[Webkit-unassigned] [Bug 250314] New: [WPE][WebGL][Canvas][Compositing] Threaded compositor may use a 3D canvas target FBO texture before the WebGL rendering has finished
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Mon Jan 9 03:41:40 PST 2023
https://bugs.webkit.org/show_bug.cgi?id=250314
Bug ID: 250314
Summary: [WPE][WebGL][Canvas][Compositing] Threaded compositor
may use a 3D canvas target FBO texture before the
WebGL rendering has finished
Product: WebKit
Version: Other
Hardware: PC
OS: Linux
Status: NEW
Severity: Critical
Priority: P2
Component: Compositing
Assignee: webkit-unassigned at lists.webkit.org
Reporter: llepage at igalia.com
CC: simon.fraser at apple.com
Created attachment 464421
--> https://bugs.webkit.org/attachment.cgi?id=464421&action=review
Example video
When rendering an heavy WebGL scene as fast as possible in a 3D canvas, the final composited image may show a black content or a partially rendered content in place of the canvas surface.
This has been observed with WPE and the threaded compositor on Linux PC with different models of NVidia cards, and on Android with different hardwares.
Logically it should happen on any configuration using the GraphicsContextGLOpenGL context to draw a 3D scene as the texture attached to the FBO target is passed to the threaded compositor without doing any synchronization first.
So, if the 3D scene rendering takes longer than the threaded compositor drawing cycle, the texture passed to the compositor doesn't contain the full scene.
Before passing the canvas FBO target texture to the threaded compositor, the client code should wait for all previous OpenGL calls to be executed by the rendering server in the current context.
The attached video shows the visual effect of this bug.
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