devwaker / angleproject

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DX11 breaks autofocus in WebGL demos #479

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Originally filed with Chromium: 
https://code.google.com/p/chromium/issues/detail?id=260064

Two WebGL demos use an autofocus effect which does not render correctly when 
DX11 is enabled. Demos are here:
http://alteredqualia.com/xg/examples/animation_physics_ammo.html
http://alteredqualia.com/xg/examples/animation_physics_vehicles.html

We'd made changes to floating point texture support (revision afcb7653356d) to 
address this, but that doesn't appear to have resolved the issue.

Original issue reported on code.google.com by shannonw...@chromium.org on 30 Sep 2013 at 10:48

GoogleCodeExporter commented 9 years ago
DX11 autofocus troubles should be now fixed on my side:

http://alteredqualia.com/xg/examples/animation_physics_ammo3.html

As I mentioned in the comment original Chromium issue, problem was indeed with 
both reading and writing to the same render target at the same time (for 
determining focus depth). 

This lead to behaviors undefined according to specs but apparently different 
under DX9 and DX11. So I changed it to use double-buffering and this fixed it.

This fixed version also uses DX11 compatible multiple render targets but that's 
still work in progress.

Original comment by postfil...@gmail.com on 1 Oct 2013 at 12:20

GoogleCodeExporter commented 9 years ago
That does indeed take care of it! Marking this issue fixed.

Original comment by shannonw...@chromium.org on 1 Oct 2013 at 6:32