice without a successful
intervening call to <code>acquireImage</code>, or called with no
previous call to <code>acquireImage</code>, then the call does nothing
and the texture remains in "incomplete" state. This is not an error</p>
<p>It throws the following exceptions:<ul>
<li><code>InvalidStateError</code>, if no dynamic source is
connected to the stream.</li>
</ul>XXX Complete after resolving issue 22. XXX</p>
<p>To sample a dynamic texture, the texture object must be bound to the
target <code>TEXTURE_EXTERNAL_OES</code> and the sampler uniform must be
of type <code>samplerExternal</code>. If the texture object bound to
<code>TEXTURE_EXTERNAL_OES</code> is not bound to a dynamic source then
the texture is "incomplete" and the sampler will return opaque
black.</p>
</blockquote>
<p><a id="differences"/>At the end of section 6 <cite>Differences between
WebGL and OpenGL ES</cite>, add the following new sections. Note that
differences are considered with respect to the OpenGL ES 2.0 specification
as extended by <a
href="https://www.khronos.org/registry/gles/extensions/NV/NV_EGL_stream_consumer_external.txt">NV_EGL_stream_consumer_external</a>
in the absence of <a
href="http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt">OES_EGL_image_external</a>.</p>
<blockquote>
<h3>6.25 External Texture Support</h3>
<p>WebGL supports <em>external textures</em> but provides its own
<code>WDTStream</code> interface instead of <code>EGLStream</code>.
<code>WDTStream </code>connects an HTMLCanvasElement, HTMLImageElement
or HTMLVideoElement as the producer for an external texture. Specific
language changes follow.</p>
<p>Section <cite>3.7.14.1 External Textures as Stream Consumers</cite>
is replaced with the following.<blockquote>
<p>To use a TEXTURE_EXTERNAL_OES texture as the consumer of images
from a dynamic HTML element, bind the texture to the active texture
unit, and call <code>createStream</code> to create a
<code>WDTStream</code>. Use the stream's <code>connectSource</code>
command to connect the stream to the desired producer HTML element.
The width, height, format, type, internalformat, border and image
data of the TEXTURE_EXTERNAL_OES texture will all be determined
based on the specified dynamic HTML element. If the element does not
have any source or the source is not yet loaded, the width, height
& border will be zero, the format and internal format will be
undefined. Once the element's source has been loaded and one (or
more) images have been decoded these attributes are determined
(internally by the implementation), but they are not exposed to the
WebGL application and there is no way to query their values.</p>
<p> The TEXTURE_EXTERNAL_OES texture remains the consumer of the
dynamic HTML element's image frames until the first of any of these
events occur:<ol>
<li>The texture is associated with a different dynamic HTML
element (with a later call to
<code>WDTStream.connectSource</code>).</li>
<li>The texture is deleted in a call to
<code>deleteTextures</code>.</li>
</ol></p>
<p>Sampling an external texture which is not connected to a dynamic
HTML element will return opaque black. Sampling an external texture
which is connected to a dynamic HTML element will return opaque
black unless an image frame has been 'latched' into the texture by a
successful call to WDTStream.acquireImage.</p>
</blockquote></p>
</blockquote>
</additions>
<errors/>
<newstate/>
<newimplstate/>
<!-- New Implementation-Dependent State -->
<samplecode>
<p>XXX IGNORE THIS SAMPLE CODE. IT HAS NOT YET BEEN UPDATED TO MATCH THE
NEW SPEC TEXT. XXX</p>
<div class="example">This a fragment shader that samples a video texture.
Note that the surrounding <code><script></code> tag is not
essential; it is merely one way to include shader text in an HTML
file.<pre xml:space="preserve"><script id="fshader" type="x-shader/x-fragment">
#extension OES_EGL_image_external : enable
precision mediump float;
uniform samplerExternalOES videoSampler;
varying float v_Dot;
varying vec2 v_texCoord;
void main()
{
vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
vec4 color = texture2D(videoSampler, texCoord);
color += vec4(0.1, 0.1, 0.1, 1);
gl_FragColor = vec4(color.xyz * v_Dot, color.a);
}
</script></pre></div>
<div class="example">This shows fragments from an application that renders
a spinning cube textured with a live video.<pre xml:space="preserve"><html>
<script type="text/javascript">
///////////////////////////////////////////////////////////////////////
// Create a video texture and bind a source to it.
