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Sign upGL error on android for Going Home #21763
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There is no GL error on mac desktop, only:
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The plot thickens - when I build with the NDK15c to avoid the libunwind segfault, I hit a panic when a WebGLTexture object is GCed and the WebGL thread no longer exists. |
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The underlying GC error is reproducible with the following page: <canvas id="c"></canvas>
<script>
var c = document.getElementById('c');
var gl = c.getContext('webgl');
var r = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, r);
console.log(gl.getError());
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, 1024, 1024);
console.log(gl.getError());
</script> |
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It appears that the GL drivers don't like the DEPTH_STENCIL format. |
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I suspect that Gecko internally uses DEPTH24_STENCIL8 in place of DEPTH_STENCIL, per https://searchfox.org/mozilla-central/source/dom/canvas/WebGLFormats.cpp#822-823. |
bors-servo
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Sep 21, 2018
bors-servo
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Sep 23, 2018
Use standard buffer format for DEPTH_STENCIL This makes the Going Home title display for me on my Pixel 2. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #21763 - [x] There are tests for these changes <!-- Reviewable:start --> --- This change is [<img src="https://reviewable.io/review_button.svg" height="34" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/servo/21784) <!-- Reviewable:end -->
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http://goinghome.302chanwoo.com/
On android there's a panic from an unexpected GL error, then libunwind segfaults while handling the panic.