Viewing https://github.com/buildbot/buildbot/graphs/impact with Firefox 4.0b8, I see a black graph on a black background - see attached screenshot. I expect to see a white background with colored shapes near the top. The dates and numbers (commit counts) are displayed correctly.
Confirmed on windows too, D2D D3D10(9) ON ON White background, no graph, label only ON OFF White background, no graph, label only OFF ON Black background, no graph, white label only OFF OFF Works *Regression window(Windows7, enabled D2D and D3D10(9)): Works: http://hg.mozilla.org/mozilla-central/rev/f001894b50ea Mozilla/5.0 (Windows NT 6.1; WOW64; rv:2.0b5pre) Gecko/20100817 Minefield/4.0b5pre ID:20100817192012 Fails(White background, no graph, label only): http://hg.mozilla.org/mozilla-central/rev/984f55359541 Mozilla/5.0 (Windows NT 6.1; WOW64; rv:2.0b5pre) Gecko/20100817 Minefield/4.0b5pre ID:20100817214337 Pushlog: http://hg.mozilla.org/mozilla-central/pushloghtml?fromchange=f001894b50ea&tochange=984f55359541 Regressed by: Bug 549116 - (d2d) Enable Direct2D by default Graphics: Adapter Description : ATI Radeon HD 4300/4500 Series Vendor ID : 1002 Device ID : 954f Adapter RAM : 512 Adapter Drivers : aticfx64 aticfx64 aticfx32 aticfx32 atiumd64 atidxx64 atiumdag atidxx32 atiumdva atiumd6a atitmm64 Driver Version : 8.791.0.0 Driver Date : Direct2D Enabled : true DirectWrite Enabled : true WebGL Renderer : ATI Technologies Inc. -- ATI Radeon HD 4300/4500 Series -- 3.3.10317 Compatibility Profile Context GPU Accelerated Windows : 1/1 Direct3D 10 *Regression window(Window XP, enabled D3D9) Works: http://hg.mozilla.org/mozilla-central/rev/b57dda2ee56d Mozilla/5.0 (Windows NT 5.1; rv:2.0b6pre) Gecko/20100904 Firefox/4.0b6pre ID:20100904212104 Fails(Black background, no graph, white label only): http://hg.mozilla.org/mozilla-central/rev/fd13b6ce36bd Mozilla/5.0 (Windows NT 5.1; rv:2.0b6pre) Gecko/20100904 Firefox/4.0b6pre ID:20100904234810 Pushlog: http://hg.mozilla.org/mozilla-central/pushloghtml?fromchange=b57dda2ee56d&tochange=fd13b6ce36bd Regressed by: Bug 581212 - (d3d9-layers) [tracking bug] Turn on Direct3D 9 accelerated layers for at least some subset of hardware Graphics Adapter Description : VMware SVGA II Vendor ID : 15ad Device ID : 0405 : Adapter RAM : Unknown Adapter Drivers : vmx_fb Driver Version : 220.127.116.11 Driver Date : 4-21-2010 Direct2D Enabled : fals DirectWrite Enabled : false WebGL Renderer : VMware, Inc. -- Gallium 0.3 on SVGA3D; build: RELEASE; -- 2.1 Mesa 7.7.1-DEVEL GPU Accelerated Windows : 1/1 Direct3D 9
D2D can't possibly be causing the problem on Mac. Dustin, I assume you do see it on Mac? For what it's worth, in a 2010-12-21 Mac trunk build I don't see a problem on that page...
Component: Canvas: 2D → Graphics
QA Contact: canvas.2d → thebes
(In reply to comment #2) > D2D can't possibly be causing the problem on Mac. Dustin, I assume you do see > it on Mac? Correct > For what it's worth, in a 2010-12-21 Mac trunk build I don't see a problem on > that page... Sure enough, it looks fine in Minefield (2010-1-3) for me, too. Unless this remains a D2D problem for Alice in Minefield, this can be RESOLVED WORKSFORME AFAIC.
(In reply to comment #1) > Confirmed on windows too, > > D2D D3D10(9) > ON ON White background, no graph, label only I'm seeing this too. > OFF ON Black background, no graph, white label only This is perhaps the most odd, as with D3D9 this Canvas should just be GDI and nothing special should be done drawing. I wonder if multiple Canvases are being overlayed on top of eachother and we're messing up the blending.
So, the Canvas they're creating is 21000 pixels wide, this is causing issues in several steps of the drawing pipeline when HW accel is enabled.
So, this was fixed on Mac recently, the problem here is Canvases that are larger than the maximum texture size (always at least 4096x4096 in the cases where we use acceleration). There's 3 possible approaches that may or may not be acceptable: 1. Create the largest possible canvas, and expose the actual size, as is done for WebGL. 2. Draw scaled down to a maximum size surface, and then scale up on blending, this would often create upsampling artifacts of course. 3. Create software canvases in these cases and do partial uploading. This has the downside of polluting the code a little and of course providing a canvas with different perf characteristics. All of these are do-able, although in some cases slightly tricky, approaches I think.
Status: NEW → RESOLVED
Last Resolved: 9 years ago
Resolution: --- → DUPLICATE
Duplicate of bug: 615741
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