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--></style>
<div id="msg">
<dl class="meta">
<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/197008">197008</a></dd>
<dt>Author</dt> <dd>dino@apple.com</dd>
<dt>Date</dt> <dd>2016-02-23 17:21:55 -0800 (Tue, 23 Feb 2016)</dd>
</dl>

<h3>Log Message</h3>
<pre>[WebGL] iOS doesn't respect the alpha:false context creation attribute
https://bugs.webkit.org/show_bug.cgi?id=154617
&lt;rdar://problem/13417023&gt;

Reviewed by Sam Weinig.

Source/WebCore:

On iOS we were not respecting the alpha:false context creation
attribute, which meant you always got output that could
have an alpha channel.

The good news is that now we're setting the opaque flag on
the CALayer, there should be a performance improvement when
compositing WebGL into the page.

Test: fast/canvas/webgl/context-attributes-alpha.html

* platform/graphics/mac/GraphicsContext3DMac.mm:
(WebCore::GraphicsContext3D::GraphicsContext3D): Don't tell the layer
to be transparent.
(WebCore::GraphicsContext3D::setRenderbufferStorageFromDrawable): Do it
here instead, but based on the value of the alpha attribute.

LayoutTests:

Add a test that draws contexts with and without alpha, and then a reference
version that hard-codes the non-alpha colors.

* fast/canvas/webgl/context-attributes-alpha-expected.html: Added.
* fast/canvas/webgl/context-attributes-alpha.html: Added.</pre>

<h3>Modified Paths</h3>
<ul>
<li><a href="#trunkLayoutTestsChangeLog">trunk/LayoutTests/ChangeLog</a></li>
<li><a href="#trunkSourceWebCoreChangeLog">trunk/Source/WebCore/ChangeLog</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicsmacGraphicsContext3DMacmm">trunk/Source/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm</a></li>
</ul>

<h3>Added Paths</h3>
<ul>
<li><a href="#trunkLayoutTestsfastcanvaswebglcontextattributesalphaexpectedhtml">trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha-expected.html</a></li>
<li><a href="#trunkLayoutTestsfastcanvaswebglcontextattributesalphahtml">trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha.html</a></li>
</ul>

