Added: trunk/LayoutTests/fast/canvas/webgl/multisample-resolve-consistency.html (0 => 208313)
--- trunk/LayoutTests/fast/canvas/webgl/multisample-resolve-consistency.html (rev 0)
+++ trunk/LayoutTests/fast/canvas/webgl/multisample-resolve-consistency.html 2016-11-03 00:05:12 UTC (rev 208313)
@@ -0,0 +1,117 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta name="viewport" content="width=device-width">
+<script src=""
+<script src="" </script>
+</head>
+<body>
+<canvas id="example" width="400" height="400" style="width: 400px; height: 400px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+#ifdef GL_ES
+precision highp float;
+#endif
+attribute vec2 vPosition;
+uniform mat3 world;
+void main()
+{
+ gl_Position = vec4((world * vec3(vPosition, 1)).xy, 0, 1);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+#ifdef GL_ES
+precision highp float;
+#endif
+void main()
+{
+ gl_FragColor = vec4(0, 1, 0, 1);
+}
+</script>
+
+<script>
+function init()
+{
+ if (window.initNonKhronosFramework)
+ window.initNonKhronosFramework(false);
+
+ debug("Checks that multisample resolve has no timing issues");
+
+ var canvas = document.getElementById("example");
+ gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ], [ 1, 1, 1, 1 ], 1, { antialias: true });
+ shouldBeTrue("gl.getContextAttributes().antialias");
+
+ loc = gl.getUniformLocation(gl.program, "world");
+
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+
+ var coordinates = new Float32Array([ 0,1, 1,1, 0,0, 0,0, 1,1, 1,0]);
+
+ vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, coordinates, gl.STATIC_DRAW);
+ shouldBe("gl.getError()", "gl.NO_ERROR");
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ shouldBe("gl.getError()", "gl.NO_ERROR");
+}
+
+function drawQuad(x, y) {
+ gl.uniformMatrix3fv(loc, false, new Float32Array([2 * quadSizeInPixels / canvas.width, 0, 0, 0, 2 * quadSizeInPixels / canvas.height, 0, quadSizeInPixels * x * 2 / canvas.width - 1, quadSizeInPixels * y * 2 / canvas.height - 1, 1]));
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ //shouldBe("gl.getError()", "gl.NO_ERROR");
+}
+
+var loc;
+var vertexObject;
+var canvas = document.getElementById("example");
+var data = "" Uint8Array(canvas.width * canvas.height * 4);
+var width;
+var height;
+
+init();
+
+var quadSizeInPixels = 4;
+
+window.jsTestIsAsync = true;
+
+var counter = 0;
+function fillCanvas() {
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ for (var i = 0; i < canvas.width / quadSizeInPixels; ++i) {
+ for (var j = 0; j < canvas.height / quadSizeInPixels; ++j) {
+ drawQuad(i, j);
+ }
+ }
+ gl.readPixels(0, 0, canvas.width, canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ counter = counter + 1;
+ for (width = 0; width < 1; ++width) {
+ for (height = 0; height < 1; ++height) {
+ // Reduce test spam
+ if (data[4 * (height * canvas.height + width) + 0] != 0)
+ shouldBe("0", "data[4 * (height * canvas.height + width) + 0]");
+ if (data[4 * (height * canvas.height + width) + 1] != 255)
+ shouldBe("255", "data[4 * (height * canvas.height + width) + 1]");
+ if (data[4 * (height * canvas.height + width) + 2] != 0)
+ shouldBe("0", "data[4 * (height * canvas.height + width) + 2]");
+ if (data[4 * (height * canvas.height + width) + 3] != 255)
+ shouldBe("255", "data[4 * (height * canvas.height + width) + 3]");
+ }
+ }
+ if (counter < 20)
+ window.requestAnimationFrame(fillCanvas);
+ else {
+ finishJSTest();
+ gl.deleteBuffer(vertexObject);
+ }
+}
+window.requestAnimationFrame(fillCanvas);
+
+
+</script>
+<script src=""
+</body>
+</html>
\ No newline at end of file
Modified: trunk/Source/WebCore/ChangeLog (208312 => 208313)
--- trunk/Source/WebCore/ChangeLog 2016-11-02 23:30:16 UTC (rev 208312)
+++ trunk/Source/WebCore/ChangeLog 2016-11-03 00:05:12 UTC (rev 208313)
@@ -1,3 +1,35 @@
+2016-11-02 Myles C. Maxfield <mmaxfi...@apple.com>
+
+ [iOS] [WebGL] Multisample resolve step may operate on stale data
+ https://bugs.webkit.org/show_bug.cgi?id=164347
+
+ Reviewed by Dean Jackson.
+
+ When antialiasing is enabled, WebKit internally creates a multisampled FBO
+ and uses that as the target of all the drawing commands. Then, just before
+ we actually put the image on the glass, we perform a “resolve” step which
+ averages all the samples to create the final image. However, it appears
+ that this resolve step only waits for commands to complete which were
+ already submitted to the hardware. OpenGL is allowed (indeed, expected) to
+ batch up drawing commands in main memory so it can submit them to the
+ hardware in fewer batches, but this means that the hardware may not know
+ about all the commands that the application submitted. Because of this,
+ the data the resolve step saw is the result of only some of the previous
+ draw calls - not all of them.
+
+ This doesn’t occur on macOS because we have a different code path there
+ for performing the resolve step. On iOS 9 and below, WebKit didn’t
+ implement multisampling in WebGL at all, which explains why this only
+ occurs on iOS 10.
+
+ Luckily, the OpenGL command glFlush() is exactly designed to submit any
+ pending commands to the hardware.
+
+ Test: fast/canvas/webgl/multisample-resolve-consistency.html
+
+ * platform/graphics/opengl/GraphicsContext3DOpenGL.cpp:
+ (WebCore::GraphicsContext3D::resolveMultisamplingIfNecessary):
+
2016-11-02 Brady Eidson <beid...@apple.com>
Give IDBKey(Data) a WTF::Variant overhaul.
Modified: trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp (208312 => 208313)
--- trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp 2016-11-02 23:30:16 UTC (rev 208312)
+++ trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp 2016-11-03 00:05:12 UTC (rev 208313)
@@ -234,6 +234,7 @@
::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
#if PLATFORM(IOS)
UNUSED_PARAM(rect);
+ ::glFlush();
::glResolveMultisampleFramebufferAPPLE();
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards);