WebGLåæãªããžã§ã¯ãã培åºè§£èª¬ãå¹ççãªGPU-CPUåæãããã©ãŒãã³ã¹æé©åãææ°Webã¢ããªã§ã®ãã¹ããã©ã¯ãã£ã¹ãæ¢ããŸãã
WebGLåæãªããžã§ã¯ãïŒãã€ããã©ãŒãã³ã¹ã¢ããªã±ãŒã·ã§ã³ã®ããã®GPU-CPUåæã®ãã¹ã¿ãŒ
WebGLã®äžçã§ã¯ãã¹ã ãŒãºã§å¿çæ§ã®é«ãã¢ããªã±ãŒã·ã§ã³ãå®çŸããã«ã¯ãã°ã©ãã£ãã¯ã¹ããã»ãã·ã³ã°ãŠãããïŒGPUïŒãšäžå€®åŠçè£ çœ®ïŒCPUïŒéã®å¹ççãªéä¿¡ãšåæãéµãšãªããŸããGPUãšCPUãéåæã§åäœããå ŽåïŒãããäžè¬çã§ãïŒãããã«ããã¯ãåé¿ããããŒã¿ã®äžè²«æ§ã確ä¿ããããã©ãŒãã³ã¹ãæå€§åããããã«ããããã®çžäºäœçšã管çããããšãäžå¯æ¬ ã§ããããã§WebGLåæãªããžã§ã¯ããç»å ŽããŸãããã®å æ¬çãªã¬ã€ãã§ã¯ãåæãªããžã§ã¯ãã®æŠå¿µããã®æ©èœãå®è£ ã®è©³çްããããŠWebGLãããžã§ã¯ãã§å¹æçã«æŽ»çšããããã®ãã¹ããã©ã¯ãã£ã¹ãæ¢ããŸãã
GPU-CPUåæã®å¿ èŠæ§ã®çè§£
çŸä»£ã®Webã¢ããªã±ãŒã·ã§ã³ã¯ãè€éãªã°ã©ãã£ãã¯ã¹ã¬ã³ããªã³ã°ãç©çã·ãã¥ã¬ãŒã·ã§ã³ãããŒã¿åŠçãèŠæ±ããããšãå€ãããããã®ã¿ã¹ã¯ã¯äžŠååŠçã®ããã«é »ç¹ã«GPUã«ãªãããŒããããŸããäžæ¹ãCPUã¯ãŠãŒã¶ãŒã€ã³ã¿ã©ã¯ã·ã§ã³ãã¢ããªã±ãŒã·ã§ã³ããžãã¯ããã®ä»ã®ã¿ã¹ã¯ãåŠçããŸãããã®åæ¥ã¯åŒ·åã§ããäžæ¹ãåæã®å¿ èŠæ§ãçã¿åºããŸããé©åãªåæããªããšã次ã®ãããªåé¡ãçºçããŸãïŒ
- ããŒã¿ç«¶åïŒ CPUããGPUããŸã 倿Žäžã®ããŒã¿ã«ã¢ã¯ã»ã¹ããççŸãããŸãã¯äžæ£ç¢ºãªçµæã«ã€ãªããå¯èœæ§ããããŸãã
- ã¹ããŒã«ïŒ CPUãåŠçãé²ããåã«GPUãã¿ã¹ã¯ãå®äºããã®ãåŸ ã€å¿ èŠããããé å»¶ãåŒãèµ·ãããå šäœã®ããã©ãŒãã³ã¹ãäœäžãããå¯èœæ§ããããŸãã
- ãªãœãŒã¹ã®ç«¶åïŒ CPUãšGPUã®äž¡æ¹ãåæã«åããªãœãŒã¹ã«ã¢ã¯ã»ã¹ããããšããäºæž¬äžèœãªåäœãåŒãèµ·ããå¯èœæ§ããããŸãã
ãããã£ãŠãå ç¢ãªåæã¡ã«ããºã ã確ç«ããããšã¯ãã¢ããªã±ãŒã·ã§ã³ã®å®å®æ§ãç¶æããæé©ãªããã©ãŒãã³ã¹ãéæããããã«äžå¯æ¬ ã§ãã
WebGLåæãªããžã§ã¯ãã®ç޹ä»
WebGLåæãªããžã§ã¯ãã¯ãCPUãšGPUéã®æäœãæç€ºçã«åæãããã¡ã«ããºã ãæäŸããŸããåæãªããžã§ã¯ãã¯ãã§ã³ã¹ãšããŠæ©èœããäžé£ã®GPUã³ãã³ãã®å®äºãéç¥ããŸããCPUã¯ãã®ãã§ã³ã¹ãåŸ ã€ããšã§ããããã®ã³ãã³ããå®è¡å®äºããããšã確èªããŠããåŠçãé²ããããšãã§ããŸãã
