WebGL2 Support
Introduction
Starting with v3.0, Babylon.js supports rendering using WebGL1 and WebGL2 contexts. The support is transparent for developers. By default the engine tries to get a WebGL2 context. If none is available then a WebGL1 one is retrieved.
You can test which version of WebGL is enabled with: engine.webGLVersion
property.
Shaders
When WebGL2 is enabled, the shaders are automatically converted to GLSL v3.0. Babylon.js will then automatically take advantage of extended instruction/uniform counts.
If you are using custom shaders, the best idea would be to provide GLSL v2.0 shaders. This way your code will work on both contexts. You can obviously provide only v3.0 shaders but in this case your code will only work when WebGL2 is enabled.
Supported features
You can find here the list of supported features and the backward compatibility options (when available)
Feature | Description | WebGL1 compatibility | Demo | More info |
---|---|---|---|---|
Feature Depth Frag | Description Used to compute logarithmic depth buffer | WebGL1 compatibility Yes through an extension | Demo Depth Frag | More info Documentation |
Feature Multisample render targets | Description Rendertarget textures can be multisampled to get antialiasing effect | WebGL1 compatibility No. Has no effect on WebGL1 context | Demo Multisample Render Targets | More info See below |
Feature Standard derivatives | Description Standard derivatites are used in Babylon.js to help compute realtime bump | WebGL1 compatibility Yes through an extension | Demo Demo | More info Documentation |
Feature Texture LOD | Description Used by PRBMaterial to simulate microsurface | WebGL1 compatibility Yes through an extension | Demo Demo | More info Documentation |
Feature Vertex array objects (VAO) | Description A Vertex Array Object (or VAO) is an object that describes how the vertex attributes are stored in a Vertex Buffer Object (or VBO) | WebGL1 compatibility Yes through an extension | Demo N/A. Every rendering is done with VAO by default | More info See below |
Feature Uniform buffer objects (UBO) | Description An uniform buffer object (or UBO) let you specify a group of uniforms from a buffer | WebGL1 compatibility No. Uniforms are handled independently on WebGL1 context | Demo N/A. Materials supporting UBO automatically uses them | More info See below |
Feature Multiple Render Target (MRT) | Description Several Render Targets can be rendered in the same draw call. | WebGL1 compatibility Yes through an extension | Demo Multiple Render Target | More info See below |
Feature Occlusion Queries | Description Occlusion queries detect whether a Mesh is visible in the current scene or not | WebGL1 compatibility Yes through an extension | Demo Occlusion Queries | More info See below |
Feature 3D Textures | Description 3D textures are textures with a 3rd dimension. You can see them as multiple 2D textures where every texture is a slice in the 3d texture. | WebGL1 compatibility No. Cannot be created in WebGL1 | Demo This feature will automatically be used when possible. | More info See below |
Feature 2D Array Textures | Description 2D array textures are very similar to 3D textures but are designed for constructing a texture atlas instead of a volumetric texture. | WebGL1 compatibility No. Cannot be created in WebGL1 | Demo 2D Array Textures | More info See below |
Feature Power of two textures | Description In the past, to achieve the best performance and higher quality texture rendering, images with dimensions that are a power of two were required. With support for WebGL2 this is no longer the case, any sized texture will be rendered optimally. | WebGL1 compatibility Yes, however Babylon will resize textures to be a power of two causing a hit to performance | Demo N/A. This is done by default | More info See below |
Feature Transform feedback buffer | Description Transform feedback buffer can be used to update vertex buffers from GPU. Babylon.js uses it to implement GPU particles | WebGL1 compatibility No. Not supported on WebGL1 | Demo Power Of Two Textures | More info See particles documentation |
Feature Shadow Samplers | Description Shadow samplers are used to enable PCF depth comparison on the hardware. Babylon.js uses it to implement PCF and PCSS shadows. | WebGL1 compatibility No. Not supported on WebGL1 (shadows fall back to poisson sampling) | Demo Shadow Samplers | More info See shadows documentation |
Feature More precise shadows | Description Shadow maps can now use 32 bits depth buffers improving by a large scale the precision of the shadows. | WebGL1 compatibility No. Not supported on WebGL1 (shadows precision will fall back to 16 bits) | Demo More Precise Shadows | More info See shadows documentation |
Multisample render targets
By default render targets (like mirrors for instance) are created without support for multisampling. To turn it on, just define a value for renderTarget.samples
> 1.
On WebGL1 context, this will do nothing. On WebGL2 context, this will enable multisampling (more samples imply better antialiasing but a slower rendering).
Here is an example of a mirror (512x512) with and without multisampling:
No MSAA (1 sample) | MSAA (8 samples) |
---|---|
No MSAA (1 sample) | MSAA (8 samples) |
Vertex array objects
When possible (either on WebGL2 context or when extension is available on WebGL1 context), Babylon.js will use VAO to control rendering. VAO are a kind of geometry objects. Instead of sending all attributes and buffers used by a mesh (one for position, one for normal, one for indices, one for texture coordinates, etc..), you can build a VAO which will keep track of all attributes / buffers used.
At rendering time, you just have to define one VAO instead of multiple VBO (vertex buffer object).
You can find more details on Tojicode's blog.
Uniform buffer objets
On WebGL1 context all uniforms are sent to GPU independently. This means that if your shader uses 16 matrices, you will call WebGL API 16 times to update all matrices before using your shader.
On WebGL2 context, you can use a UBO to set the values in a typed array all inside JavaScript. This means that it's much faster. When all the values are set you can then send them to the GPU with only one call.
You can find more details on WebGL 2 specification
Multiple Render Target
On former WebGL1, one draw call meant 1 target texture. Now you can bind several target textures to a shader and specify inside the fragment shader the colors you want to put on each texture. Essentially it saves you a lot of CPU time and you can achieve advanced effects like Deferred Shading.
In Babylon.js, our first use of this technique is to render a geometry buffer of the scene.
Occlusion queries
Occlusion queries detect whether a Mesh is visible in the current scene or not, and based on that the Mesh get drawn or not. Occlusion queries is useful when you have an expensive object on the scene and you want to make sure that it will get drawn if it is visible to the camera and it is not behind any opaque object. BabylonJs provides an implementation for Occlusion queries using property occlusionType in AbstractMesh Class
Babylon.js Occlusion Queries Feature
3D textures
3D textures are mostly used for volumetric effects like color grading, fire, smoke, etc. WebGL 2 support for 3D textures is as good as that for 2D textures.
So far Babylon.js will use them for color grading texture: 3D Textures Example
2D array textures
2D array textures allow you to pass a texture atlas to a custom shader. This could be used whenever you have multiple, distinct, 2D textures that you want to blend or switch between inside your shader. For example tiles, terrain splatting or frames of an animation. Using array textures ensures that distinct layers are sampled as if they were separate textures, so there will be no bleeding between different sections of the atlas.
Usage is very similar to 3D textures: create a RawTexture2DArray
, use setTexture
on the shader material, and use a sampler of type sampler2DArray
. Sample using texture(yourSampler, vec3(u,v,layerIndex))
where layerIndex
is a 0-based index into the array.
More information is available on the Khronos wiki.
2D Array Textures ExamplePower of two textures
On WebGL1 context, all textures are resized to a power of two to produce the best quality. This resize may impact performance.
On WebGL2 context, no resize is required and any size texture will be rendered with the best quality.
You can find more details on WebGL 2 specification