///////////////////////////////////////////////////////////////////////
// Array of files currently loading
g_loadingFiles = [];
// Clears all the files currently loading.
// This is used to handle context lost events.
function clearLoadingFiles() {
for (var ii = 0; ii < g_loadingFiles.length; ++ii) {
g_loadingFiles[ii].onload = undefined;
}
g_loadingFiles = [];
}
//
// createVideoTexture
//
// Load video from the passed HTMLVideoElement id, bind it to a new WebGLTexture object
// and return the WebGLTexture.
//
// Is there a constructor for an HTMLVideoElement so you can do like "new Image()?"
//
function createVideoTexture(ctx, videoId)
{
var texture = ctx.createTexture();
var video = document.getElementById(videoId);
g_loadingFiles.push(video);
video.onload = function() { doBindVideo(ctx, video, texture) }
return texture;
}
function doBindVideo(ctx, video, texture)
{
g_loadingFiles.splice(g_loadingFiles.indexOf(image), 1);
ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, texture);
ctx.dynamicTextureSetSource(video);
// These are the default values of these properties so the following
// 4 lines are not necessary.
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, null);
}
///////////////////////////////////////////////////////////////////////
// Initialize the application.
///////////////////////////////////////////////////////////////////////
var g = {};
var videoTexture;
function init()
{
// Initialize
var gl = initWebGL(
// The id of the Canvas Element
"example");
if (!gl) {
return;
}
var program = simpleSetup(
gl,
// The ids of the vertex and fragment shaders
"vshader", "fshader",
// The vertex attribute names used by the shaders.
// The order they appear here corresponds to their index
// used later.
[ "vNormal", "vColor", "vPosition"],
// The clear color and depth values
[ 0, 0, 0.5, 1 ], 10000);
// Set some uniform variables for the shaders
gl.uniform3f(gl.getUniformLocation(program, "lightDir"), 0, 0, 1);
// Use the default texture unit 0 for the video
gl.uniform1i(gl.getUniformLocation(program, "samplerExternal"), 0);
// Create a box. On return 'gl' contains a 'box' property with
// the BufferObjects containing the arrays for vertices,
// normals, texture coords, and indices.
g.box = makeBox(gl);
// Load an image to use. Returns a WebGLTexture object
videoTexture = createVideoTexture(gl, "video");
// Bind the video texture
gl.bindTexture(gl.TEXTURE_EXTERNAL_OES, videoTexture);
// Create some matrices to use later and save their locations in the shaders
g.mvMatrix = new J3DIMatrix4();
g.u_normalMatrixLoc = gl.getUniformLocation(program, "u_normalMatrix");
g.normalMatrix = new J3DIMatrix4();
g.u_modelViewProjMatrixLoc =
gl.getUniformLocation(program, "u_modelViewProjMatrix");
g.mvpMatrix = new J3DIMatrix4();
// Enable all of the vertex attribute arrays.
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.enableVertexAttribArray(2);
// Set up all the vertex attributes for vertices, normals and texCoords
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.normalObject);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, g.box.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g.box.indexObject);
return gl;
}
// ...
///////////////////////////////////////////////////////////////////////
// Draw a frame
///////////////////////////////////////////////////////////////////////
function draw(gl)
{
// Make sure the canvas is sized correctly.
reshape(gl);
// Clear the canvas
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Make a model/view matrix.
