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
TEXTURE2D
target and passing an HTMLVideoElement
to texImage2D
. It is difficult, if not impossible to
implement video texturing with zero-copy efficiency via this API and much
of the behavior is underspecified.
This extension provides a mechanism for streaming image frames from an
HTMLVideoElement
, HTMLCanvasElement
or
HTMLImageElement
(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, TEXTURE_EXTERNAL_OES
which can only
be specified as being the consumer of an image stream from a new
WDTStream
object which provides commands for connecting to a
producer element.
There is no support for most of the functions that manipulate other
texture targets (e.g. you cannot use *[Tt]ex*Image*()
functions with TEXTURE_EXTERNAL_OES
). Also,
TEXTURE_EXTERNAL_OES
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.
The extension extends GLSL ES with a new
samplerExternalOES
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 TEXTURE_EXTERNAL_OES
via a sampler of
type samplerExternalOES
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.
WDTStream
provides a command for latching 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
texImage2D
. Latching can and should be implemented in a way
that allows the producer to run independently of 3D rendering.
Terminology note: throughout this specification opaque black refers to the RGBA value (0,0,0,1).
An HTMLVideoElement
, HTMLCanvasElement
or
HTMLImageElement
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.
A WDTStream
is the deliverer of the stream of images
being consumed by the dynamic texture rather an
EGLStream
.
References to EGLImage
and associated state are
deleted.
WDTStream.connectSource
is used to connect a texture
to the image stream from an HTML element instead of the command
eglStreamConsumerGLTextureNV
or its equivalent
eglStreamConsumerGLTextureExternalKHR
referenced by the
extension.
WDTStream.acquireImage
and
WDTStream.releaseImage
are used to latch and unlatch
image frames instead of the commands
eglStreamConsumerAcquireNV
or its equivalent
eglStreamConsumerAcquireKHR
and
eglStreamConsumerReleaseNV
or its equivalent
eglStreamConsumerReleaseKHR
referenced by the
extension.
For ease of reading, this specification briefly describes the new functions and enumerants of NV_EGL_stream_consumer_external. Consult that extension for detailed documentation of their meaning and behavior. Changes to the language of that extension are given later in this specification.
The createStream
function is available. This command
is used for creating WDTStream
objects for streaming
external data to texture objects. WDTStream
objects have
a number of functions and attributes, the most important of which are
listed below.
The functions ustnow
,
getLastDrawingBufferPresentTime
and
setDrawingBufferPresentTime
are available. These commands
are used for accurate timing and specifying when the drawing buffer
should next be presented.
The functions WDTStream.connectSource
and
WDTStream.disconnect()
are available for binding and
unbinding the stream to HTML{Canvas,Image,Video}Elements
as is the WDTStream.getSource
function for querying the
current stream source.
The functions WDTStream.acquireImage
and
WDTStream.releaseImage
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.
On WEBGL_dynamic_texture
:
WDTStream
object whose consumer is the
WebGLTexture
bound to the TEXTURE_EXTERNAL_OES
target of the active texture unit at the time of the call.playbackRate
of the associated
MediaController
is 1.0.On WDTStream
:
StreamSource
specified by
source as the producer for the stream. StreamSource
can be an HTMLCanvasElement
, HTMLImageElement
or
HTMLVideoElement
.HTML{Canvas,Image,Video}Element
that is connected to the
WDTStream as the producer of images.WebGLTexture
, that is the
WDTStream
's consumer, will return values from the
latched image. The image data is guaranteed not to change as long as the
image is latched. WDTStream
returns true
when an
image is successfully latched, false
otherwise.WebGLTexture
, that was bound
to the TEXTURE_EXTERNAL_OES
target of the active texture unit
when the WDTStream was created, will return opaque black.The meaning and use of these tokens is exactly as described in NV_EGL_stream_consumer_external.
TEXTURE_EXTERNAL_OES
is accepted as a
target by the target
parameter of
bindTexture()
SAMPLER_EXTERNAL_OES
can be returned in the
type
field of the WebGLActiveInfo
returned by
getActiveUniform()
TEXTURE_BINDING_EXTERNAL_OES
is accepted by
the pname
parameter of
getParameter()
.REQUIRED_TEXTURE_IMAGE_UNITS_OES
is accepted
as the pname
parameter of
GetTexParameter*()
This type is used for nanosecond time stamps and time periods.