ããããã¶ã®æ³šæã«äŸããŠã¿ãŸããããGPUã¯ãã¶è·äººïŒéåæã§äœæ¥ïŒãCPUã¯é£ã¹ãã®ãåŸ ã£ãŠããããªãã§ããåæãªããžã§ã¯ãã¯ããã¶ãã§ãããšãã«åãåãéç¥ã®ãããªãã®ã§ããããªãïŒCPUïŒã¯ããã®éç¥ãåãåããŸã§äžåãåãããšã¯ããŸããã
åæãªããžã§ã¯ãã®äž»ãªç¹åŸŽïŒ
- ãã§ã³ã¹åæïŒ åæãªããžã§ã¯ãã䜿çšãããšãGPUã³ãã³ãã¹ããªãŒã ã«ããã§ã³ã¹ããæ¿å ¥ã§ããŸãããã®ãã§ã³ã¹ã¯ãå è¡ãããã¹ãŠã®ã³ãã³ããå®è¡ãããç¹å®ã®æç¹ãéç¥ããŸãã
- CPUåŸ æ©ïŒ CPUã¯åæãªããžã§ã¯ããåŸ ã€ããšãã§ããGPUã«ãã£ãŠãã§ã³ã¹ãã·ã°ãã«ããããŸã§å®è¡ããããã¯ããŸãã
- éåææäœïŒ åæãªããžã§ã¯ãã¯éåæéä¿¡ãå¯èœã«ããããŒã¿ã®äžè²«æ§ã確ä¿ããªããGPUãšCPUã䞊è¡ããŠåäœã§ããããã«ããŸãã
WebGLã§ã®åæãªããžã§ã¯ãã®äœæãšäœ¿çš
以äžã«ãWebGLã¢ããªã±ãŒã·ã§ã³ã§åæãªããžã§ã¯ããäœæããå©çšããããã®ã¹ããããã€ã¹ãããã¬ã€ãã瀺ããŸãïŒ
ã¹ããã1ïŒåæãªããžã§ã¯ãã®äœæ
æåã®ã¹ãããã¯ã`gl.createSync()`颿°ã䜿çšããŠåæãªããžã§ã¯ããäœæããããšã§ãïŒ
const sync = gl.createSync();
ããã«ãããäžéæãªåæãªããžã§ã¯ããäœæãããŸãããã®æç¹ã§ã¯ããŸã åæç¶æ ã¯é¢é£ä»ããããŠããŸããã
ã¹ããã2ïŒãã§ã³ã¹ã³ãã³ãã®æ¿å ¥
次ã«ãGPUã³ãã³ãã¹ããªãŒã ã«ãã§ã³ã¹ã³ãã³ããæ¿å ¥ããå¿ èŠããããŸããããã¯`gl.fenceSync()`颿°ã䜿çšããŠå®çŸãããŸãïŒ
gl.fenceSync(sync, 0);
`gl.fenceSync()`颿°ã¯2ã€ã®åŒæ°ãåããŸãïŒ
- `sync`ïŒãã§ã³ã¹ã«é¢é£ä»ããåæãªããžã§ã¯ãã
- `flags`ïŒå°æ¥ã®äœ¿çšã®ããã«äºçŽãããŠããŸãã0ã«èšå®ããå¿ èŠããããŸãã
ãã®ã³ãã³ãã¯ãã³ãã³ãã¹ããªãŒã å ã®å è¡ãããã¹ãŠã®ã³ãã³ããå®äºããããåæãªããžã§ã¯ããã·ã°ãã«ç¶æ ã«èšå®ããããã«GPUã«æç€ºããŸãã
ã¹ããã3ïŒåæãªããžã§ã¯ãã®åŸ æ©ïŒCPUåŽïŒ
CPUã¯`gl.clientWaitSync()`颿°ã䜿çšããŠãåæãªããžã§ã¯ããã·ã°ãã«ç¶æ ã«ãªãã®ãåŸ ã€ããšãã§ããŸãïŒ
const timeout = 5000; // Timeout in milliseconds
const flags = 0;
