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RE: [Public WebGL] OUT_OF_MEMORY error in 1.0.1/conformance/reading/read-pixels-test

I don't see why adding a flush would actually help.  In our implementation that will actually cause us to consume even more memory with command buffers and therefor go to low memory conditions more quickly.  If you need to do something like this I'd suggest a glFinish instead.  It's also worth mentioning that adding a flush or finish after every draw call will make some implementations very slow.  I've seen this kind of code slow some tiling implementations down by over 100x.

I will also mention that you should not see this problem on our platforms with a single context app.  We start doing implicit flush/finish if we detect out of memory conditions so that apps can continue to get the correct results at a lower performance level.


-----Original Message-----
From: owner-public_webgl@khronos.org [mailto:owner-public_webgl@khronos.org] On Behalf Of Jeff Gilbert
Sent: Wednesday, April 03, 2013 3:26 AM
To: public webgl
Subject: [Public WebGL] OUT_OF_MEMORY error in 1.0.1/conformance/reading/read-pixels-test

On some mobile devices, we're hitting a couple errors followed by a gl.OUT_OF_MEMORY error in the "check reading with lots of drawing" section. This is AFAIK spec-compliant behavior, so I believe the test should be changed to gl.flush() after each draw call, which seems to have fixed it for me.



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