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<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/198588">198588</a></dd>
<dt>Author</dt> <dd>bfulgham@apple.com</dd>
<dt>Date</dt> <dd>2016-03-23 12:21:11 -0700 (Wed, 23 Mar 2016)</dd>
</dl>
<h3>Log Message</h3>
<pre>[WebGL] Non-power-of-two texture optimization
https://bugs.webkit.org/show_bug.cgi?id=118409
Reviewed by Dean Jackson.
Source/WebCore:
Based on a patch by Przemyslaw Szymanski <p.szymanski3@samsung.com>
This patch optimizes usage of handleNPOTTextures. We do not need to
iterate over each texture unit if no black textures were set. This
optimization provides a few more frames per seconds for certain
draw calls.
Tested by:
(1) Existing tests: webgl/resources/webgl_test_files/conformance/textures/texture-npot.html
(2) New test case: fast/canvas/webgl/texture-alternating-npot.html
* html/canvas/WebGLRenderingContextBase.cpp:
(WebCore::WebGLRenderingContextBase::compressedTexImage2D): Use new helper method.
(WebCore::WebGLRenderingContextBase::validateNPOTTextureLevel): Added.
(WebCore::WebGLRenderingContextBase::drawArrays): Only check texture completeness
if a black texture was used.
(WebCore::WebGLRenderingContextBase::drawElements): Ditto.
(WebCore::WebGLRenderingContextBase::texImage2DBase): Use new helper method.
(WebCore::WebGLRenderingContextBase::validateTexFunc): Ditto.
(WebCore::WebGLRenderingContextBase::checkTextureCompleteness): Return flag to indicate
if a black fallbacktexture was used.
* html/canvas/WebGLRenderingContextBase.h:
LayoutTests:
* fast/canvas/webgl/texture-alternating-npot-expected.txt: Added.
* fast/canvas/webgl/texture-alternating-npot.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="#trunkSourceWebCorehtmlcanvasWebGLRenderingContextBasecpp">trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.cpp</a></li>
<li><a href="#trunkSourceWebCorehtmlcanvasWebGLRenderingContextBaseh">trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.h</a></li>
</ul>
<h3>Added Paths</h3>
<ul>
<li><a href="#trunkLayoutTestsfastcanvaswebgltexturealternatingnpotexpectedtxt">trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot-expected.txt</a></li>
<li><a href="#trunkLayoutTestsfastcanvaswebgltexturealternatingnpothtml">trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot.html</a></li>
</ul>
</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkLayoutTestsChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/LayoutTests/ChangeLog (198587 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/ChangeLog        2016-03-23 18:00:43 UTC (rev 198587)
+++ trunk/LayoutTests/ChangeLog        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -1,3 +1,13 @@
</span><ins>+2016-03-23 Brent Fulgham <bfulgham@apple.com>
+
+ [WebGL] Non-power-of-two texture optimization
+ https://bugs.webkit.org/show_bug.cgi?id=118409
+
+ Reviewed by Dean Jackson.
+
+ * fast/canvas/webgl/texture-alternating-npot-expected.txt: Added.
+ * fast/canvas/webgl/texture-alternating-npot.html: Added.
+
</ins><span class="cx"> 2016-03-23 Saam barati <sbarati@apple.com>
</span><span class="cx">
</span><span class="cx"> We should not disable inlining when the debugger is enabled
</span></span></pre></div>
<a id="trunkLayoutTestsfastcanvaswebgltexturealternatingnpotexpectedtxt"></a>
<div class="addfile"><h4>Added: trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot-expected.txt (0 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot-expected.txt         (rev 0)
+++ trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot-expected.txt        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -0,0 +1,33 @@
</span><ins>+ PASS getError was expected value: NO_ERROR : Should be no errors from setup.
