[Webkit-unassigned] [Bug 57768] Accelerated Canvas2D path failing when constructing large canvases.

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Mon Apr 4 13:53:31 PDT 2011


https://bugs.webkit.org/show_bug.cgi?id=57768





--- Comment #5 from Kenneth Russell <kbr at google.com>  2011-04-04 13:53:31 PST ---
(From update of attachment 88115)
View in context: https://bugs.webkit.org/attachment.cgi?id=88115&action=review

>> Source/WebKit/chromium/src/GraphicsContext3DChromium.cpp:621
>> +    }
> 
> It seems weird to short-circuit the normal error handling, but only for this function and only for chromium.  What do you think, Ken?
> 
> This check is wrong if level != 0, I believe.

The problem is that the calling code relies on this texImage2D call to return false if something went wrong, and it would be far too expensive to call glGetError after each texImage2D call. This explicit shortcut is a concession to make large layers work properly. Alternatively, we could do some queries at the call site (which is rarely called) to see whether the texture was allocated correctly. It's a problem that glGetTexLevelParameteriv isn't available in GLES2, but maybe there's another query that could be made to see if the texture object was successfully allocated.

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