g.mvMatrix.makeIdentity();
g.mvMatrix.rotate(20, 1,0,0);
g.mvMatrix.rotate(currentAngle, 0,1,0);
// Construct the normal matrix from the model-view matrix and pass it in
g.normalMatrix.load(g.mvMatrix);
g.normalMatrix.invert();
g.normalMatrix.transpose();
g.normalMatrix.setUniform(gl, g.u_normalMatrixLoc, false);
// Construct the model-view * projection matrix and pass it in
g.mvpMatrix.load(g.perspectiveMatrix);
g.mvpMatrix.multiply(g.mvMatrix);
g.mvpMatrix.setUniform(gl, g.u_modelViewProjMatrixLoc, false);
// Acquire the latest video image
gl.dynamicTextureAcquireImage();
// Draw the cube
gl.drawElements(gl.TRIANGLES, g.box.numIndices, gl.UNSIGNED_BYTE, 0);
// Allow updates to the image again
gl.dynamicTextureReleaseImage();
// Show the framerate
framerate.snapshot();
currentAngle += incAngle;
if (currentAngle > 360)
currentAngle -= 360;
}
</script>
<body onload="start()">
<video id="video" src="resources/video.ogv" autoplay="true" style="visibility: hidden">
</video>
<canvas id="example">
If you're seeing this your web browser doesn't support the &lt;canvas&gt; element. Ouch!
</canvas>
<div id="framerate"></div>
</body>
</html></pre></div>
<!--
<p>See the <a href="DynamicTexture.html" target="_blank">complete
sample</a>.</p>
-->
</samplecode>
<tests/>
<security>
<p>Statistical fingerprinting is a privacy concern where a malicious web
site may determine whether a user has visited a third-party web site by
measuring the timing of cache hits and misses of resources in the
third-party web site. Though the ustnow method of this extension returns
time data to a greater accuracy than before, it does not make this privacy
concern significantly worse than it was already. </p>
</security>
<issues>
<ol>
<li>
<p>What do applications need to be able to determine about the
source?</p>
<p>RESOLVED. Two things <ul>
<li>the minimum inter-frame interval. This is needed to determine
a rendering budget.</li>
<li>whether a frame has been missed.</li>
</ul></p>
</li>
<li>
<p>Neither the minimum inter-frame interval nor frame rate is exposed
by HTMLMediaElements. How can it be determined?</p>
<p>RESOLVED. Although there have been requests to expose the frame
rate, in connection with non-linear editing and <a
href="http://lists.whatwg.org/pipermail/whatwg-whatwg.org/2011-January/029724.html">frame
accurate seeks to SMPTE time-code positions</a>, there has been no
resolution. Therefore the stream object interface will have to provide
a query for the minimum inter-frame interval. It can easily be derived
from the frame-rate of fixed-rate videos or from information that is
commonly stored in the container metadata for variable-rate formats.
For example the <a
href="http://matroska.org/technical/specs/index.html">Matroska</a> and
<a href="http://www.webmproject.org/code/specs/container/">WebM</a>
containers provide a FrameRate item, albeit listed as "information
only." Note that there is a <a
href="https://www.w3.org/Bugs/Public/show_bug.cgi?id=22678">tracking
bug</a> for this feature at WHATWG/W3C where browser vendors can
express interest in implementing it.</p>
</li>
<li>
<p>How can the application determine whether it has missed a
frame?</p>
<p>RESOLVED. If a frame's <code>presentTime</code> is earlier than
ustnow() + consumerLatency then the application will have to drop the
frame and acquire the next one.</p>
</li>
<li>
<p>Why not use the <code>TEXTURE2D</code> target and
<code>texImage2D</code>?</p>
<p>RESOLVED. Use a new texture target and new commands. A new texture
target makes it easy to specify, implement and conformance test the
restrictions that enable a zero-copy implementation of dynamic
textures as described in the <a href="#overview">Overview</a>. Given
that one of those restriction is not allowing modification of the
texture data, which is normally done via <code>texImage2D</code> using
a new command will make the usage model clearer.</p>
</li>
<li>
<p>Why not use sampler2D uniforms?</p>
<p>RESOLVED. Use a new sampler type. Many zero-copy implementations
will need special shader code when sampling YUV format dynamic
textures. Implementations may choose to (a) re-compile at run time or
(b) inject conditional code which branches at run time according to
the format of the texture bound to TEXTURE_EXTERNAL_OES in the texture
unit to which the sampler variable is set. Without a new sampler type,