+PASS gl.getError() is gl.NO_ERROR
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D[0] with NPOT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D[1] with POT texture with level > 0 should succeed
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D[2] with NPOT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D[0] with POT texture with level > 0 should succeed
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D[1] with POT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D[2] with POT texture with level > 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[0] with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[1] with POT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[2] with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[0] with POT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[1] with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D[2] with POT texture at level 0 should succeed
+
+check using cubemap
+PASS gl.getError() is gl.NO_ERROR
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture with level > 0 should succeed
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture with level > 0 should succeed
+PASS getError was expected value: INVALID_VALUE : gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture with level > 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with NPOT texture at level 0 should succeed
+PASS getError was expected value: NO_ERROR : gl.texImage2D with POT texture at level 0 should succeed
+PASS successfullyParsed is true
+
+TEST COMPLETE
+
</ins></span></pre></div>
<a id="trunkLayoutTestsfastcanvaswebgltexturealternatingnpothtml"></a>
<div class="addfile"><h4>Added: trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot.html (0 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot.html         (rev 0)
+++ trunk/LayoutTests/fast/canvas/webgl/texture-alternating-npot.html        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -0,0 +1,205 @@
</span><ins>+<!DOCTYPE html>
+<html>
+<head>
+<title>WebGL Non-Power of 2 texture conformance test.</title>
+<script src="../../../resources/js-test.js"></script>
+<script src="resources/webgl-test.js"> </script>
+<script src="resources/webgl-test-utils.js"> </script>
+</head>
+<body>
+<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec2 texCoord0;
+varying vec2 texCoord;
+void main()
+{
+ gl_Position = vPosition;
+ texCoord = texCoord0;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+#ifdef GL_ES
+precision mediump float;
+#endif
+uniform samplerCube tex;
+varying vec2 texCoord;
+void main()
+{
+ gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
+}
+</script>
+<script>
+if (window.internals)
+ window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+var program = wtu.setupTexturedQuad(gl);
+
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+// Make 3 textures by using 3 active texture units.
+var textures = [];
+for (var ii = 0; ii < 3; ++ii) {
+ var tex = gl.createTexture();
+ gl.activeTexture(gl.TEXTURE0 + ii);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ textures[ii] = tex;
+}
+shouldBe("gl.getError()", "gl.NO_ERROR");
+
+// Alternate POT and NPOT textures, ending with NPOT.
+//
+// 1. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[0] with NPOT texture with level > 0 should return INVALID_VALUE");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture with level > 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[2] with NPOT texture with level > 0 should return INVALID_VALUE");
+
+// 2. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture with level > 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[1] with POT texture with level > 0 should return INVALID_VALUE");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture with level > 0 should succeed");
+
+// 3. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with NPOT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with NPOT texture at level 0 should succeed");
+
+// 4. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with NPOT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture at level 0 should succeed");
+
+debug("");
+debug("check using cubemap");
+var program = wtu.setupProgram(
+ gl,
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
+ ['vPosition', 'texCoord0'], [0, 1]);
+
+// Make 3 textures by using 3 active texture units.
+var cubeTextures = [];
+for (var ii = 0; ii < 3; ++ii) {
+ var tex = gl.createTexture();
+ gl.activeTexture(gl.TEXTURE0 + ii);
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
+ cubeTextures[ii] = tex;
+}
+shouldBe("gl.getError()", "gl.NO_ERROR");
+
+// 5. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+fillCubeTexture(gl, cubeTextures[0], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+fillCubeTexture(gl, cubeTextures[2], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
+
+// 6. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+fillCubeTexture(gl, cubeTextures[1], 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
+
+// 7. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+fillCubeTexture(gl, cubeTextures[0], 5, 5, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+fillCubeTexture(gl, cubeTextures[2], 5, 5, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
+
+// 8. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture)
+gl.activeTexture(gl.TEXTURE0 + 0);
+fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 1);
+fillCubeTexture(gl, cubeTextures[1], 5, 5, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
+
+gl.activeTexture(gl.TEXTURE0 + 2);
+fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
+
+function fillCubeTexture(gl, tex, width, height, color, opt_level) {
+ opt_level = opt_level || 0;
+ var canvas = document.createElement('canvas');
+ canvas.width = width;
+ canvas.height = height;
+ var ctx2d = canvas.getContext('2d');
+ ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")";
+ ctx2d.fillRect(0, 0, width, height);
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
+ var targets = [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
+ for (var tt = 0; tt < targets.length; ++tt) {
+ gl.texImage2D(
+ targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
+ }
+};
+
+</script>
+</body>
+</html>
+
</ins></span></pre></div>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (198587 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2016-03-23 18:00:43 UTC (rev 198587)
+++ trunk/Source/WebCore/ChangeLog        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -1,3 +1,33 @@
</span><ins>+2016-03-23 Brent Fulgham <bfulgham@apple.com>
+
+ [WebGL] Non-power-of-two texture optimization
+ https://bugs.webkit.org/show_bug.cgi?id=118409
+
+ Reviewed by Dean Jackson.
