Open mdrejhon opened 2 months ago
FYI Chrome 129 supports HDR in WebGPU without any flag. See https://developer.chrome.com/blog/chrome-129-beta?hl=en#webgpu_extended_range_hdr_support
FYI Chrome 129 supports HDR in WebGPU without any flag. See https://developer.chrome.com/blog/chrome-129-beta?hl=en#webgpu_extended_range_hdr_support
Fantastic. Can't wait until CANVAS 2D accesses it. While WebGPU is now HDR, the <CANVAS>
HDR is still locked behind chrome://flags. I still have to tell users about toggling a flag (for now) at https://beta.testufo.com
Hopefully Version 131 or 132? @ccameron-chromium, do you know?
For 2D canvas, things stalled out because of disagreements about how to add support for floating point 2D canvases (see this issue).
Both WebGPU and WebGL support floating point canvases, and so they can make forward progress.
For 2D canvas, things stalled out because of disagreements about how to add support for floating point 2D canvases (see this issue).
Both WebGPU and WebGL support floating point canvases, and so they can make forward progress.
Understood! Please feel free to spread beta.testufo.com throughout your standards groups, because we intend to stay with CANVAS 2D for about 90% of our animations. Some will use WebGL in the future, but Canvas 2D is our best candidate for display-testing initiatives.
Where do you think I should best become a guest in these standards-group discussions? I hate to add lots of noise, but let me know where you think I can best help/advocate/advise.
This is a placeholder GitHub item containing links to ongoing Blur Busters involvements in WCG/HDR standards threads. HDR in browsers is still bleeding edge (tester at beta.testufo.com)
Current State of HDR CANVAS (September 2024)
You need to use
chrome://flags/#enable-experimental-web-platform-features
on all Chromium platforms to enable HDR CANVAS.