</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkLayoutTestsChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/LayoutTests/ChangeLog (197007 => 197008)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/ChangeLog        2016-02-24 00:53:29 UTC (rev 197007)
+++ trunk/LayoutTests/ChangeLog        2016-02-24 01:21:55 UTC (rev 197008)
</span><span class="lines">@@ -1,3 +1,17 @@
</span><ins>+2016-02-23  Dean Jackson  &lt;dino@apple.com&gt;
+
+        [WebGL] iOS doesn't respect the alpha:false context creation attribute
+        https://bugs.webkit.org/show_bug.cgi?id=154617
+        &lt;rdar://problem/13417023&gt;
+
+        Reviewed by Sam Weinig.
+
+        Add a test that draws contexts with and without alpha, and then a reference
+        version that hard-codes the non-alpha colors.
+
+        * fast/canvas/webgl/context-attributes-alpha-expected.html: Added.
+        * fast/canvas/webgl/context-attributes-alpha.html: Added.
+
</ins><span class="cx"> 2016-02-23  Daniel Bates  &lt;dabates@apple.com&gt;
</span><span class="cx"> 
</span><span class="cx">         CSP: Enable base-uri directive by default
</span></span></pre></div>
<a id="trunkLayoutTestsfastcanvaswebglcontextattributesalphaexpectedhtml"></a>
<div class="addfile"><h4>Added: trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha-expected.html (0 => 197008)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha-expected.html                                (rev 0)
+++ trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha-expected.html        2016-02-24 01:21:55 UTC (rev 197008)
</span><span class="lines">@@ -0,0 +1,98 @@
</span><ins>+&lt;!DOCTYPE html&gt;
+&lt;head&gt;
+&lt;meta name=&quot;viewport&quot; content=&quot;width=device-width&quot;&gt;
+&lt;style&gt;
+body {
+    margin: 0;
+    background-size: 100px 100px;
+    background-image: url('data:image/svg+xml,&lt;svg xmlns=&quot;http://www.w3.org/2000/svg&quot; viewBox=&quot;0 0 1 1&quot;&gt;&lt;rect width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;blue&quot;/&gt;&lt;rect x=&quot;0.5&quot; y=&quot;0.5&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;orange&quot;/&gt;&lt;rect x=&quot;0&quot; y=&quot;0.5&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;yellow&quot;/&gt;&lt;rect x=&quot;0.5&quot; y=&quot;0&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;pink&quot;/&gt;&lt;/svg&gt;');
+}
+canvas {
+    width: 200px;
+    height: 200px;
+}
+&lt;/style&gt;
+&lt;/head&gt;
+&lt;script id=&quot;vertexShaderSource&quot; type=&quot;text/glsl&quot;&gt;
+attribute vec4 position;
+void main() {
+  gl_Position = position;
+}
+&lt;/script&gt;
+&lt;script id=&quot;fragmentShaderSource1&quot; type=&quot;text/glsl&quot;&gt;
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+void main() {
+  gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
+}
+&lt;/script&gt;
+&lt;script id=&quot;fragmentShaderSource2&quot; type=&quot;text/glsl&quot;&gt;
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+void main() {
+  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+&lt;/script&gt;
+&lt;script&gt;
+
+function drawTriangle(canvas, alpha) {
+    canvas.width = 200;
+    canvas.height = 200;
+    var gl = canvas.getContext(&quot;webgl&quot;, { alpha: true });
+    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
+    gl.shaderSource(vertexShader, document.getElementById(&quot;vertexShaderSource&quot;).textContent);
+    gl.compileShader(vertexShader);
+    if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
+        console.error(&quot;Vertex Shader failed to compile.&quot;);
+        console.log(gl.getShaderInfoLog(vertexShader));
+        return;
+    }
+    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
+    var fragmentShaderSourceID = &quot;fragmentShaderSource&quot; + (alpha ? &quot;1&quot; : &quot;2&quot;);
+    gl.shaderSource(fragmentShader, document.getElementById(fragmentShaderSourceID).textContent);
+    gl.compileShader(fragmentShader);
+    if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
+        console.error(&quot;Fragment Shader failed to compile.&quot;);
+        console.log(gl.getShaderInfoLog(fragmentShader));
+        return;
+    }
+    var program = gl.createProgram();
+    gl.attachShader(program, vertexShader);
+    gl.attachShader(program, fragmentShader);
+    gl.linkProgram(program);
+
+    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
+        console.error(&quot;Unable to link shaders into program.&quot;);
+        return;
+    }
+    gl.useProgram(program);