+
+ Based on a patch by Przemyslaw Szymanski <p.szymanski3@samsung.com>
+
+ This patch optimizes usage of handleNPOTTextures. We do not need to
+ iterate over each texture unit if no black textures were set. This
+ optimization provides a few more frames per seconds for certain
+ draw calls.
+
+ Tested by:
+ (1) Existing tests: webgl/resources/webgl_test_files/conformance/textures/texture-npot.html
+ (2) New test case: fast/canvas/webgl/texture-alternating-npot.html
+
+ * html/canvas/WebGLRenderingContextBase.cpp:
+ (WebCore::WebGLRenderingContextBase::compressedTexImage2D): Use new helper method.
+ (WebCore::WebGLRenderingContextBase::validateNPOTTextureLevel): Added.
+ (WebCore::WebGLRenderingContextBase::drawArrays): Only check texture completeness
+ if a black texture was used.
+ (WebCore::WebGLRenderingContextBase::drawElements): Ditto.
+ (WebCore::WebGLRenderingContextBase::texImage2DBase): Use new helper method.
+ (WebCore::WebGLRenderingContextBase::validateTexFunc): Ditto.
+ (WebCore::WebGLRenderingContextBase::checkTextureCompleteness): Return flag to indicate
+ if a black fallbacktexture was used.
+ * html/canvas/WebGLRenderingContextBase.h:
+
</ins><span class="cx"> 2016-03-23 Alexey Proskuryakov <ap@apple.com>
</span><span class="cx">
</span><span class="cx"> Build fix for a new warning.
</span></span></pre></div>
<a id="trunkSourceWebCorehtmlcanvasWebGLRenderingContextBasecpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.cpp (198587 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.cpp        2016-03-23 18:00:43 UTC (rev 198587)
+++ trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.cpp        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -1268,12 +1268,8 @@
</span><span class="cx"> WebGLTexture* tex = validateTextureBinding("compressedTexImage2D", target, true);
</span><span class="cx"> if (!tex)
</span><span class="cx"> return;
</span><del>- if (!isGLES2NPOTStrict()) {
- if (level && WebGLTexture::isNPOT(width, height)) {
- synthesizeGLError(GraphicsContext3D::INVALID_VALUE, "compressedTexImage2D", "level > 0 not power of 2");
- return;
- }
- }
</del><ins>+ if (!validateNPOTTextureLevel(width, height, level, "compressedTexImage2D"))
+ return;
</ins><span class="cx"> m_context->moveErrorsToSyntheticErrorList();
</span><span class="cx"> m_context->compressedTexImage2D(target, level, internalformat, width, height,
</span><span class="cx"> border, data->byteLength(), data->baseAddress());
</span><span class="lines">@@ -1604,6 +1600,16 @@
</span><span class="cx"> m_context->disableVertexAttribArray(index);
</span><span class="cx"> }
</span><span class="cx">
</span><ins>+bool WebGLRenderingContextBase::validateNPOTTextureLevel(GC3Dsizei width, GC3Dsizei height, GC3Dint level, const char* functionName)
+{
+ if (!isGLES2NPOTStrict() && level && WebGLTexture::isNPOT(width, height)) {
+ synthesizeGLError(GraphicsContext3D::INVALID_VALUE, functionName, "level > 0 not power of 2");
+ return false;
+ }
+
+ return true;
+}
+
</ins><span class="cx"> bool WebGLRenderingContextBase::validateElementArraySize(GC3Dsizei count, GC3Denum type, GC3Dintptr offset)
</span><span class="cx"> {
</span><span class="cx"> RefPtr<WebGLBuffer> elementArrayBuffer = m_boundVertexArrayObject->getElementArrayBuffer();
</span><span class="lines">@@ -1915,14 +1921,15 @@
</span><span class="cx"> bool vertexAttrib0Simulated = false;