This interface is used to obtain information about the latched frame.
This interface is used to manage the image stream between the producer and consumer.
In section 4.3 Supported GLSL Constructs, replace the paragraph beginning A WebGL implementation must ... with the following paragraph:
A WebGL implementation must only accept shaders which conform to The OpenGL ES Shading Language, Version 1.00 [GLES20GLSL], as extended by NV_EGL_stream_consumer_external, 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.
In section 5.14 The WebGL Context , 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.
/* GetPName */
:TEXTURE_BINDING_EXTERNAL = 0x8D67;
/* TextureParameterName */
:REQUIRED_TEXTURE_IMAGE_UNITS = 0x8D68;
/* TextureTarget */
:TEXTURE_EXTERNAL = 0x8D65;
/* Uniform Types */
:SAMPLER_EXTERNAL = 0x8D66;
WDTStream? createStream(); WDTNanoTime getLastDrawingBufferPresentTime(); void setDrawingBufferPresentationTime(WDTNanoTime pt); WDTNanoTime ustnow();
In section 5.14.3 Setting and getting state, add the
following to the table under getParameter
.
TEXTURE_BINDING_EXTERNAL | int |
In section 5.14.8Texture objects, add the following to the
table under getTexParameter
.
REQUIRED_TEXTURE_IMAGE_UNITS | int |
Add a new section 5.14.8.1 External textures.
5.14.8.1 External textures
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
WDTStream
objects to create dynamic textures. See Dynamic Textures for more information. An external texture object is created by binding an unusedWebGLTexture
to the targetTEXTURE_EXTERNAL_OES
. Note that only unused WebGLTextures or those previously used as external textures can be bound toTEXTURE_EXTERNAL_OES
. Binding aWebGLTexture
previously used with a different target or binding a WebGLTexture previously used with TEXTURE_EXTERNAL_OES to a different target generates aGL_INVALID_OPERATION
error as documented in GL_NV_EGL_stream_consumer_external.txt.
In section 5.14.10 Uniforms and attributes, add the
following to the table under getUniform
.
samplerExternal | long |
Add a new section 5.16 Dynamic Textures
5.16 Dynamic Textures
Dynamic textures are texture objects that display a stream of images coming from a producer outside the WebGL application, the classic example ibeing using a playing video to texture geometry from. A
WDTStream
object mediates between the producer and the consumer, the texture consuming the images.The command
WDTStream? createStream();creates a WGTStream object whose consumer is the texture object currently bound to theTEXTURE_EXTERNAL_OES
target in the active texture unit. The initialstate
of the newly created stream will beSTREAM_CONNECTING
. 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.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.
The command
WDTNanoTime ustnow();returns the unadjusted system time, 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.The command
WDTNanoTime getLastDrawingBufferPresentTime();returns the UST the last time the composited page containing the drawing buffer's content was presented to the user.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 presentation time of the drawing buffer.
The command
void setDrawingBufferPresentTime(WDTNanoTime pt);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.5.16.1 WDTStreamFrameInfo
The
WDTStreamFrameInfo
interface represents information about a frame acquired from a WDTStream.[NoInterfaceObject] interface WDTStreamFrameInfo { readonly attribute double frameTime; readonly attribute WDTNanoTime presentTime; };5.16.1.1 Attributes
The following attributes are available:
frameTime
of typedouble
- The time of the frame relative to the start of the producer's MediaController timeline in seconds. Equivalent to
currentTime
in an HTMLMediaElement.presentTime
of typeWDTNanoTime
- The time the frame must be presented in order to sync with other tracks in the element's mediagroup, particularly audio.