+    var positionAttribute = gl.getAttribLocation(program, &quot;position&quot;);
+    gl.enableVertexAttribArray(positionAttribute);
+    var vertices = new Float32Array([
+       -0.5, -0.5,
+       0.5, -0.5,
+       0, 0.5
+    ]);
+    var triangleBuffer = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
+    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+    gl.clearColor(0, 1, 0, alpha ? 0.5 : 1.0);
+    gl.clear(gl.COLOR_BUFFER_BIT);
+    gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
+    gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);
+    gl.drawArrays(gl.TRIANGLES, 0, 3);
+}
+
+window.addEventListener(&quot;load&quot;, function () {
+    var canvases = document.querySelectorAll(&quot;canvas&quot;);
+    drawTriangle(canvases[0], true);
+    drawTriangle(canvases[1], false);
+}, false);
+&lt;/script&gt;
+&lt;body&gt;
+    &lt;canvas&gt;&lt;/canvas&gt;&lt;canvas&gt;&lt;/canvas&gt;
+&lt;/body&gt;
</ins><span class="cx">\ No newline at end of file
</span><span class="cx">Property changes on: trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha-expected.html
</span><span class="cx">___________________________________________________________________
</span></span></pre></div>
<a id="svnmimetype"></a>
<div class="addfile"><h4>Added: svn:mime-type</h4></div>
<a id="svnkeywords"></a>
<div class="addfile"><h4>Added: svn:keywords</h4></div>
<a id="svneolstyle"></a>
<div class="addfile"><h4>Added: svn:eol-style</h4></div>
<a id="trunkLayoutTestsfastcanvaswebglcontextattributesalphahtml"></a>
<div class="addfile"><h4>Added: trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha.html (0 => 197008)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha.html                                (rev 0)
+++ trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha.html        2016-02-24 01:21:55 UTC (rev 197008)
</span><span class="lines">@@ -0,0 +1,88 @@
</span><ins>+&lt;!DOCTYPE html&gt;
+&lt;head&gt;
+&lt;meta name=&quot;viewport&quot; content=&quot;width=device-width&quot;&gt;
+&lt;style&gt;
+body {
+    margin: 0;
+    background-size: 100px 100px;
+    background-image: url('data:image/svg+xml,&lt;svg xmlns=&quot;http://www.w3.org/2000/svg&quot; viewBox=&quot;0 0 1 1&quot;&gt;&lt;rect width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;blue&quot;/&gt;&lt;rect x=&quot;0.5&quot; y=&quot;0.5&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;orange&quot;/&gt;&lt;rect x=&quot;0&quot; y=&quot;0.5&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;yellow&quot;/&gt;&lt;rect x=&quot;0.5&quot; y=&quot;0&quot; width=&quot;0.5&quot; height=&quot;0.5&quot; fill=&quot;pink&quot;/&gt;&lt;/svg&gt;');
+}
+canvas {
+    width: 200px;
+    height: 200px;
+}
+&lt;/style&gt;
+&lt;/head&gt;
+&lt;script id=&quot;vertexShaderSource&quot; type=&quot;text/glsl&quot;&gt;
+attribute vec4 position;
+void main() {
+  gl_Position = position;
+}
+&lt;/script&gt;
+&lt;script id=&quot;fragmentShaderSource&quot; type=&quot;text/glsl&quot;&gt;
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+void main() {
+  gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
+}
+&lt;/script&gt;
+&lt;script&gt;
+
+function drawTriangle(canvas, alpha) {
+    canvas.width = 200;
+    canvas.height = 200;
+    var gl = canvas.getContext(&quot;webgl&quot;, { alpha: alpha });
+    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
+    gl.shaderSource(vertexShader, document.getElementById(&quot;vertexShaderSource&quot;).textContent);
+    gl.compileShader(vertexShader);
+    if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
+        console.error(&quot;Vertex Shader failed to compile.&quot;);
+        console.log(gl.getShaderInfoLog(vertexShader));
+        return;
+    }
+    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
+    gl.shaderSource(fragmentShader, document.getElementById(&quot;fragmentShaderSource&quot;).textContent);
+    gl.compileShader(fragmentShader);
+    if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
+        console.error(&quot;Fragment Shader failed to compile.&quot;);
+        console.log(gl.getShaderInfoLog(fragmentShader));
+        return;
+    }
+    var program = gl.createProgram();
+    gl.attachShader(program, vertexShader);
+    gl.attachShader(program, fragmentShader);
+    gl.linkProgram(program);
+
+    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
+        console.error(&quot;Unable to link shaders into program.&quot;);
+        return;
+    }
+    gl.useProgram(program);
+    var positionAttribute = gl.getAttribLocation(program, &quot;position&quot;);
