Closed Bug 1316310 Opened 8 years ago Closed 8 years ago

Categories

(Core :: Graphics: CanvasWebGL, defect, P3)

defect

Tracking

()

RESOLVED FIXED
Tracking Status
firefox49 --- unaffected
firefox50 --- unaffected
firefox51 --- fixed
firefox52 --- fixed
firefox53 --- fixed

People

(Reporter: mboldan, Assigned: jgilbert)

References

()

Details

(Whiteboard: [gfx-noted])

[Affected versions]: - Firefox 51.0a2(2016-11-08), Firefox 52.0a1(2016-11-08) [Affected platforms]: - Windows 10x64, Mac OS X 10.11.6, Ubuntu 16.04x64 [Steps to reproduce]: 1. Launch Firefox. 2. Open http://webglsamples.org/WebGL2Samples/. 3. Select the sample draw_primitive_restart, or the sample transform_feedback_separated_2. [Expected result]: - Both samples are correctly displayed. [Actual result]: - A black screen is displayed. [Regression range]: - This is not a regression. [Additional notes]: - Here are the errors thrown in the Browser console - http://pastebin.com/eE7z7NUL - Note that the samples are correctly displayed on Chrome Canary.
QA Whiteboard: [qe-webgl2]
Priority: -- → P3
Whiteboard: [gfx-noted]
Status: NEW → RESOLVED
Closed: 8 years ago
Resolution: --- → DUPLICATE
Comment 0 mentions 2 samples that weren't working. Only one of them was fixed in bug 1320500. http://webglsamples.org/WebGL2Samples/#draw_primitive_restart is still affected, reopening.
Status: RESOLVED → REOPENED
Resolution: DUPLICATE → ---
Summary: WebGL 2.0 samples are not working → WebGL 2.0 sample http://webglsamples.org/WebGL2Samples/#draw_primitive_restart is not working
With my local changes, there are now two differing tests: * fbo_blit (which actually seems to work fine in Nightly!) * texture_vertex (Chrome Canary has flickering, Nightly has a moire artifact instead) draw_primitive_restart is I think fixed by bug 1324972.
Status: REOPENED → NEW
QA Contact: mihai.boldan → jgilbert
Assignee: nobody → jgilbert
QA Contact: jgilbert
fbo_blit looks different on Chrome+Win, but the same on all of [Firefox Win/OSX, Chrome OSX]. Calling that a likely Chrome+Win bug.
After much debugging, the difference in behavior on "texture_vertex" between Firefox+ANGLE and everything else (even Firefox+Win+GL) turns out to be our choice for depth format for {depth:true, stencil:false} contexts. Adding stencil:true to the context creation attribs causes the behavior of Firefox+ANGLE to match everything else. Of course, there's still some flickering, and that's because it looks like the depth buffer isn't cleared properly. I believe the reason it seems to render at all is that we clear depth every time we Present the webgl buffer. Link to PR: https://github.com/WebGLSamples/WebGL2Samples/pull/137 Tomorrow's Nightly should have all the patches to fix this. (at least "draw_primitive_restart" is still broken)
Status: NEW → ASSIGNED
Flags: needinfo?(jgilbert)
Depends on: 1324972
Flags: needinfo?(jgilbert)
Status: ASSIGNED → RESOLVED
Closed: 8 years ago8 years ago
Resolution: --- → FIXED
You need to log in before you can comment on or make changes to this bug.