</span><span class="cx"> if (!isGLES2Compliant())
</span><span class="cx"> vertexAttrib0Simulated = simulateVertexAttrib0(first + count - 1);
</span><ins>+ bool usesFallbackTexture = false;
</ins><span class="cx"> if (!isGLES2NPOTStrict())
</span><del>- checkTextureCompleteness("drawArrays", true);
</del><ins>+ usesFallbackTexture = checkTextureCompleteness("drawArrays", true);
</ins><span class="cx">
</span><span class="cx"> m_context->drawArrays(mode, first, count);
</span><span class="cx">
</span><span class="cx"> if (!isGLES2Compliant() && vertexAttrib0Simulated)
</span><span class="cx"> restoreStatesAfterVertexAttrib0Simulation();
</span><del>- if (!isGLES2NPOTStrict())
</del><ins>+ if (usesFallbackTexture)
</ins><span class="cx"> checkTextureCompleteness("drawArrays", false);
</span><span class="cx"> markContextChanged();
</span><span class="cx"> }
</span><span class="lines">@@ -1941,14 +1948,16 @@
</span><span class="cx"> validateIndexArrayPrecise(count, type, static_cast<GC3Dintptr>(offset), numElements);
</span><span class="cx"> vertexAttrib0Simulated = simulateVertexAttrib0(numElements);
</span><span class="cx"> }
</span><ins>+
+ bool usesFallbackTexture = false;
</ins><span class="cx"> if (!isGLES2NPOTStrict())
</span><del>- checkTextureCompleteness("drawElements", true);
</del><ins>+ usesFallbackTexture = checkTextureCompleteness("drawElements", true);
</ins><span class="cx">
</span><span class="cx"> m_context->drawElements(mode, count, type, static_cast<GC3Dintptr>(offset));
</span><span class="cx">
</span><span class="cx"> if (!isGLES2Compliant() && vertexAttrib0Simulated)
</span><span class="cx"> restoreStatesAfterVertexAttrib0Simulation();
</span><del>- if (!isGLES2NPOTStrict())
</del><ins>+ if (usesFallbackTexture)
</ins><span class="cx"> checkTextureCompleteness("drawElements", false);
</span><span class="cx"> markContextChanged();
</span><span class="cx"> }
</span><span class="lines">@@ -2999,7 +3008,7 @@
</span><span class="cx"> WebGLTexture* tex = validateTextureBinding("texImage2D", target, true);
</span><span class="cx"> ASSERT(validateTexFuncParameters("texImage2D", TexImage, target, level, internalformat, width, height, border, format, type));
</span><span class="cx"> ASSERT(tex);
</span><del>- ASSERT(!level || !WebGLTexture::isNPOT(width, height));
</del><ins>+ ASSERT(validateNPOTTextureLevel(width, height, level, "texImage2D"));
</ins><span class="cx"> if (!pixels) {
</span><span class="cx"> // Note: Chromium's OpenGL implementation clears textures and isResourceSafe() is therefore true.
</span><span class="cx"> // For other implementations, if they are using ANGLE_depth_texture, ANGLE depth textures
</span><span class="lines">@@ -3067,10 +3076,8 @@
</span><span class="cx"> return false;
</span><span class="cx">
</span><span class="cx"> if (functionType != TexSubImage) {
</span><del>- if (level && WebGLTexture::isNPOT(width, height)) {
- synthesizeGLError(GraphicsContext3D::INVALID_VALUE, functionName, "level > 0 not power of 2");
</del><ins>+ if (!validateNPOTTextureLevel(width, height, level, functionName))
</ins><span class="cx"> return false;
</span><del>- }
</del><span class="cx"> // For SourceArrayBufferView, function validateTexFuncData() would handle whether to validate the SettableTexFormat
</span><span class="cx"> // by checking if the ArrayBufferView is null or not.
