Closed
Bug 1209022
Opened 9 years ago
Closed 9 years ago
WebGL ANGLE depth buffers don't work very well anymore with antialiasing
Categories
(Core :: Graphics: CanvasWebGL, defect)
Tracking
()
RESOLVED
FIXED
mozilla44
Tracking | Status | |
---|---|---|
firefox43 | --- | unaffected |
firefox44 | + | fixed |
People
(Reporter: newsmails, Assigned: jgilbert)
References
Details
(Keywords: regression)
Attachments
(3 files)
User Agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64; rv:44.0) Gecko/20100101 Firefox/44.0 Build ID: 20150927030300 Steps to reproduce: Open this link with firefox nightly 44.0a1 (2015-09-27) : http://threejs.org/examples/#webgl_geometries I can not say since which version of firefox nightly it no more works. Actual results: Geometries are drawn in a webgl view. But we can see INSIDE the objects. Expected results: As the objects are closed and opaque we should not see inside. The same link works well with seamonkey 2.38
Comment 1•9 years ago
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[Tracking Requested - why for this release]: Regression window: https://hg.mozilla.org/integration/mozilla-inbound/pushloghtml?fromchange=b0d7f0fd067c181f0d7e51e59c9caadfa8664513&tochange=0cecdec0f6e1 Regressed by: 0cecdec0f6e1 Jeff Gilbert — Bug 1191042 - Use CreateOffscreen for WebGL instead of CreateHeadless. - r=jrmuizel
Blocks: 1191042
Status: UNCONFIRMED → NEW
status-firefox43:
--- → unaffected
status-firefox44:
--- → affected
tracking-firefox44:
--- → ?
Component: Untriaged → Canvas: WebGL
Ever confirmed: true
Flags: needinfo?(jgilbert)
Keywords: regression
Product: Firefox → Core
Comment 2•9 years ago
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Can you create a screenshot of what this looks like?
Flags: needinfo?(alertesmails)
Comment 3•9 years ago
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Comment 4•9 years ago
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Looks like we're not getting a proper depth buffer.
Comment 6•9 years ago
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This demo is also affected. https://developer.mozilla.org/samples/webgl/sample6/index.html
Updated•9 years ago
|
Summary: Firefox nightly - Threejs - Bad geometry rendering → WebGL ANGLE depth buffers don't work very well anymore
Comment 7•9 years ago
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It seems like the combination of antialiasing and depth buffers is what breaks
Summary: WebGL ANGLE depth buffers don't work very well anymore → WebGL ANGLE depth buffers don't work very well anymore with antialiasing
Comment 8•9 years ago
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And it seems like antialiasing is also now broken.
Assignee | ||
Updated•9 years ago
|
Assignee: nobody → jgilbert
Flags: needinfo?(jgilbert)
Assignee | ||
Comment 9•9 years ago
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Attachment #8666996 -
Flags: review?(jmuizelaar)
Updated•9 years ago
|
Attachment #8666996 -
Flags: review?(jmuizelaar) → review+
Assignee | ||
Updated•9 years ago
|
Status: NEW → ASSIGNED
Assignee | ||
Comment 11•9 years ago
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Note that this will cause us to regress the ill-gotten gains from bug 1191042. Ignore webgl-terrain Talos regressions up to 25%.
Comment 12•9 years ago
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(In reply to Jeff Gilbert [:jgilbert] from comment #11) > Note that this will cause us to regress the ill-gotten gains from bug > 1191042. Ignore webgl-terrain Talos regressions up to 25%. Interesting note, after the "regression" from this bug, it actually ends up slightly better than before bug 1191042 landed. E.g. http://graphs.mozilla.org/graph.html#tests=[[325,131,45],[325,132,45]]&sel=1443035058173.2576,1443467488291.4902,16.964285714285715,23.214285714285715&displayrange=7&datatype=geo
Comment 13•9 years ago
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https://hg.mozilla.org/mozilla-central/rev/b85067b9554f
Status: ASSIGNED → RESOLVED
Closed: 9 years ago
Resolution: --- → FIXED
Target Milestone: --- → mozilla44
Can we make a test that would have caught this in the future?
Comment 16•9 years ago
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I made an effort to create a test, but have so far failed. The newer conformance tests caught this on jgilbert's machine but not mine for some reason.
Assignee | ||
Comment 17•9 years ago
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(In reply to Jeff Muizelaar [:jrmuizel] from comment #16) > I made an effort to create a test, but have so far failed. The newer > conformance tests caught this on jgilbert's machine but not mine for some > reason. I can take this on.
Comment 18•9 years ago
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(In reply to Vladimir Vukicevic [:vlad] [:vladv] from comment #15) > Can we make a test that would have caught this in the future? But did get caught, at least from performance point of view: (In reply to Jeff Gilbert [:jgilbert] from bug 1191042 comment 45) > So this is causing a ton of unexpected talos improvements for webgl-terrain > on Windows: > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 5.1 (ix) - 6.53% > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 5.1 (e10s) - 6.46% > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 6.1 (ix) - 16.9% > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 6.1 (ix) (e10s) - 18.8% > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 6.2 x64 - 23.2% > (Improvement) Mozilla-Inbound-Non-PGO - WEBGL Terrain - WINNT 6.2 x64 (e10s) - 24.8% Either looking at the graphs or asking help from jmaher or myself to understand the unexpected improvements better, one would have seen that from the 4 subtests (all combinations of alpha and AA) e.g. on win8 64, both the subtests which include AA have improved by ~40%, which might be enough to raise suspicion that something is fishy with AA on Windows... https://treeherder.mozilla.org/perf.html#/comparesubtest?originalProject=mozilla-central&originalRevision=e44ee5f26791&newProject=mozilla-central&newRevision=6256ec9113c1&originalSignature=21e9a798ac67283152eca292da02ac66c4ad2753&newSignature=21e9a798ac67283152eca292da02ac66c4ad2753
Comment 19•9 years ago
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I assume this is backing out the unexpected improvements?
Assignee | ||
Comment 20•9 years ago
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(In reply to Joel Maher (:jmaher) from comment #19) > I assume this is backing out the unexpected improvements? Yes. In fixing the bug, the spurious improvements are gone again.
Tracked since this is a noticeable regression in 44.
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Description
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