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WebGLBackend: Only invalidate framebuffers on supported devices. #30606

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merged 1 commit into from
Feb 24, 2025

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@Mugen87 Mugen87 commented Feb 24, 2025

Fixed #30589.

Description

The WebGL backend only calls gl.invalidateSubFramebuffer() or gl.invalidateFramebuffer() on supported devices with this OR. That are only Quest devices so far.

This rule is already in place for WebGLRenderer and now adapted here. Otherwise there are issue with MSAA on certain hardware.

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📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 336.65
78.39
336.65
78.39
+0 B
+0 B
WebGPU 522.34
145
522.53
145.06
+194 B
+62 B
WebGPU Nodes 521.8
144.89
522
144.96
+194 B
+62 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 465.7
112.26
465.7
112.26
+0 B
+0 B
WebGPU 592.81
160.62
593
160.69
+194 B
+68 B
WebGPU Nodes 547.93
150.06
548.13
150.12
+194 B
+66 B

@Mugen87 Mugen87 added this to the r174 milestone Feb 24, 2025
@Mugen87 Mugen87 merged commit 82cbd32 into mrdoob:dev Feb 24, 2025
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WebGLbackend: autoClear bug
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