such conditional code would have to be injected for every sampler
fetch increasing the size of the shader and slowing sampling of other
texture targets. In order to preserve the possibility of using
approach (b), a new sampler type will be used.</p>
</li>
<li>
<p>Should the API be implemented as methods on the texture object or
as commands taking a texture object as a parameter?</p>
<p>RESOLVED. Neither. The <code>WebGLTexture</code> object represents
an OpenGL texture name. No object is created until the name is bound
to a texture target. Therefore the new commands should operate on a
the currently bound texture object.</p>
</li>
<li>
<p>Should dynamic textures be a new texture type or can
<code>WebGLTexture</code> be reused?</p>
<p>RESOLVED. <code>WebGLTexture</code> can be reused. As noted in the
previous issue a <code>WebGLTexture</code> represents a texture name
and is a handle to multiple texture types. The type of texture is set
according to the target to which the name is initially bound.</p>
</li>
<li>
<p>Should this extension use direct texture access commands or should
it use <code>texParameter</code> and <code>getTexParameter</code>?</p>
<p>RESOLVED. Use the latter. There is no directly accessible texture
object to which such commands can be added. Changing the API to have
such objects is outside the scope of this extension.</p>
</li>
<li>
<p>Should we re-use <code>#extension
NV_EGL_stream_consumer_external</code>, create our own GLSL extension
name or have both this and a WebGL-specific name?</p>
<p>RESOLVED. Any of <code>WEBGL_dynamic_texture</code> or the aliases
<code>GL_NV_EGL_stream_consumer_external</code> or
<code>GL_OES_EGL_image_external</code> can be used to enable this
extension's features in the shader. This permits the same shader to be
used with both WebGL and OpenGL ES 2.0.</p>
</li>
<li>
<p>What should happen when an object of type
<code>HTMLCanvasElement</code>, <code>HTMLImageElement</code> or
<code>HTMLVideoElement</code>is passed to the existing
<code>tex*Image2D</code> commands?</p>
<p>UNRESOLVED. This behavior is outside the scope of this extension
but handling of these objects is very underspecified in the WebGL
specification and needs to be clarified. Suggestion: for single-frame
HTMLImageElement set the texture image to the HTMLImageElement; for an
animated HTMLImageElement set the texture image to the first frame of
the animation; for an HTMLCanvasElement, set the texture image to the
current canvas image that would be returned by toDataURL; for an
HTMLVideoElement, set the texture image to the current frame. In all
cases, the texture image does not change until a subsequent call to a
<code>tex*Image2D</code> command. <em>Is this a change from the way
any of these elements are handled today?</em></p>
</li>
<li>
<p>Should <code>acquireImage</code> and <code>releaseImage</code>
generate errors if called when the stream is already in the state to
be set or ignore those extra calls?</p>
<p>RESOLVED. They should not generate errors.
<code>acquireImage</code> will be defined to implicitly call
<code>releaseImage</code> if there has not been an intervening
call.</p>
</li>
<li>
<p>This API is implementable on any platform at varying levels of
efficiency. Should it therefore move directly to core rather than
being an extension?</p>
<p>RESOLVED. No, unless doing so would result in implementations
appearing sooner.</p>
</li>
<li>
<p>Should this extension support HTMLImageElement?</p>
<p>UNRESOLVED. The HTML 5 Living Standard provides virtually no rules
for handling of animated HTMLImageElements and specifically no
definition of a current frame. In order to texture the animations from
such elements, this specification will need to provide rules. If we
are tracking the behavior of <a
href="http://www.whatwg.org/specs/web-apps/current-work/#dom-context-2d-drawimage">CanvasRenderingContext2D.drawImage</a>
then there is no point supporting HTMLImageElement as the
specification says to draw the first frame of animated
<code>HTMLImageElements</code>. </p>
</li>
<li>
<p>Should this extension extend <code>HTMLMediaElement</code> with an
acquireImage/releaseImage API?</p>
<p>RESOLVED. No. The API would have no purpose and would require
HTML{Video,Canvas,Image}Element becoming aware of WebGLTexture or,
even worse, aware of texture binding within WebGL. No similar API was
