Closed Bug 1190073 Opened 5 years ago Closed 11 months ago

WebGL - copyTexImage2D problem when drawing into textures


(Core :: Canvas: WebGL, defect)

39 Branch
Not set





(Reporter: ivan.kuckir, Unassigned)




(Whiteboard: [gfx-noted])

User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/44.0.2403.125 Safari/537.36

Steps to reproduce:

Go to

Actual results:

Result in Firefox is different than in Chrome (you can see it).

Expected results:

Result from Chrome was expected (and I think is the correct one). Firefox for Android also has correct results. The problem may be between FF and Angle.

Source code is commented, so you can understand what is happening. I suspect that draw / copy / draw / copy calls are executed on GPU in a wrong order.
QA Whiteboard: [bugday-20150727]
Component: Untriaged → Developer Tools: WebGL Shader Editor
Could you attach a screenshot of the rendering in Chrome, please.
Component: Developer Tools: WebGL Shader Editor → Canvas: WebGL
Flags: needinfo?(ivan.kuckir)
Product: Firefox → Core
Here are the screenshots:
Flags: needinfo?(ivan.kuckir)
On Win 7 with FF39, I have the same rendering as you for Chrome:

For FF42 (Nightly), it's different (same as you have for Firefox).
Whiteboard: [gfx-noted]
I have wrong renderings in both Firefox 39 and Firefox Nightly 42.0a1 on Windows 7. Only Firefox for Android has correct results.

Can somebody fix it? I am going to publish my app, which uses this WebGL feature, and I want it to work in Firefox too.
Just want to show you the consequences of this bug, which is still present even in Firefox 41. 

I used copyTexImage2D in my image editor and here is what I see in Firefox:

I get the same for Nightly and Canary.

If you still get different results, please attach a copy of the "Graphics" section from about:support.

Closed: 11 months ago
Resolution: --- → WORKSFORME
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