5.16.2 WDTStream
The
WDTStream
interface represents a stream object used for controlling an image stream being fed to a dynamic texture object.[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(); };5.16.2.1 Attributes
consumer
of typeWebGLTexture
- The
WebGLTexture
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 byacquireImage
.consumerFrame
of typeWDTStreamFrameInfo
- Information about the last frame latched by the consumer via
acquireImage.
producerFrame
of typeWDTStreamFrameInfo
- Information about the frame most recently inserted into the stream by the producer.
minFrameDuration
of typeWDTNanoTime
- 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
READY_STATE
is at leastHAVE_METADATA
. The initial value isNumber.MAX_VALUE
(i.e., infinity). Applications need this information to determine how complex their drawing can be while maintaining the video's frame rate.state
of typeGLenum
- The state of the stream. Possible states are
STREAM_CONNECTING
,STREAM_EMPTY
,STREAM_NEW_FRAME_AVAILABLE
,STREAM_OLD_FRAME_AVAILABLE
andSTREAM_DISCONNECTED
.consumerLatency
of typeWDTNanoTime
- 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.
acquireTimeout
of typeWDTNanoTime
- The maximum time to block in
acquireImage
waiting for a new frame. The initial value is 0.5.16.2.2 commands
The command
void connectSource(StreamSource source);connects the stream to the specifiedStreamSource
element. IfStreamSource
is anHTMLMediaElement
, the element'sautoPlay
attribute is set tofalse
to prevent playback starting before the application is ready. Ifstate
is notSTREAM_CONNECTING
, anInvalidStateError
exception is thrown. After connectingstate
becomesSTREAM_EMPTY
.The command
void disconnect();disconnects the stream from its source. Subsequent sampling of the associated texture will return opaque black.state
is set toSTREAM_DISCONNECTED
.The command
StreamSource? getSource();returns the HTML element that is the producer for this stream.The command
boolean acquireImage();causes consumer to latch 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 thedrawImage
method of CanvasRenderingContext2D.For HTMLVideoElements, it latches the frame of video that will correspond to the current playback position of the audio channel, as defined in the HTML Living Standard, at least latency nanoseconds from the call returning, where latency is the
consumerLatency
attribute of the stream. If the element'sreadyState
attribute is eitherHAVE_NOTHING
orHAVE_METADATA
, the command returns without latching anything and the texture remains incomplete. The effective size of the texture will be the element's intrinsic width and height.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.
For HTMLCanvasElements it will latch the current content of the canvas as would be returned by a call to
toDataURL
.
acquireImage
will block until either the timeout specified byacquireTimeout
expires or state is neitherSTREAM_EMPTY
norSTREAM_OLD_FRAME_AVAILABLE
, whichever comes first.The model is a stream of images between the producer and the WebGLTexture consumer.
acquireImage
latches the most recent image. If the producer has not inserted any new images since the last call toacquireImage
thenacquireImage
will latch the same image it latched last time it was called. If the producer has inserted one new image since the last call thenacquireImage
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 andacquireImage
will "latch" the most recently inserted image. ForHTMLVideoElements
, the application can use the value of theframeTime
attribute in theconsumerFrame
attribute to identify which image frame was actually latched.
acquireImage
returnstrue
if an image has been acquired, andfalse
if the timeout fired. It throws the following exceptions:XXX Complete after resolving issue 22. XXX
InvalidStateError
, if no dynamic source is connected to the stream.The command
void releaseImage();releases the latched image.releaseImage
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. IfacquireImage
is called twice without an intervening call toreleaseImage
thenreleaseImage
is implicitly called at the start ofacquireImage
.After successfully calling
releaseImage
the texture becomes "incomplete".If
releaseImage
is called twice without a successful intervening call toacquireImage
, or called with no previous call toacquireImage
, then the call does nothing and the texture remains in "incomplete" state. This is not an errorIt throws the following exceptions:
XXX Complete after resolving issue 22. XXX
InvalidStateError
, if no dynamic source is connected to the stream.To sample a dynamic texture, the texture object must be bound to the target
TEXTURE_EXTERNAL_OES
and the sampler uniform must be of typesamplerExternal
. If the texture object bound toTEXTURE_EXTERNAL_OES
is not bound to a dynamic source then the texture is "incomplete" and the sampler will return opaque black.
At the end of section 6 Differences between WebGL and OpenGL ES, add the following new sections. Note that differences are considered with respect to the OpenGL ES 2.0 specification as extended by NV_EGL_stream_consumer_external in the absence of OES_EGL_image_external.
6.25 External Texture Support
WebGL supports external textures but provides its own
WDTStream
interface instead ofEGLStream
.WDTStream
connects an HTMLCanvasElement, HTMLImageElement or HTMLVideoElement as the producer for an external texture. Specific language changes follow.Section 3.7.14.1 External Textures as Stream Consumers is replaced with the following.