+    gl.enableVertexAttribArray(positionAttribute);
+    var vertices = new Float32Array([
+       -0.5, -0.5,
+       0.5, -0.5,
+       0, 0.5
+    ]);
+    var triangleBuffer = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
+    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+    gl.clearColor(0, 1, 0, 0.5);
+    gl.clear(gl.COLOR_BUFFER_BIT);
+    gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
+    gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);
+    gl.drawArrays(gl.TRIANGLES, 0, 3);
+}
+
+window.addEventListener(&quot;load&quot;, function () {
+    var canvases = document.querySelectorAll(&quot;canvas&quot;);
+    drawTriangle(canvases[0], true);
+    drawTriangle(canvases[1], false);
+}, false);
+&lt;/script&gt;
+&lt;body&gt;
+    &lt;canvas&gt;&lt;/canvas&gt;&lt;canvas&gt;&lt;/canvas&gt;
+&lt;/body&gt;
</ins><span class="cx">\ No newline at end of file
</span><span class="cx">Property changes on: trunk/LayoutTests/fast/canvas/webgl/context-attributes-alpha.html
</span><span class="cx">___________________________________________________________________
</span></span></pre></div>
<a id="svnmimetype"></a>
<div class="addfile"><h4>Added: svn:mime-type</h4></div>
<a id="svnkeywords"></a>
<div class="addfile"><h4>Added: svn:keywords</h4></div>
<a id="svneolstyle"></a>
<div class="addfile"><h4>Added: svn:eol-style</h4></div>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (197007 => 197008)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2016-02-24 00:53:29 UTC (rev 197007)
+++ trunk/Source/WebCore/ChangeLog        2016-02-24 01:21:55 UTC (rev 197008)
</span><span class="lines">@@ -1,3 +1,27 @@
</span><ins>+2016-02-23  Dean Jackson  &lt;dino@apple.com&gt;
+
+        [WebGL] iOS doesn't respect the alpha:false context creation attribute
+        https://bugs.webkit.org/show_bug.cgi?id=154617
+        &lt;rdar://problem/13417023&gt;
+
+        Reviewed by Sam Weinig.
+
+        On iOS we were not respecting the alpha:false context creation
+        attribute, which meant you always got output that could
+        have an alpha channel.
+
+        The good news is that now we're setting the opaque flag on
+        the CALayer, there should be a performance improvement when
+        compositing WebGL into the page.
+
+        Test: fast/canvas/webgl/context-attributes-alpha.html
+
+        * platform/graphics/mac/GraphicsContext3DMac.mm:
+        (WebCore::GraphicsContext3D::GraphicsContext3D): Don't tell the layer
+        to be transparent.
+        (WebCore::GraphicsContext3D::setRenderbufferStorageFromDrawable): Do it
+        here instead, but based on the value of the alpha attribute.
+
</ins><span class="cx"> 2016-02-23  Daniel Bates  &lt;dabates@apple.com&gt;
</span><span class="cx"> 
</span><span class="cx">         CSP: Enable base-uri directive by default
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicsmacGraphicsContext3DMacmm"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm (197007 => 197008)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm        2016-02-24 00:53:29 UTC (rev 197007)
+++ trunk/Source/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm        2016-02-24 01:21:55 UTC (rev 197008)
</span><span class="lines">@@ -227,9 +227,6 @@
</span><span class="cx">     // Create the WebGLLayer
</span><span class="cx">     BEGIN_BLOCK_OBJC_EXCEPTIONS
</span><span class="cx">         m_webGLLayer = adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:this]);
</span><del>-#if PLATFORM(IOS)
-        [m_webGLLayer setOpaque:0];
-#endif
</del><span class="cx"> #ifndef NDEBUG
</span><span class="cx">         [m_webGLLayer setName:@&quot;WebGL Layer&quot;];
</span><span class="cx"> #endif
</span><span class="lines">@@ -345,7 +342,9 @@
</span><span class="cx"> bool GraphicsContext3D::setRenderbufferStorageFromDrawable(GC3Dsizei width, GC3Dsizei height)
</span><span class="cx"> {
</span><span class="cx">     [m_webGLLayer setBounds:CGRectMake(0, 0, width, height)];
</span><del>-    return [m_contextObj renderbufferStorage:GL_RENDERBUFFER fromDrawable:static_cast&lt;NSObject&lt;EAGLDrawable&gt;*&gt;(m_webGLLayer.get())];
</del><ins>+    [m_webGLLayer setOpaque:(m_internalColorFormat != GL_RGBA8)];
+
+    return [m_contextObj renderbufferStorage:GL_RENDERBUFFER fromDrawable:static_cast&lt;id&lt;EAGLDrawable&gt;&gt;(m_webGLLayer.get())];
</ins><span class="cx"> }
</span><span class="cx"> #endif
</span><span class="cx"> 
</span></span></pre>
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