WebXR Layers: Avoid openxr failure due to too many layers [chromium/src : main]

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Yong Li (xWF) (Gerrit)

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Jan 8, 2026, 6:12:52 PMJan 8
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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

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Brandon Jones (Gerrit)

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Jan 8, 2026, 6:26:16 PMJan 8
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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

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Alexander Cooper (Gerrit)

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Jan 8, 2026, 6:33:01 PMJan 8
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Alexander Cooper added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

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Alexander Cooper (Gerrit)

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Alexander Cooper added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

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Yong Li (xWF) (Gerrit)

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Jan 9, 2026, 11:00:47 AMJan 9
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Yong Li (xWF) added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

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Alexander Cooper (Gerrit)

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Alexander Cooper added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

Alexander Cooper

I thought we were able to create that in a single texture. Or did you mean Cube?

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Yong Li (xWF) (Gerrit)

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Jan 9, 2026, 1:14:33 PMJan 9
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Yong Li (xWF) added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

Alexander Cooper

I thought we were able to create that in a single texture. Or did you mean Cube?

Yong Li (xWF)

No, cube will only use one openxr layer. We do use a single texture, but for each eye, we create an XrCompositionLayerQuad with different sub image rects, so we end up with 2 XrCompoositionLayerQuad objects.

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Alexander Cooper (Gerrit)

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Alexander Cooper added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

Alexander Cooper

I thought we were able to create that in a single texture. Or did you mean Cube?

Yong Li (xWF)

No, cube will only use one openxr layer. We do use a single texture, but for each eye, we create an XrCompositionLayerQuad with different sub image rects, so we end up with 2 XrCompoositionLayerQuad objects.

Alexander Cooper

Sorry, I'm not following why Quad is unique for this then?

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Yong Li (xWF) (Gerrit)

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Jan 9, 2026, 3:30:20 PMJan 9
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Yong Li (xWF) added 1 comment

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Yong Li (xWF) . resolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

Alexander Cooper

I thought we were able to create that in a single texture. Or did you mean Cube?

Yong Li (xWF)

No, cube will only use one openxr layer. We do use a single texture, but for each eye, we create an XrCompositionLayerQuad with different sub image rects, so we end up with 2 XrCompoositionLayerQuad objects.

Alexander Cooper

Sorry, I'm not following why Quad is unique for this then?

Yong Li (xWF)

Sorry for confusing. I used quad layer just as an example. Cylinder and equirect have same issue.

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Alexander Cooper (Gerrit)

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Alexander Cooper added 1 comment

Patchset-level comments
Yong Li (xWF) . unresolved

Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

Brandon Jones

I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

Alexander Cooper

Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

Alexander Cooper

https://github.com/immersive-web/layers/issues/323

Yong Li (xWF)

A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

Alexander Cooper

I thought we were able to create that in a single texture. Or did you mean Cube?

Yong Li (xWF)

No, cube will only use one openxr layer. We do use a single texture, but for each eye, we create an XrCompositionLayerQuad with different sub image rects, so we end up with 2 XrCompoositionLayerQuad objects.

Alexander Cooper

Sorry, I'm not following why Quad is unique for this then?

Yong Li (xWF)

Sorry for confusing. I used quad layer just as an example. Cylinder and equirect have same issue.

Alexander Cooper

Chatted with Brandon; modification is we'll call it a "maxLayerRenderCost" (or "maxLayerBudget") as the attribute on the XRSession and modify each of the layers to expose a "renderCost" attribute. The stereo objects can report 2 and mono/projection layers can report 1.

Essentially, I don't want to surprise developers that e.g. one of their layers (or worse one of the eyes for one of their layers) doesn't render.

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    Alexander Cooper

    Okay, spoke with the working group, and I'll update the github. For now the preference is to expose only `maxRenderLayers` on XRSession, and just cut that number in half (and actually I think we want half-1 because we want to reserve an overlay layer for ourselves for future usage). It likely often leaves more headroom than we need; but it seems to be adequate for most developers needs.

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    Patchset-level comments
    File-level comment, Patchset 5 (Latest):
    Alexander Cooper . resolved

    LGTM with a few minor changes.

    File device/vr/openxr/openxr_api_wrapper.cc
    Line 1182, Patchset 5 (Latest): DCHECK_LE(layers->PrimaryLayerCount(), max_layer_count_);
    Alexander Cooper . unresolved

    CHECK_LE is fine I think; but we should also try to do a `mojo::ReportBadMessage` style validation on the end of the pipe that ends up setting the layers (and thus layers->PrimaryLayerCount).

    Line 1649, Patchset 5 (Latest): if (!max_layer_count_) {
    Alexander Cooper . unresolved

    Prefer explicit `max_layer_count_ == 0` check.

