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WebGPURenderer: Use getPreferredCanvasFormat #29221
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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We have tried that before but it was necessary to revert this change, see #28868 (comment), #28876. |
@Mugen87 is the issue that the quest browser returns the wrong
Let me know what what you think. |
Can you create a function |
I love this idea thks
…On Sat 24 Aug 2024 at 15:27, sunag ***@***.***> wrote:
Can you create a function WebGPUUtils.getPreferredCanvasFormat() e apply
the userAgent tests there?
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@sunag I tested this build on our side and it works great, hope you like it too :) |
@@ -109,6 +109,20 @@ class WebGPUUtils { | |||
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} | |||
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getPreferredCanvasFormat() { | |||
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if ( navigator.userAgent.includes( 'Quest' ) ) { |
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FYI @cabanier
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FYI @cabanier
Thanks! lgtm
Is this because Quest is returning the wrong preferred format?
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Yes.
Will we be able to remove this check soon?
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Yes.
Will we be able to remove this check soon?
I'll take a look
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Yes.
Will we be able to remove this check soon?
Quest browser after 34.5 will have a fix for this.
@sunag for Three.js to run on Android, BGRA8Unorm is not supported on many adapters. As WebGPU gets deployed on more browsers and more platforms, I suspect that this will be an issues on some browser/platforms combinations as well.