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GPGPU examples do not work on iPadOS Safari

See original GitHub issue
Description of the problem

These Three.js examples do not run on Safari iPadOS 13.5.1. This could possibly be the case on other iOS environments like iPhones, but I don’t have one to test it out on. It looks like the GPGPU examples don’t run the compute shader and the only warning are these:

THREE.WebGLRenderer: EXT_frag_depth extension not supported.
THREE.WebGLRenderer: WEBGL_draw_buffers extension not supported.

The examples run fine on desktop Safari. At one point, this was due to OES_texture_float as described in this issue. But, it looks like GPUComputeRenderer.js handles this check and doesn’t trigger an error message.

Three.js version
  • Dev
  • r118
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
  • Mobile Safari
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, …)

This was found on iPad Pro Gen 2 (~2018 model). Running iPad OS 13.5.1

Issue Analytics

  • State:closed
  • Created 3 years ago
  • Comments:35 (31 by maintainers)

github_iconTop GitHub Comments

3reactions
spitecommented, Jul 23, 2020

this would be mostly @greggman code. Gregg, do you have any plan regarding detection, or do you mind if we package most o those functions in a single lib?

3reactions
jonobr1commented, Jul 16, 2020

Further reference, this WebGL Fluid Simulation (not based on Three.js) works: https://paveldogreat.github.io/WebGL-Fluid-Simulation/

I’m going to dig into what might be different on how he’s doing GPGPU style computation to work on iPads.

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