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Sign upFix immersive mode panic on three.js rollercoaster on hololens #24242
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highfive
commented
Sep 19, 2019
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Heads up! This PR modifies the following files:
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highfive
commented
Sep 19, 2019
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r? @asajeffrey |
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I'm a bit uncomfortable that this is causing panic, since AFAICT all of the original code could be replicated in user WebGL. That said, this is a definite improvement. @bors-servo r+ |
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Ah, does bors not listen to review comments? @bors-servo r+ |
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Fix immersive mode panic on three.js rollercoaster on hololens We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #24083 (GitHub issue number if applicable) - [x] These changes do not require tests because no CI for hololens; tested manually in the emulator. <!-- 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/24242) <!-- Reviewable:end -->
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That's a good point. I should put together some testcases to experiment; filed #24244 to do that. |
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@bors-servo try=wpt |
Fix immersive mode panic on three.js rollercoaster on hololens We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #24083 (GitHub issue number if applicable) - [x] These changes do not require tests because no CI for hololens; tested manually in the emulator. <!-- 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/24242) <!-- Reviewable:end -->
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r? @asajeffrey The addition of RGB to the framebuffer completion checks exposed some additional implementation holes which were easy enough to clean up while I was investigating them. |
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LGTM |
| expected: FAIL | ||
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| [WebGL test #82: getError expected: INVALID_OPERATION. Was NO_ERROR : IMPLEMENTATION_COLOR_READ_FORMAT should fail for incomplete framebuffers.] | ||
| expected: FAIL |
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@bors-servo retry |
1 similar comment
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@bors-servo retry |
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@bors-servo r- |
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@bors-servo r=nox,asajeffrey |
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@bors-servo r- |
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@bors-servo r=asajeffrey,nox |
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Fix immersive mode panic on three.js rollercoaster on hololens We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #24083 and fix #20595. - [x] These changes do not require tests because no CI for hololens; tested manually in the emulator. <!-- 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/24242) <!-- Reviewable:end -->
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@bors-servo retry |
Fix immersive mode panic on three.js rollercoaster on hololens We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #24083 and fix #20595. - [x] These changes do not require tests because no CI for hololens; tested manually in the emulator. <!-- 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/24242) <!-- Reviewable:end -->
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jdm commentedSep 19, 2019
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edited
We have some special logic about texture formats when creating drawing buffers for WebGL that needs to be shared with the code that creates a separate framebuffer for immersive mode.
./mach build -ddoes not report any errors./mach test-tidydoes not report any errorsThis change is