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by shaver
5483 days ago
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The shader models in XNA D3D and WebGL are pretty similar. One travels as pre-compiled bytecode and the other as text, and there are some differences in how loop constructs work, but they're both basically shader model 2. But the argument I read from MSRC wasn't about the capabilities of the system when working as intended, it was about weaknesses in OEM/IHV drivers causing unintended behaviour that is qualitatively harder to fix than bugs in the drivers for hardware H.264 decoding. I haven't yet found a way that HLSL/XNA is more robust than GLSL/WebGL, and I've been in threads about those shader models for quite a while now. Of note, perhaps, is that on Windows we compile GLSL into HLSL and then effect bytecode (with Microsoft's compiler) and feed it through Direct3D. It's a very very similar pipeline. The claim is that driver blacklisting hasn't been used to address recent vulnerabilities, but...the recent vulnerabilities have had nothing whatsoever to do with problems in a driver. |
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