    Line 1650, Patchset 5 (Latest): // Just in case.
    Alexander Cooper . unresolved

    NIT: Unnecessary comment.

    Line 1653, Patchset 5 (Latest): // A quad, equirect or cylinder layer may need 2 XrCompositionLayer objects
    // for both eyes. We may also show the base layer.
    Alexander Cooper . unresolved

    Non-Nit: Change the comment about "We may show the base layer" to indicate that we actually just reserve one layer for our own use. Right now it's the base layer, but long term I'd like to change how that works.

    NIT (and also checking my understanding), consider re-wording (with incorporating above non-nit as well) to something like:
    "Except for the projection layer, stereo layers actually need 2 XrCompositionLayer objects (one per eye). For now, divide the amount of available layers by 2 to avoid blink trying to activate too many layers at once. Further, we reserve one layer for our own use."

    File third_party/blink/renderer/modules/xr/xr_session.cc
    Line 99, Patchset 5 (Latest): "The number of layers to be enabled exists maxRenderLayers.";
    Alexander Cooper . unresolved
    exceeds
    ```suggestion
    "The number of layers to be enabled exceeds maxRenderLayers.";
    ```
    Line 569, Patchset 5 (Latest): exception_state.ThrowTypeError(kTooManyLayers);
    Alexander Cooper . unresolved

    I was probably going to put it in the spec as `NotSupportedError`., and we should do the check before this for loop.

    File third_party/blink/renderer/modules/xr/xr_session.idl
    Line 57, Patchset 5 (Latest): readonly attribute unsigned short maxRenderLayers;
    Alexander Cooper . unresolved

    Add `[RuntimeEnabled=WebXRLayers]` here, and keep it out of virtual/stable/webexposed until we enable the feature.

    File third_party/blink/web_tests/virtual/stable/webexposed/global-interface-listing-expected.txt
    Line 11835, Patchset 5 (Latest): getter maxRenderLayers
    Alexander Cooper . unresolved

    Adding the runtime enabled attribute will make you need to revert this change.

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      Yong Li (xWF) (Gerrit)

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      Jan 20, 2026, 4:18:05 PMJan 20
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      Yong Li (xWF) added 9 comments

      Patchset-level comments
      Yong Li (xWF) . resolved

      Alex, I am not sure it is good to fail create*Layer() or updateRenderState() just because there are too many layers. Especially during the test, I found the base layer may occasionally be required but then be removed (must be due to overlay). Also, a quad layer with stereo-* layout will be counted as 2 layers. So I end up the current solution which just ignore some layers when the number exceeds the limit, so openxr can still be happy.

      Brandon Jones

      I don't think we should fail create___Layer() because the developer may not be using every layer they create simultaneously. updateRenderState() would be a more appropriate choice to surface an error at, as it matches the behavior of OpenXR more closely.

      Alexander Cooper

      Yeah, the spec *does* allow limiting the number of created layers; but I think Brandon is right that that number probably shouldn't be exactly the number that is set. I *do* think we should plumb the "max set" layers up to blink and reject in updateRenderState though, and then add a `reportBadMessage` call here if the layers size is larger than what we said the max could/should be.

      Let's call it a `NotSupportedError`, and I'll draft a spec issue/spec text for it. I think it should be fairly non-controversial.

      Alexander Cooper

      https://github.com/immersive-web/layers/issues/323

      Yong Li (xWF)

      A tricky thing is one quad layer with stereo-left-right layout will be counted as 2 layers by openxr because we create 2 layers respectively for 2 eyes.

      Alexander Cooper

      I thought we were able to create that in a single texture. Or did you mean Cube?

      Yong Li (xWF)

      No, cube will only use one openxr layer. We do use a single texture, but for each eye, we create an XrCompositionLayerQuad with different sub image rects, so we end up with 2 XrCompoositionLayerQuad objects.

      Alexander Cooper

      Sorry, I'm not following why Quad is unique for this then?

      Yong Li (xWF)

      Sorry for confusing. I used quad layer just as an example. Cylinder and equirect have same issue.

      Alexander Cooper

      Chatted with Brandon; modification is we'll call it a "maxLayerRenderCost" (or "maxLayerBudget") as the attribute on the XRSession and modify each of the layers to expose a "renderCost" attribute. The stereo objects can report 2 and mono/projection layers can report 1.

      Essentially, I don't want to surprise developers that e.g. one of their layers (or worse one of the eyes for one of their layers) doesn't render.

      Alexander Cooper

      Okay, spoke with the working group, and I'll update the github. For now the preference is to expose only `maxRenderLayers` on XRSession, and just cut that number in half (and actually I think we want half-1 because we want to reserve an overlay layer for ourselves for future usage). It likely often leaves more headroom than we need; but it seems to be adequate for most developers needs.

