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); |