const status = gl.clientWaitSync(sync, flags, timeout);
if (status === gl.TIMEOUT_EXPIRED) {
console.warn("Sync Object wait timed out!");
} else if (status === gl.CONDITION_SATISFIED) {
console.log("Sync Object signaled!");
// GPU commands have completed, proceed with CPU operations
} else if (status === gl.WAIT_FAILED) {
console.error("Sync Object wait failed!");
}
`gl.clientWaitSync()`颿°ã¯3ã€ã®åŒæ°ãåããŸãïŒ
- `sync`ïŒåŸ æ©ããåæãªããžã§ã¯ãã
- `flags`ïŒå°æ¥ã®äœ¿çšã®ããã«äºçŽãããŠããŸãã0ã«èšå®ããå¿ èŠããããŸãã
- `timeout`ïŒåŸ æ©ããæå€§æéïŒããç§åäœïŒãå€0ã¯ç¡æéã«åŸ æ©ããŸãããã®äŸã§ã¯ãã³ãŒãå ã§ããªç§ãããç§ã«å€æããŠããŸãïŒãã®ã¹ããããã§ã¯æç€ºçã«ç€ºãããŠããŸããããæå³ãããŠããŸãïŒã
ãã®é¢æ°ã¯ãã¿ã€ã ã¢ãŠãæéå ã«åæãªããžã§ã¯ããã·ã°ãã«ããããã©ããã瀺ãã¹ããŒã¿ã¹ã³ãŒããè¿ããŸãã
éèŠãªæ³šæïŒ `gl.clientWaitSync()`ã¯ã¡ã€ã³ã¹ã¬ããããããã¯ããŸãããã¹ããããããã³ã°ãé¿ããããªãã·ããªãªã«ã¯é©ããŠããŸããããŠãŒã¶ãŒã€ã³ã¿ãŒãã§ãŒã¹ã®ããªãŒãºãé¿ããããã«ãéåææè¡ïŒåŸè¿°ïŒã䜿çšããããšãäžè¬çã«æšå¥šãããŸãã
ã¹ããã4ïŒåæãªããžã§ã¯ãã®åé€
åæãªããžã§ã¯ããäžèŠã«ãªã£ããã`gl.deleteSync()`颿°ã䜿çšããŠåé€ããå¿ èŠããããŸãïŒ
gl.deleteSync(sync);
ããã«ãããåæãªããžã§ã¯ãã«é¢é£ä»ããããŠãããªãœãŒã¹ãè§£æŸãããŸãã
åæãªããžã§ã¯ã䜿çšã®å®çšäŸ
以äžã¯ãåæãªããžã§ã¯ããæçãšãªãäžè¬çãªã·ããªãªã§ãïŒ
1. ãã¯ã¹ãã£ã¢ããããŒãã®åæ
GPUã«ãã¯ã¹ãã£ãã¢ããããŒãããéããã®ãã¯ã¹ãã£ã䜿çšããŠã¬ã³ããªã³ã°ããåã«ã¢ããããŒããå®äºããŠããããšã確èªãããå ŽåããããŸããããã¯ç¹ã«éåæãã¯ã¹ãã£ã¢ããããŒãã䜿çšããå Žåã«éèŠã§ããäŸãã°ã`image-decode`ã®ãããªç»åèªã¿èŸŒã¿ã©ã€ãã©ãªã䜿çšããŠã¯ãŒã«ãŒã¹ã¬ããã§ç»åããã³ãŒãããã¡ã€ã³ã¹ã¬ããããã®ããŒã¿ãWebGLãã¯ã¹ãã£ã«ã¢ããããŒããããããªå Žåã§ããåæãªããžã§ã¯ãã䜿çšããŠããã¯ã¹ãã£ã¢ããããŒããå®äºããŠããã¬ã³ããªã³ã°ããããšãä¿èšŒã§ããŸãã
