PR #272 promoted all WebGL2 position/UV vertex stages (and fragment texcoord varyings) from lowp/mediump to highp - the class of breakage this fixes (fp16 world-coordinate collapse) is invisible on desktop, where precision qualifiers are ignored. The suite therefore cannot verify the fix where it matters.
Needed: a one-off smoke run of the WebGL2 browser suite (or a representative example set) on a real mobile GLES device/emulator with genuine fp16 lowp, to confirm world-space rendering, UV sampling, and the 16-slot sprite batch are correct. Also relevant for the review's 'poor browser capability fallback' concern.
PR #272 promoted all WebGL2 position/UV vertex stages (and fragment texcoord varyings) from lowp/mediump to highp - the class of breakage this fixes (fp16 world-coordinate collapse) is invisible on desktop, where precision qualifiers are ignored. The suite therefore cannot verify the fix where it matters.
Needed: a one-off smoke run of the WebGL2 browser suite (or a representative example set) on a real mobile GLES device/emulator with genuine fp16 lowp, to confirm world-space rendering, UV sampling, and the 16-slot sprite batch are correct. Also relevant for the review's 'poor browser capability fallback' concern.