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
createStream
to create aWDTStream
. Use the stream'sconnectSource
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.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:
- The texture is associated with a different dynamic HTML element (with a later call to
WDTStream.connectSource
).- The texture is deleted in a call to
deleteTextures
.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.
XXX IGNORE THIS SAMPLE CODE. IT HAS NOT YET BEEN UPDATED TO MATCH THE NEW SPEC TEXT. XXX
<script>
tag is not
essential; it is merely one way to include shader text in an HTML
file.<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>
<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 <canvas> element. Ouch! </canvas> <div id="framerate"></div> </body> </html>
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.
What do applications need to be able to determine about the source?
RESOLVED. Two things
Neither the minimum inter-frame interval nor frame rate is exposed by HTMLMediaElements. How can it be determined?
RESOLVED. Although there have been requests to expose the frame rate, in connection with non-linear editing and frame accurate seeks to SMPTE time-code positions, 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 Matroska and WebM containers provide a FrameRate item, albeit listed as "information only." Note that there is a tracking bug for this feature at WHATWG/W3C where browser vendors can express interest in implementing it.
How can the application determine whether it has missed a frame?
RESOLVED. If a frame's presentTime
is earlier than
ustnow() + consumerLatency then the application will have to drop the
frame and acquire the next one.
Why not use the TEXTURE2D
target and
texImage2D
?
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 Overview. Given
that one of those restriction is not allowing modification of the
texture data, which is normally done via texImage2D
using
a new command will make the usage model clearer.
Why not use sampler2D uniforms?
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.
Should the API be implemented as methods on the texture object or as commands taking a texture object as a parameter?
RESOLVED. Neither. The WebGLTexture
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.
Should dynamic textures be a new texture type or can
WebGLTexture
be reused?
RESOLVED. WebGLTexture
can be reused. As noted in the
previous issue a WebGLTexture
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.
Should this extension use direct texture access commands or should
it use texParameter
and getTexParameter
?
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.
Should we re-use #extension
NV_EGL_stream_consumer_external
, create our own GLSL extension
name or have both this and a WebGL-specific name?
RESOLVED. Any of WEBGL_dynamic_texture
or the aliases
GL_NV_EGL_stream_consumer_external
or
GL_OES_EGL_image_external
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.
What should happen when an object of type
HTMLCanvasElement
, HTMLImageElement
or
HTMLVideoElement
is passed to the existing
tex*Image2D
commands?
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
tex*Image2D
command. Is this a change from the way
any of these elements are handled today?
Should acquireImage
and releaseImage
generate errors if called when the stream is already in the state to
be set or ignore those extra calls?
RESOLVED. They should not generate errors.
acquireImage
will be defined to implicitly call
releaseImage
if there has not been an intervening
call.
This API is implementable on any platform at varying levels of efficiency. Should it therefore move directly to core rather than being an extension?
RESOLVED. No, unless doing so would result in implementations appearing sooner.
Should this extension support HTMLImageElement?
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 CanvasRenderingContext2D.drawImage
then there is no point supporting HTMLImageElement as the
specification says to draw the first frame of animated
HTMLImageElements
.
Should this extension extend HTMLMediaElement
with an
acquireImage/releaseImage API?
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.
Should DOMHighResolutionTime
and window.performance.now()
from the W3C High-Resolution
Time draft be used for the timestamps and as UST?
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 double
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.
Should UST 0 be system start-up, browser start-up or navigationStart as defined in the W3C Navigation Timing proposed recommendation?
RESOLVED. If DOMHighResolutionTime
is used, then
navigationStart makes sense otherwise it can be left to the
implementation.
Should UST wrap rather then increment the exponent, so as to maintain precision?
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.
Should WDTStream.state be a proper idl enum?
UNRESOLVED.
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?
UNRESOLVED.
What are the base and units of a renderbuffer's present time on iOS?
UNRESOLVED.
CanvasRenderingContext2D.drawImage
requires an
InvalidStateError be thrown if either width or height of the source
canvas is 0? Do we need to do mirror this?
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.
Should exceptions be used for errors on WDTStreams or should GL-style error handling be used?
UNRESOLVED.