Chromium Code Reviews| Index: Source/modules/webgl/WebGLTexture.cpp |
| diff --git a/Source/modules/webgl/WebGLTexture.cpp b/Source/modules/webgl/WebGLTexture.cpp |
| index 16b651875b1ab555d8a3a9da1afc1fecb2a02618..4d4e4ac6ab4b62f9294dd0217ef097632cbe2a91 100644 |
| --- a/Source/modules/webgl/WebGLTexture.cpp |
| +++ b/Source/modules/webgl/WebGLTexture.cpp |
| @@ -214,15 +214,14 @@ void WebGLTexture::generateMipmapLevelInfo() |
| if (!canGenerateMipmaps()) |
| return; |
| if (!m_isComplete) { |
| - size_t baseLevel = std::min(m_baseLevel, m_info[0].size() - 1); |
| for (size_t ii = 0; ii < m_info.size(); ++ii) { |
| - const LevelInfo& info0 = m_info[ii][baseLevel]; |
| + const LevelInfo& info0 = m_info[ii][m_baseLevel]; |
| GLsizei width = info0.width; |
| GLsizei height = info0.height; |
| GLsizei depth = info0.depth; |
| GLint levelCount = computeLevelCount(width, height, depth); |
| - size_t maxLevel = m_isWebGL2OrHigher ? std::min(m_maxLevel, baseLevel + levelCount - 1) : baseLevel + levelCount - 1; |
| - for (size_t level = baseLevel + 1; level <= maxLevel; ++level) { |
| + size_t maxLevel = m_isWebGL2OrHigher ? std::min(m_maxLevel, m_baseLevel + levelCount - 1) : m_baseLevel + levelCount - 1; |
| + for (size_t level = m_baseLevel + 1; level <= maxLevel; ++level) { |
| width = std::max(1, width >> 1); |
| height = std::max(1, height >> 1); |
| depth = std::max(1, depth >> 1); |
| @@ -354,10 +353,11 @@ bool WebGLTexture::canGenerateMipmaps() |
| if (!m_isWebGL2OrHigher && isNPOT()) |
| return false; |
| - size_t baseLevel = std::min(m_baseLevel, m_info[0].size() - 1); |
| - const LevelInfo& base = m_info[0][baseLevel]; |
| + if (m_baseLevel >= m_info[0].size()) |
| + return false; |
| + const LevelInfo& base = m_info[0][m_baseLevel]; |
| for (size_t ii = 0; ii < m_info.size(); ++ii) { |
| - const LevelInfo& info = m_info[ii][baseLevel]; |
| + const LevelInfo& info = m_info[ii][m_baseLevel]; |
| if (!info.valid |
| || info.width != base.width || info.height != base.height || info.depth != base.depth |
| || info.internalFormat != base.internalFormat || info.type != base.type |
| @@ -399,17 +399,18 @@ void WebGLTexture::update() |
| m_isComplete = true; |
| m_isCubeComplete = true; |
| - size_t baseLevel = std::min(m_baseLevel, m_info[0].size() - 1); |
| - const LevelInfo& base = m_info[0][baseLevel]; |
| + if (m_baseLevel >= m_info[0].size()) |
| + return; |
|
Zhenyao Mo
2015/09/07 21:35:17
should m_isComplete be set to false?
qiankun
2015/09/08 03:35:06
Done.
|
| + const LevelInfo& base = m_info[0][m_baseLevel]; |
| size_t levelCount = computeLevelCount(base.width, base.height, base.depth); |
| - size_t maxLevel = m_isWebGL2OrHigher ? std::min(m_maxLevel, baseLevel + levelCount - 1) : baseLevel + levelCount - 1; |
| + size_t maxLevel = m_isWebGL2OrHigher ? std::min(m_maxLevel, m_baseLevel + levelCount - 1) : m_baseLevel + levelCount - 1; |
| - if (baseLevel > maxLevel) { |
| + if (m_baseLevel > maxLevel) { |
|
Zhenyao Mo
2015/09/07 21:35:18
As I mentioned in the other CL, my reading of the
qiankun
2015/09/08 03:35:06
Just set m_isComplete as false here other than ret
Zhenyao Mo
2015/09/08 20:45:24
So I read the ES spec 3.0.4 one more time, here ar
Zhenyao Mo
2015/09/08 21:11:17
In Section 3.9.2 Shader Execution, Texture Access,
|
| m_isComplete = false; |
| } |
| else { |
| for (size_t ii = 0; ii < m_info.size() && m_isComplete; ++ii) { |
| - const LevelInfo& info0 = m_info[ii][baseLevel]; |
| + const LevelInfo& info0 = m_info[ii][m_baseLevel]; |
| if (!info0.valid |
| || info0.width != base.width || info0.height != base.height || info0.depth != base.depth |
| || info0.internalFormat != base.internalFormat || info0.type != base.type |
| @@ -422,7 +423,7 @@ void WebGLTexture::update() |
| GLsizei width = info0.width; |
| GLsizei height = info0.height; |
| GLsizei depth = info0.depth; |
| - for (size_t level = baseLevel + 1; level <= maxLevel; ++level) { |
| + for (size_t level = m_baseLevel + 1; level <= maxLevel; ++level) { |
| width = std::max(1, width >> 1); |
| height = std::max(1, height >> 1); |
| depth = std::max(1, depth >> 1); |