Bug 1630170 Comment 0 Edit History

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1. I can see `BufferQueue has been abandoned` error log when every time exiting immersive mode, WebVR doesn’t see this error.

2. After a couple of times enter/exit the immersive mode, FxR will be have a  OOM-like crash.  One of the reason is like FrameBuffer doesn't be deleted after XRWebGLLayer is recycled. I noticed `mFrameBuffer ` [1] is always null. After applying my wip patch this problem seems to be resolved.

3. When running Jumpy balls in FxR, I can see WebGL context is lost, after recreating it again and again,
```
THREE.WebGLRenderer: Context Lost.
THREE.WebGLRenderer: Context Restored.
WebGL warning: bindFramebuffer: `fb` is from a different (or lost) WebGL context.
```
However, Firefox Desktop doesn’t have this error, just can’t enter to the immersive mode.

[1] https://searchfox.org/mozilla-central/rev/72e3388f74458d369af4f6cdbaeaacb719523b8c/dom/canvas/XRWebGLLayer.cpp#50
1. I can see `BufferQueue has been abandoned` error log when every time exiting immersive mode, WebVR doesn’t see this error. I will cause WebXR can't enter immersive mode after a couple of times.

2. After a couple of times enter/exit the immersive mode, FxR will be have a  OOM-like crash.  One of the reason is like FrameBuffer doesn't be deleted after XRWebGLLayer is recycled. I noticed `mFrameBuffer ` [1] is always null. After applying my wip patch this problem seems to be resolved.

3. When running Jumpy balls in FxR, I can see WebGL context is lost, after recreating it again and again,
```
THREE.WebGLRenderer: Context Lost.
THREE.WebGLRenderer: Context Restored.
WebGL warning: bindFramebuffer: `fb` is from a different (or lost) WebGL context.
```
However, Firefox Desktop doesn’t have this error, just can’t enter to the immersive mode.

[1] https://searchfox.org/mozilla-central/rev/72e3388f74458d369af4f6cdbaeaacb719523b8c/dom/canvas/XRWebGLLayer.cpp#50
1. I can see `BufferQueue has been abandoned` error log when every time exiting immersive mode, WebVR doesn’t see this error. I will cause WebXR can't enter immersive mode after a couple of times.

2. After a couple of times enter/exit the immersive mode, FxR will be have a  OOM-like crash.  One of the reason is like FrameBuffer doesn't be deleted after XRWebGLLayer is recycled. I noticed `mFrameBuffer ` [1] is always null. After applying my wip patch this problem seems to be better.

3. When running Jumpy balls in FxR, I can see WebGL context is lost, after recreating it again and again,
```
THREE.WebGLRenderer: Context Lost.
THREE.WebGLRenderer: Context Restored.
WebGL warning: bindFramebuffer: `fb` is from a different (or lost) WebGL context.
```
However, Firefox Desktop doesn’t have this error, just can’t enter to the immersive mode.

[1] https://searchfox.org/mozilla-central/rev/72e3388f74458d369af4f6cdbaeaacb719523b8c/dom/canvas/XRWebGLLayer.cpp#50
1. I can see `BufferQueue has been abandoned` error log when every time exiting immersive mode, WebVR doesn’t see this error. I will cause WebXR can't enter immersive mode after a couple of times.  https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist/index.html

2. After a couple of times enter/exit the immersive mode, FxR will be have a  OOM-like crash.  One of the reason is like FrameBuffer doesn't be deleted after XRWebGLLayer is recycled. I noticed `mFrameBuffer ` [1] is always null. After applying my wip patch this problem seems to be better.

3. When running Jumpy balls in FxR, I can see WebGL context is lost, after recreating it again and again,
```
THREE.WebGLRenderer: Context Lost.
THREE.WebGLRenderer: Context Restored.
WebGL warning: bindFramebuffer: `fb` is from a different (or lost) WebGL context.
```
However, Firefox Desktop doesn’t have this error, just can’t enter to the immersive mode.

[1] https://searchfox.org/mozilla-central/rev/72e3388f74458d369af4f6cdbaeaacb719523b8c/dom/canvas/XRWebGLLayer.cpp#50

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