fix(gles): attach depth/stencil to swapchain FBO on surface render pass (#284) - #285
Merged
Conversation
…ss (#284) setupSurfaceTarget() had an early return that skipped depth/stencil attachment. 3D content with depth testing was invisible on GLES while Vulkan/DX12 worked correctly. Add AttachDepthStencilToFBOCommand — attaches to currently bound FBO without referencing colorTexture. Matches Rust wgpu-hal GLES begin_render_pass which uses draw_fbo for both surface and offscreen. Also bumps gpucontext v0.22.0 → v0.23.0. Fixes #284.
Codecov Report✅ All modified and coverable lines are covered by tests. 📢 Thoughts on this report? Let us know! |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
setupSurfaceTarget()early return skipped depth/stencil attachmentAttachDepthStencilToFBOCommandattaches to currently bound FBO (swapchain FBO is a real GL FBO, not FBO 0)begin_render_passwhich uses samedraw_fbopath for surface and offscreenTest plan
go build ./...— nativeGOOS=js GOARCH=wasm go build .— browsergolangci-lint— 0 issuesgofmt— cleanGOGPU_GRAPHICS_API=gles go run g3d/examples/fullscreen-overlay/— 3D cube visible (requires g3d)