📃 June 2019 release notes
New in Chrome
The following features are now available in Chrome:
-
EXT_float_blend WebGL extension:
The
EXT_float_blend
extension for WebGL 1.0 and 2.0 contexts adds 32-bit floating-point components to blending and draw buffers. -
Numeric separators:
To improve readability for numeric literals, underscores (
_
) can be used as separators. For example,1_050.95
is equivalent to1050.95
. -
Bulk memory operations (WebAssembly):
Bulk memory operations, such as
copy
andinit
, mirror the efficiency of nativememcpy
andmemmove
operations. - Non-trapping float-to-int conversion (WebAssembly): Saturating floating-point to integer conversion operators return the maximum or minimum integer value on overflow instead of trapping.
New in Chrome Android
The following features are now available in Chrome Android:
-
Desynchronized 2D canvas:
The optional
desynchronized
parameter of a canvas'sgetContext()
method permits the browser to draw a 2D canvas independently of the event loop. This can reduce drawing latency. -
EXT_float_blend WebGL extension:
The
EXT_float_blend
extension for WebGL 1.0 and 2.0 contexts adds 32-bit floating-point components to blending and draw buffers. -
Numeric separators:
To improve readability for numeric literals, underscores (
_
) can be used as separators. For example,1_050.95
is equivalent to1050.95
. -
Bulk memory operations (WebAssembly):
Bulk memory operations, such as
copy
andinit
, mirror the efficiency of nativememcpy
andmemmove
operations. - Non-trapping float-to-int conversion (WebAssembly): Saturating floating-point to integer conversion operators return the maximum or minimum integer value on overflow instead of trapping.
-
Desynchronized WebGL canvas:
The optional
desynchronized
parameter of a canvas'sgetContext()
method permits the browser to draw a WebGL canvas independently of the event loop. This can reduce drawing latency. -
Desynchronized WebGL2 canvas:
The optional
desynchronized
parameter of a canvas'sgetContext()
method permits the browser to draw a WebGL2 canvas independently of the event loop. This can reduce drawing latency.