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8318985: [macos] Incorrect 3D lighting on macOS 14 and later #1791
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👋 Welcome back jdv! A progress list of the required criteria for merging this PR into |
@jayathirthrao This change now passes all automated pre-integration checks. ℹ️ This project also has non-automated pre-integration requirements. Please see the file CONTRIBUTING.md for details. After integration, the commit message for the final commit will be:
You can use pull request commands such as /summary, /contributor and /issue to adjust it as needed. At the time when this comment was updated there had been 4 new commits pushed to the
As there are no conflicts, your changes will automatically be rebased on top of these commits when integrating. If you prefer to avoid this automatic rebasing, please check the documentation for the /integrate command for further details. ➡️ To integrate this PR with the above commit message to the |
/reviewers 2 |
@jayathirthrao |
@arapte I have run all headful system tests in CI on linux and it is green. Just to be sure i will also run Ensemble8 in Linux and update. |
Reviewers: @arapte @kevinrushforth /reviewers 2 |
@kevinrushforth |
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LGTM. On my macOS 14.x M1 system, the re-enabled test fails without the fix and passes with the fix. It looks visually correct now.
I didn't test it on Linux, so I'll rely on others to do that.
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LGTM. Tested on mac and windows(with es2 pipeline) platform.
Shall rely @jayathirthrao for Linux sanity testing.
Please wait for 24 hours before integrating. |
I have verified Ensemble8 3D demos(played around with specular parameters in 3DSphere demo) on Ubuntu 24.04 and i don't see any issues. |
/integrate |
Going to push as commit 2617ff5.
Your commit was automatically rebased without conflicts. |
@jayathirthrao Pushed as commit 2617ff5. 💡 You may see a message that your pull request was closed with unmerged commits. This can be safely ignored. |
When no specular color is set while rendering 3D primitives, 0.0 specular power value is used by default in our shaders.
When same specular power value is used in pow() function in shader it results in undefined behaviour as mentioned at : https://registry.khronos.org/OpenGL-Refpages/es3.0/html/pow.xhtml
By default specular power value should be 32, so now the specular_none.frag file is updated to use this default value to make sure we don't see 3D lighting issues on some platforms. This change is tested with Ensemble8 and fx83dfeatures and i don't see any regressions.
Also one of our system test PointLightIlluminationTest used to fail because of this issue. It passes now with this update and it is re-enabled.
Progress
Issue
Reviewers
Reviewing
Using
git
Checkout this PR locally:
$ git fetch https://git.openjdk.org/jfx.git pull/1791/head:pull/1791
$ git checkout pull/1791
Update a local copy of the PR:
$ git checkout pull/1791
$ git pull https://git.openjdk.org/jfx.git pull/1791/head
Using Skara CLI tools
Checkout this PR locally:
$ git pr checkout 1791
View PR using the GUI difftool:
$ git pr show -t 1791
Using diff file
Download this PR as a diff file:
https://git.openjdk.org/jfx/pull/1791.diff
Using Webrev
Link to Webrev Comment