Closed Bug 864947 Opened 12 years ago Closed 6 years ago

Dungeon Fury displays a black WebGL canvas, but appears in the app switcher

Categories

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

ARM
Gonk (Firefox OS)
defect

Tracking

()

RESOLVED WONTFIX
Tracking Status
firefox24 --- unaffected
b2g18-v1.0.0 --- affected
b2g18-v1.0.1 --- affected

People

(Reporter: cwiiis, Unassigned)

References

()

Details

(Keywords: correctness, regression, Whiteboard: [gfx-noted] webgl-correctness)

If you go to the given URL and install the playcanvas game/demo 'Dungeon Fury', the game appears to work but the WebGL canvas remains black. When I long-press the home button, after the animation has played, I can see the rendering inside the canvas. Switching back to the app, the canvas remains black. HTML overlaid on the canvas displays correctly, sound works correctly and input works correctly. I tested this on a Geeksphone Keon - unfortunately, I didn't have the device long enough to debug anything. I've tried this same demo on an Unagi phone before, but it refused to run the app altogether (perhaps due to memory limitations). The same demo works fine on Firefox for Android on all WebGL-capable handsets I've tried (but we do have much higher requirements). FTR, I have seen the same issue with some of my own WebGL code, and I have seen simpler WebGL demos work correctly. I could probably debug this if I had a device and some pointers about b2g debugging.
Component: General → Canvas: WebGL
Product: Boot2Gecko → Core
Version: unspecified → Trunk
Benoit - Any ideas why we are getting a black WebGL canvas?
Flags: needinfo?(bjacob)
There were some pretty big issues with WebGL on trunk after landing the layers refactor. How old is your build?
Oh, can you confirm that other demos on the phone ran correctly?
Chris - Can you address the questions in comment 2 and comment 3?
Flags: needinfo?(bjacob) → needinfo?(chrislord.net)
(In reply to Jason Smith [:jsmith] from comment #4) > Chris - Can you address the questions in comment 2 and comment 3? Unfortunately, no, I can't. We have a load of Keons here, but I'm not allowed to have one yet :p I filed this bug after trying one out for a few minutes that belonged to someone else. I'll update this bug as soon as I have a device to test on.
Flags: needinfo?(chrislord.net)
Got a phone. This is running whatever the latest stock Keon image is, I don't know where to get more up-to-date images. It says 'Boot2Gecko 1.0.1.0-prerelease' in the device information. This demo works correctly: http://chrislord.net/demos/clouds/clouds.html http://operasoftware.github.io/Odin/mobile/ gives me errors linking shaders http://www.webglearth.com Loads and doesn't give me any errors, but no Earth appears http://www.emagix.net/images/portfolio/academic/mscs-project/code_projects/01_sample/02_sample.html works correctly http://apps.playcanvas.com/dave/tutorials/3d_audio works correctly (and slowly) I think we can safely say that, within the limits of the hardware, WebGL works. What's odd about this case is that the rendering appears in the app switcher, but not in the app itself.
Another note, I have another WebGL demo of mine that exhibits the same issue in the browser (black on the screen, but the thumbnail in the tab chooser shows correct rendering). It appears to be specific to the Keon, the Peak has no such issue.
This doesn't happen anymore in current master.
Whiteboard: webgl-correctness
Is this bug still relevant given the state of B2G?
Flags: needinfo?(jgilbert)
Keywords: correctness
Whiteboard: webgl-correctness → [gfx-noted] webgl-correctness
Status: NEW → RESOLVED
Closed: 6 years ago
Flags: needinfo?(jgilbert)
Resolution: --- → WONTFIX
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