// CPU: Decode image data (potentially in a worker thread)
const imageData = decodeImage(imageURL);
// GPU: Upload texture data
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, imageData.width, imageData.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData.data);
// Create and insert a fence
const sync = gl.createSync();
gl.fenceSync(sync, 0);
// CPU: Wait for texture upload to complete (using asynchronous approach discussed later)
waitForSync(sync).then(() => {
// Texture upload is complete, proceed with rendering
renderScene();
gl.deleteSync(sync);
});
2. ãã¬ãŒã ãããã¡èªã¿æ»ãã®åæ
ãã¬ãŒã ãããã¡ããããŒã¿ãèªã¿æ»ãå¿ èŠãããå ŽåïŒäŸïŒåŸåŠçãåæã®ããïŒãããŒã¿ãèªã¿åãåã«ãã¬ãŒã ãããã¡ãžã®ã¬ã³ããªã³ã°ãå®äºããŠããããšã確èªããå¿ èŠããããŸãããã£ãã¡ãŒãã¬ã³ããªã³ã°ãã€ãã©ã€ã³ãå®è£ ããŠããã·ããªãªãèããŠã¿ãŸããããæ³ç·ã深床ãè²ãªã©ã®æ å ±ãä¿åããããã«è€æ°ã®ãã¬ãŒã ãããã¡ã«ã¬ã³ããªã³ã°ããŸãããããã®ãããã¡ãæçµçãªç»åã«åæããåã«ãåãã¬ãŒã ãããã¡ãžã®ã¬ã³ããªã³ã°ãå®äºããŠããããšã確èªããå¿ èŠããããŸãã
// GPU: Render to framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
renderSceneToFramebuffer();
// Create and insert a fence
const sync = gl.createSync();
gl.fenceSync(sync, 0);
// CPU: Wait for rendering to complete
waitForSync(sync).then(() => {
// Read data from framebuffer
const pixels = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
processFramebufferData(pixels);
gl.deleteSync(sync);
});
3. ãã«ãã³ã³ããã¹ãåæ