      Yong Li (xWF)

      Acknowledged

      File device/vr/openxr/openxr_api_wrapper.cc
      Line 1182, Patchset 5: DCHECK_LE(layers->PrimaryLayerCount(), max_layer_count_);
      Alexander Cooper . resolved

      CHECK_LE is fine I think; but we should also try to do a `mojo::ReportBadMessage` style validation on the end of the pipe that ends up setting the layers (and thus layers->PrimaryLayerCount).

      Yong Li (xWF)

      Added a check in SetEnabledCompositionLayers.

      Line 1649, Patchset 5: if (!max_layer_count_) {
      Alexander Cooper . resolved

      Prefer explicit `max_layer_count_ == 0` check.

      Yong Li (xWF)

      Done

      Line 1650, Patchset 5: // Just in case.
      Alexander Cooper . resolved

      NIT: Unnecessary comment.

      Yong Li (xWF)

      Done

      Line 1653, Patchset 5: // A quad, equirect or cylinder layer may need 2 XrCompositionLayer objects

      // for both eyes. We may also show the base layer.
      Alexander Cooper . resolved

      Non-Nit: Change the comment about "We may show the base layer" to indicate that we actually just reserve one layer for our own use. Right now it's the base layer, but long term I'd like to change how that works.

      NIT (and also checking my understanding), consider re-wording (with incorporating above non-nit as well) to something like:
      "Except for the projection layer, stereo layers actually need 2 XrCompositionLayer objects (one per eye). For now, divide the amount of available layers by 2 to avoid blink trying to activate too many layers at once. Further, we reserve one layer for our own use."

      Yong Li (xWF)

      Done

      File third_party/blink/renderer/modules/xr/xr_session.cc
      Line 99, Patchset 5: "The number of layers to be enabled exists maxRenderLayers.";
      Alexander Cooper . resolved
      exceeds
      ```suggestion
      "The number of layers to be enabled exceeds maxRenderLayers.";
      ```
      Yong Li (xWF)

      Done

      Line 569, Patchset 5: exception_state.ThrowTypeError(kTooManyLayers);
      Alexander Cooper . resolved

      I was probably going to put it in the spec as `NotSupportedError`., and we should do the check before this for loop.

      Yong Li (xWF)

      Done

      File third_party/blink/renderer/modules/xr/xr_session.idl
      Line 57, Patchset 5: readonly attribute unsigned short maxRenderLayers;
      Alexander Cooper . resolved

      Add `[RuntimeEnabled=WebXRLayers]` here, and keep it out of virtual/stable/webexposed until we enable the feature.

      Yong Li (xWF)

      Done

      File third_party/blink/web_tests/virtual/stable/webexposed/global-interface-listing-expected.txt
      Line 11835, Patchset 5: getter maxRenderLayers
      Alexander Cooper . resolved

      Adding the runtime enabled attribute will make you need to revert this change.

      Yong Li (xWF)

      Acknowledged

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        Alexander Cooper (Gerrit)

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        Alexander Cooper voted and added 2 comments

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        Patchset-level comments
        File-level comment, Patchset 6 (Latest):
        Alexander Cooper . resolved

        LGTM w/one minor tweak

        File device/vr/openxr/openxr_api_wrapper.cc
        Line 1182, Patchset 5: DCHECK_LE(layers->PrimaryLayerCount(), max_layer_count_);
        Alexander Cooper . unresolved

        CHECK_LE is fine I think; but we should also try to do a `mojo::ReportBadMessage` style validation on the end of the pipe that ends up setting the layers (and thus layers->PrimaryLayerCount).

        Yong Li (xWF)

        Added a check in SetEnabledCompositionLayers.

        Alexander Cooper

        Sorry, can you switch this from `DCHECK_LE` to `CHECK_LE`

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          File third_party/blink/web_tests/webexposed/global-interface-listing-expected.txt
          Line 12932, Patchset 5: getter maxRenderLayers
          Alexander Cooper . unresolved

          The problem with the test failures is that *this* one (note how it's just under web_tests/webexposed and *not* web_tests/virtual/stable/webexposed) *is* needed.

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          Yong Li (xWF) (Gerrit)

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          File device/vr/openxr/openxr_api_wrapper.cc
          Line 1182, Patchset 5: DCHECK_LE(layers->PrimaryLayerCount(), max_layer_count_);
          Alexander Cooper . resolved

          CHECK_LE is fine I think; but we should also try to do a `mojo::ReportBadMessage` style validation on the end of the pipe that ends up setting the layers (and thus layers->PrimaryLayerCount).

          Yong Li (xWF)

          Added a check in SetEnabledCompositionLayers.