exposed to support CanvasRenderingContext2D.drawImage. The HTMLElement
is simply passed to drawImage.</p>
</li>
<li>
<p>Should <a
href="http://dvcs.w3.org/hg/webperf/raw-file/tip/specs/HighResolutionTime/Overview.html#sec-DOMHighResTimeStamp">DOMHighResolutionTime</a>
and <code>window.performance.now()</code> from the W3C <a
href="http://dvcs.w3.org/hg/webperf/raw-file/tip/specs/HighResolutionTime/Overview.html">High-Resolution
Time</a> draft be used for the timestamps and as UST?</p>
<p>RESOLVED. No. The specified unit is milliseconds and, although the
preferred accuracy is microseconds, the required accuracy is only
milliseconds. At millisecond accuracy it is not possible to
distinguish between 29.97 fps and 30 fps which means sound for a 29.97
fps video will be ~3.5 seconds out of sync after 1 hour. Also
fractional <code>double</code> values must be used to represent times
< 1 ms with the attendant issues of variable time steps as the
exponent changes. Feedback has been provided. Hopefully the draft
specification will be updated.</p>
</li>
<li>
<p>Should UST 0 be system start-up, browser start-up or <a
href="http://www.w3.org/TR/navigation-timing/#dom-performancetiming-navigationstart">navigationStart</a>
as defined in the W3C <a
href="http://www.w3.org/TR/2012/PR-navigation-timing-20120726/">Navigation
Timing</a> proposed recommendation?</p>
<p>RESOLVED. If <code>DOMHighResolutionTime</code> is used, then
navigationStart makes sense otherwise it can be left to the
implementation.</p>
</li>
<li>
<p>Should UST wrap rather then increment the exponent, so as to
maintain precision?</p>
<p>UNRESOLVED. The exponent will need to be incremented after 2**53
nanoseconds (~ 41 days). UST could wrap to 0 after that or just keep
counting. If it keeps counting, the precision will be halved so each
tick will be 2 nanoseconds. The next precision change will occur after
a further ~82 days.</p>
</li>
<li>
<p>Should WDTStream.state be a proper idl enum?</p>
<p>UNRESOLVED.</p>
</li>
<li>
<p>Does the application need to be able to find out if it has missed a
potential renderAnimationFrame callback, i.e, it has taken longer than
the browser's natural rAF period? If so, how?</p>
<p>UNRESOLVED.</p>
</li>
<li>
<p>What are the base and units of a renderbuffer's present time on
iOS?</p>
<p>UNRESOLVED.</p>
</li>
<li>
<p><code>CanvasRenderingContext2D.drawImage</code> requires an
InvalidStateError be thrown if either width or height of the source
canvas is 0? Do we need to do mirror this?</p>
<p>RESOLVED. Treating this situation as failing to acquire an image
and so returning opaque black when sampled provides more consistent
handling across StreamSource types and is more consistent with OpenGL
ES.</p>
</li>
<li>
<p>Should exceptions be used for errors on WDTStreams or should
GL-style error handling be used?</p>
<p>UNRESOLVED.</p>
</li>
</ol>
</issues>
<history>
<revision date="2012/07/05">
<change>Initial revision.</change>
</revision>
<revision date="2012/07/06">
<change>Fixed incorrect dependency and minor naming inconsistencies.
Fixed missing parameter error and moved the location of the bindTexture
call in the sample code.</change>
</revision>
<revision date="2012/07/20">
<change>Significant rewrite that bases the extension on
GL_NV_EGL_stream_consumer_external and which uses semantics and
concepts" from EGLStream rather than EGLImage.</change>
</revision>
<revision date="2012/07/23">
<change>Change #extension aliases to match bug fixes in mirrored
extensions.</change>
</revision>
<revision date="2012/08/30">
<change>Update contributors list. Reorder issues to put all texture
object related issues together and modify them for consistency. Fix
small typos.</change>
</revision>
<revision date="2013/07/12">
<change>Major revamp. Expose stream objects and provide commands for
measuring time to render and present the drawing buffer.</change>
</revision>
<revision date="2014/07/15">
<change>Added NoInterfaceObject extended attribute.</change>
</revision>
<revision date="2014/10/29">
<change>Used updated XSL to properly show interfaces add by this
extension under New Types.</change>
</revision>
<revision date="2015/10/02">
<change>Updated link to GL_NV_EGL_stream_consumer_external
extension.</change>
</revision>
</history>
</proposal>
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