è€æ°ã®WebGLã³ã³ããã¹ãïŒäŸïŒãªãã¹ã¯ãªãŒã³ã¬ã³ããªã³ã°ïŒãé¢ããã·ããªãªã§ã¯ãåæãªããžã§ã¯ãã䜿çšããŠãããã®éã®æäœãåæãããããšãã§ããŸããããã¯ãã¡ã€ã³ã®ã¬ã³ããªã³ã°ã³ã³ããã¹ãã§äœ¿çšããåã«ãããã¯ã°ã©ãŠã³ãã³ã³ããã¹ãã§ãã¯ã¹ãã£ããžãªã¡ããªãäºåèšç®ãããããªã¿ã¹ã¯ã«åœ¹ç«ã¡ãŸããè€éãªããã·ãŒãžã£ã«ãã¯ã¹ãã£ã®çæå°çšã®ç¬èªã®WebGLã³ã³ããã¹ããæã€ã¯ãŒã«ãŒã¹ã¬ããããããšæ³åããŠãã ãããã¡ã€ã³ã®ã¬ã³ããªã³ã°ã³ã³ããã¹ãã¯ãããã®ãã¯ã¹ãã£ãå¿ èŠãšããŸãããã¯ãŒã«ãŒã³ã³ããã¹ããçæãçµããã®ãåŸ ããªããã°ãªããŸããã
éåæåæïŒã¡ã€ã³ã¹ã¬ããã®ããããã³ã°åé¿
åè¿°ã®éãã`gl.clientWaitSync()`ãçŽæ¥äœ¿çšãããšã¡ã€ã³ã¹ã¬ããããããã¯ããããŠãŒã¶ãŒãšã¯ã¹ããªãšã³ã¹ãäœäžããå¯èœæ§ããããŸããããè¯ãã¢ãããŒãã¯ãPromiseãªã©ã®éåææè¡ã䜿çšããŠåæãåŠçããããšã§ãã
以äžã«ãPromiseã䜿çšããŠéåæã®`waitForSync()`颿°ãå®è£ ããäŸã瀺ããŸãïŒ
function waitForSync(sync) {
return new Promise((resolve, reject) => {
function checkStatus() {
const statusValues = [
gl.SIGNALED,
gl.ALREADY_SIGNALED,
gl.TIMEOUT_EXPIRED,
gl.CONDITION_SATISFIED,
gl.WAIT_FAILED
];
const status = gl.getSyncParameter(sync, gl.SYNC_STATUS, null, 0, new Int32Array(1), 0);
if (statusValues[0] === status[0] || statusValues[1] === status[0]) {
resolve(); // Sync Object is signaled
} else if (statusValues[2] === status[0]) {
reject("Sync Object wait timed out"); // Sync Object timed out
} else if (statusValues[4] === status[0]) {
reject("Sync object wait failed");
} else {
// Not signaled yet, check again later
requestAnimationFrame(checkStatus);
}
}
checkStatus();
});
}
ãã®`waitForSync()`颿°ã¯ãåæãªããžã§ã¯ããã·ã°ãã«ããããšè§£æ±ºãããããã¿ã€ã ã¢ãŠããçºçãããšæåŠãããPromiseãè¿ããŸãã`requestAnimationFrame()`ã䜿çšããŠãã¡ã€ã³ã¹ã¬ããããããã¯ããããšãªãåæãªããžã§ã¯ãã®ã¹ããŒã¿ã¹ã宿çã«ãã§ãã¯ããŸãã
解説ïŒ