</span><span class="cx"> if (sourceType != SourceArrayBufferView) {
</span><span class="lines">@@ -3978,9 +3985,10 @@
</span><span class="cx"> return WebGLGetInfo(Int32Array::create(value, length).release());
</span><span class="cx"> }
</span><span class="cx">
</span><del>-void WebGLRenderingContextBase::checkTextureCompleteness(const char* functionName, bool prepareToDraw)
</del><ins>+bool WebGLRenderingContextBase::checkTextureCompleteness(const char* functionName, bool prepareToDraw)
</ins><span class="cx"> {
</span><span class="cx"> bool resetActiveUnit = false;
</span><ins>+ bool usesAtLeastOneBlackTexture = false;
</ins><span class="cx"> WebGLTexture::TextureExtensionFlag extensions = textureExtensionFlags();
</span><span class="cx">
</span><span class="cx"> Vector<unsigned> noLongerUnrenderable;
</span><span class="lines">@@ -3995,6 +4003,8 @@
</span><span class="cx"> continue;
</span><span class="cx"> }
</span><span class="cx">
</span><ins>+ usesAtLeastOneBlackTexture = true;
+
</ins><span class="cx"> if (badTexture != m_activeTextureUnit) {
</span><span class="cx"> m_context->activeTexture(badTexture + GraphicsContext3D::TEXTURE0);
</span><span class="cx"> resetActiveUnit = true;
</span><span class="lines">@@ -4025,6 +4035,8 @@
</span><span class="cx">
</span><span class="cx"> for (unsigned renderable : noLongerUnrenderable)
</span><span class="cx"> m_unrenderableTextureUnits.remove(renderable);
</span><ins>+
+ return usesAtLeastOneBlackTexture;
</ins><span class="cx"> }
</span><span class="cx">
</span><span class="cx"> void WebGLRenderingContextBase::createFallbackBlackTextures1x1()
</span></span></pre></div>
<a id="trunkSourceWebCorehtmlcanvasWebGLRenderingContextBaseh"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.h (198587 => 198588)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.h        2016-03-23 18:00:43 UTC (rev 198587)
+++ trunk/Source/WebCore/html/canvas/WebGLRenderingContextBase.h        2016-03-23 19:21:11 UTC (rev 198588)
</span><span class="lines">@@ -1,5 +1,5 @@
</span><span class="cx"> /*
</span><del>- * Copyright (C) 2015 Apple Inc. All rights reserved.
</del><ins>+ * Copyright (C) 2015-2016 Apple Inc. All rights reserved.
</ins><span class="cx"> *
</span><span class="cx"> * Redistribution and use in source and binary forms, with or without
</span><span class="cx"> * modification, are permitted provided that the following conditions
</span><span class="lines">@@ -422,6 +422,7 @@
</span><span class="cx">
</span><span class="cx"> bool validateDrawArrays(const char* functionName, GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount);
</span><span class="cx"> bool validateDrawElements(const char* functionName, GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset, unsigned& numElements, GC3Dsizei primcount);
</span><ins>+ bool validateNPOTTextureLevel(GC3Dsizei width, GC3Dsizei height, GC3Dint level, const char* functionName);
</ins><span class="cx">
</span><span class="cx"> // Adds a compressed texture format.
</span><span class="cx"> void addCompressedTextureFormat(GC3Denum);
</span><span class="lines">@@ -616,7 +617,7 @@
</span><span class="cx"> virtual void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum internalformat, GC3Denum format, GC3Denum type, const void* pixels, ExceptionCode&) = 0;
</span><span class="cx"> virtual void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha, ExceptionCode&) = 0;
</span><span class="cx">
</span><del>- void checkTextureCompleteness(const char*, bool);
</del><ins>+ bool checkTextureCompleteness(const char*, bool);
</ins><span class="cx">
</span><span class="cx"> void createFallbackBlackTextures1x1();
</span><span class="cx">
</span></span></pre>
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