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Unified Diff: Source/modules/webgl/WebGLTexture.cpp

Issue 1306343007: Fix base level for generateMipmap in blink (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 5 years, 3 months ago
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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);
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