- `gl.getSyncParameter(sync, gl.SYNC_STATUS)`ïŒ ããããã³ããããã³ã°ãã§ãã¯ã®éµã§ããCPUããããã¯ããããšãªããåæãªããžã§ã¯ãã®çŸåšã®ã¹ããŒã¿ã¹ãååŸããŸãã
- `requestAnimationFrame(checkStatus)`ïŒ ããã«ãããæ¬¡ã®ãã©ãŠã¶ã®åæç»åã«`checkStatus`颿°ãåŒã³åºãããããã«ã¹ã±ãžã¥ãŒã«ããããã©ãŠã¶ãä»ã®ã¿ã¹ã¯ãåŠçããå¿çæ§ãç¶æã§ããããã«ãªããŸãã
WebGLåæãªããžã§ã¯ãã䜿çšããããã®ãã¹ããã©ã¯ãã£ã¹
WebGLåæãªããžã§ã¯ãã广çã«æŽ»çšããããã«ã¯ã以äžã®ãã¹ããã©ã¯ãã£ã¹ãèæ ®ããŠãã ããïŒ
- CPUåŸ æ©ã®æå°åïŒ ã¡ã€ã³ã¹ã¬ããã®ããããã³ã°ãå¯èœãªéãé¿ããŠãã ãããåæãåŠçããããã«ãPromiseãã³ãŒã«ããã¯ãªã©ã®éåææè¡ã䜿çšããŸãã
- éå°ãªåæã®åé¿ïŒ éå°ãªåæã¯äžèŠãªãªãŒããŒããããåŒãèµ·ããå¯èœæ§ããããŸããããŒã¿ã®äžè²«æ§ãç¶æããããã«å³å¯ã«å¿ èŠãªå Žåã«ã®ã¿åæããŠãã ãããã¢ããªã±ãŒã·ã§ã³ã®ããŒã¿ãããŒãæ³šææ·±ãåæããéèŠãªåæãã€ã³ããç¹å®ããŸãã
- é©åãªãšã©ãŒãã³ããªã³ã°ïŒ ã¢ããªã±ãŒã·ã§ã³ã®ã¯ã©ãã·ã¥ãäºæãã¬åäœãé²ãããã«ãã¿ã€ã ã¢ãŠãããšã©ãŒæ¡ä»¶ãé©åã«åŠçããŸãã
- Web Workerãšã®äœµçšïŒ éãCPUèšç®ãWeb Workerã«ãªãããŒãããŸãããããŠãWebGLåæãªããžã§ã¯ãã䜿çšããŠã¡ã€ã³ã¹ã¬ãããšã®ããŒã¿è»¢éãåæããç°ãªãã³ã³ããã¹ãéã®ã¹ã ãŒãºãªããŒã¿ãããŒã確ä¿ããŸãããã®æè¡ã¯ãè€éãªã¬ã³ããªã³ã°ã¿ã¹ã¯ãç©çã·ãã¥ã¬ãŒã·ã§ã³ã«ç¹ã«æå¹ã§ãã
- ãããã¡ã€ã«ãšæé©åïŒ WebGLãããã¡ã€ãªã³ã°ããŒã«ã䜿çšããŠåæã®ããã«ããã¯ãç¹å®ããã³ãŒããé©å®æé©åããŸããChrome DevToolsã®ããã©ãŒãã³ã¹ã¿ãã¯ããã®ããã®åŒ·åãªããŒã«ã§ããåæãªããžã§ã¯ãã®åŸ æ©ã«è²»ããããæéãæž¬å®ããåæãåæžãŸãã¯æé©åã§ããé åãç¹å®ããŸãã
- 代æ¿åæã¡ã«ããºã ã®æ€èšïŒ åæãªããžã§ã¯ãã¯åŒ·åã§ãããç¹å®ã®ç¶æ³ã§ã¯ä»ã®ã¡ã«ããºã ãããé©åãªå ŽåããããŸããäŸãã°ãããåçŽãªåæããŒãºã«ã¯`gl.flush()`ã`gl.finish()`ã§ååãªå ŽåããããŸãããããã©ãŒãã³ã¹ã³ã¹ããããããŸãã
WebGLåæãªããžã§ã¯ãã®å¶é
匷åã§ã¯ãããŸãããWebGLåæãªããžã§ã¯ãã«ã¯ããã€ãã®å¶éããããŸãïŒ