          Alexander Cooper

          Sorry, can you switch this from `DCHECK_LE` to `CHECK_LE`

          Yong Li (xWF)

          Done

          File third_party/blink/web_tests/webexposed/global-interface-listing-expected.txt
          Line 12932, Patchset 5: getter maxRenderLayers
          Alexander Cooper . resolved

          The problem with the test failures is that *this* one (note how it's just under web_tests/webexposed and *not* web_tests/virtual/stable/webexposed) *is* needed.

          Yong Li (xWF)

          Done

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                📎 It looks like you’re making a possibly security-sensitive change! 📎 IPC security review isn’t a rubberstamp, so your friendly security reviewer will need a fair amount of context to review your CL effectively. Please review your CL description and code comments to make sure they provide context for someone unfamiliar with your project/area. Pay special attention to where data comes from and which processes it flows between (and their privilege levels). Feel free to point your security reviewer at design docs, bugs, or other links if you can’t reasonably make a self-contained CL description. (Also see https://cbea.ms/git-commit/).

                IPC reviewer(s): ke...@chromium.org


                Reviewer source(s):
                ke...@chromium.org is from context(googleclient/chrome/chromium_gwsq/ipc/config.gwsq)

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                Ken Buchanan (Gerrit)

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                Jan 22, 2026, 11:01:07 AMJan 22
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                Ken Buchanan voted and added 1 comment

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                File-level comment, Patchset 8 (Latest):
                Ken Buchanan . resolved

                mojom lgtm

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                Blink W3C Test Autoroller (Gerrit)

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                Jan 22, 2026, 11:04:06 AMJan 22
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                Message from Blink W3C Test Autoroller

                Exportable changes to web-platform-tests were detected in this CL and a pull request in the upstream repo has been made: https://github.com/web-platform-tests/wpt/pull/57293.

                When this CL lands, the bot will automatically merge the PR on GitHub if the required GitHub checks pass; otherwise, ecosystem-infra@ team will triage the failures and may contact you.

                WPT Export docs:
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                Yong Li (xWF) (Gerrit)

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                Jan 22, 2026, 11:49:07 AMJan 22
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                Ken Buchanan (Gerrit)

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                Jan 22, 2026, 1:30:26 PMJan 22
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                Ken Buchanan voted Code-Review+1

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                  Alexander Cooper (Gerrit)

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                  Alexander Cooper voted Code-Review+1

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                  Yong Li (xWF) (Gerrit)

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                  Jan 23, 2026, 9:15:24 AMJan 23
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                  Yong Li (xWF) voted Commit-Queue+2

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                  Chromium LUCI CQ (Gerrit)

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                  Jan 23, 2026, 9:23:18 AMJan 23
                  to Yong Li (xWF), Alexander Cooper, Ken Buchanan, Blink W3C Test Autoroller, Chromium IPC Reviews, Brandon Jones, AyeAye, Code Review Nudger, Evgenii Alekseev (xWF), chromium...@chromium.org, blink-revie...@chromium.org, jmedle...@chromium.org, blink-...@chromium.org, feature-v...@chromium.org

                  Chromium LUCI CQ submitted the change

                  Change information

                  Commit message:
                  WebXR Layers: Avoid openxr failure due to too many layers

                  - Add maxRenderLayers to XrSession.
                  - Apply a safe guard when passing layers to OpenXR.
                  - Also add a trace for number of layers passed to OpenXR.
                  Bug: 454338260
                  Change-Id: I6c8998f66489e7f88c308a9ca275172d3628d60c
                  Reviewed-by: Alexander Cooper <alco...@chromium.org>
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                  Cr-Commit-Position: refs/heads/main@{#1573642}
                  Files:
                  • M device/vr/openxr/openxr_api_wrapper.cc
                  • M device/vr/openxr/openxr_api_wrapper.h
                  • M device/vr/openxr/openxr_render_loop.cc
                  • M device/vr/openxr/test/fake_openxr_impl_api.cc
                  • M device/vr/public/mojom/vr_service.mojom
                  • M third_party/blink/renderer/modules/xr/xr_session.cc
                  • M third_party/blink/renderer/modules/xr/xr_session.h
                  • M third_party/blink/renderer/modules/xr/xr_session.idl
                  • M third_party/blink/web_tests/external/wpt/resources/chromium/webxr-test.js
                  • M third_party/blink/web_tests/webexposed/global-interface-listing-expected.txt
                  Change size: M
                  Delta: 10 files changed, 54 insertions(+), 0 deletions(-)
                  Branch: refs/heads/main
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                  luci-bisection@appspot.gserviceaccount.com (Gerrit)

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                  Jan 23, 2026, 10:18:15 AMJan 23
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