- ããããã³ã°ãã`gl.clientWaitSync()`ïŒ `gl.clientWaitSync()`ã®çŽæ¥äœ¿çšã¯ã¡ã€ã³ã¹ã¬ããããããã¯ããUIã®å¿çæ§ãæãªããŸããéåæã®ä»£æ¿ææ®µãäžå¯æ¬ ã§ãã
- ãªãŒããŒãããïŒ åæãªããžã§ã¯ãã®äœæãšç®¡çã«ã¯ãªãŒããŒãããã䌎ããããæ éã«äœ¿çšããå¿ èŠããããŸããåæã®å©ç¹ãšããã©ãŒãã³ã¹ã³ã¹ããæ¯èŒæ€èšããŠãã ããã
- è€éãïŒ é©åãªåæãå®è£ ãããšãã³ãŒããè€éã«ãªãå¯èœæ§ããããŸãã培åºçãªãã¹ããšãããã°ãäžå¯æ¬ ã§ãã
- å©çšå¯èœæ§ã®å¶éïŒ åæãªããžã§ã¯ãã¯äž»ã«WebGL 2ã§ãµããŒããããŠããŸããWebGL 1ã§ã¯ã`EXT_disjoint_timer_query`ã®ãããªæ¡åŒµæ©èœãGPUæéãæž¬å®ãã鿥çã«å®äºãæšæž¬ããä»£æ¿æ¹æ³ãæäŸããããšããããŸããããããã¯çŽæ¥çãªä»£æ¿åã§ã¯ãããŸããã
çµè«
WebGLåæãªããžã§ã¯ãã¯ããã€ããã©ãŒãã³ã¹ãªWebã¢ããªã±ãŒã·ã§ã³ã«ãããŠGPU-CPUåæã管çããããã®äžå¯æ¬ ãªããŒã«ã§ãããã®æ©èœãå®è£ ã®è©³çްããã¹ããã©ã¯ãã£ã¹ãçè§£ããããšã§ãããŒã¿ç«¶åãé²ããã¹ããŒã«ãæžãããWebGLãããžã§ã¯ãã®å šäœçãªããã©ãŒãã³ã¹ã广çã«æé©åã§ããŸããéåææè¡ãåãå ¥ããã¢ããªã±ãŒã·ã§ã³ã®ããŒãºãæ éã«åæããããšã§ãåæãªããžã§ã¯ãã广çã«æŽ»çšããäžçäžã®ãŠãŒã¶ãŒã®ããã«ã¹ã ãŒãºã§å¿çæ§ãé«ããèŠèŠçã«é åçãªWebãšã¯ã¹ããªãšã³ã¹ãåµé ããããšãã§ããŸãã
ãããªãæ¢æ±
WebGLåæãªããžã§ã¯ãã«ã€ããŠã®çè§£ãæ·±ããããã«ã以äžã®ãªãœãŒã¹ãæ¢æ±ããããšããå§ãããŸãïŒ
- WebGL仿§æžïŒ å ¬åŒã®WebGL仿§æžã¯ãåæãªããžã§ã¯ããšãã®APIã«é¢ããè©³çŽ°ãªæ å ±ãæäŸããŸãã
- OpenGLããã¥ã¡ã³ããŒã·ã§ã³ïŒ WebGLåæãªããžã§ã¯ãã¯OpenGLåæãªããžã§ã¯ãã«åºã¥ããŠãããããOpenGLã®ããã¥ã¡ã³ãã¯è²ŽéãªæŽå¯ãæäŸããŸãã
- WebGLã®ãã¥ãŒããªã¢ã«ãšäŸïŒ æ§ã ãªã·ããªãªã§ã®åæãªããžã§ã¯ãã®å®çšçãªäœ¿çšæ³ã瀺ããªã³ã©ã€ã³ã®ãã¥ãŒããªã¢ã«ãäŸãæ¢ããŠãã ããã
- ãã©ãŠã¶éçºè ããŒã«ïŒ ãã©ãŠã¶éçºè ããŒã«ã䜿çšããŠWebGLã¢ããªã±ãŒã·ã§ã³ããããã¡ã€ãªã³ã°ããåæã®ããã«ããã¯ãç¹å®ããŸãã
WebGLåæãªããžã§ã¯ãã®åŠç¿ãšå®éšã«æéãè²»ããããšã§ãWebGLã¢ããªã±ãŒã·ã§ã³ã®ããã©ãŒãã³ã¹ãšå®å®æ§ãå€§å¹ ã«åäžãããããšãã§ããŸãã