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author | Moonchild <moonchild@palemoon.org> | 2021-04-30 21:22:08 +0000 |
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committer | Moonchild <moonchild@palemoon.org> | 2021-04-30 21:22:08 +0000 |
commit | 0dd3424f774954627d6f53df9fb47379d9b5c871 (patch) | |
tree | d8c303bac59a5bbbbc6c6f5e541a01dec1a5ae49 /dom/canvas/WebGLShaderValidator.cpp | |
parent | 5e705bd5059da5b7a39e3a096b7c7f59cb466730 (diff) | |
download | uxp-0dd3424f774954627d6f53df9fb47379d9b5c871.tar.gz |
Issue #1751 -- Remove XP_MACOSX conditionals from /dom
Diffstat (limited to 'dom/canvas/WebGLShaderValidator.cpp')
-rw-r--r-- | dom/canvas/WebGLShaderValidator.cpp | 37 |
1 files changed, 1 insertions, 36 deletions
diff --git a/dom/canvas/WebGLShaderValidator.cpp b/dom/canvas/WebGLShaderValidator.cpp index bf2df82f71..eadeeb56b0 100644 --- a/dom/canvas/WebGLShaderValidator.cpp +++ b/dom/canvas/WebGLShaderValidator.cpp @@ -63,34 +63,8 @@ ChooseValidatorCompileOptions(const ShBuiltInResources& resources, SH_REGENERATE_STRUCT_NAMES; } -#ifndef XP_MACOSX - // We want to do this everywhere, but to do this on Mac, we need - // to do it only on Mac OSX > 10.6 as this causes the shader - // compiler in 10.6 to crash + // We want to do this everywhere. options |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS; -#endif - -#ifdef XP_MACOSX - if (gl->WorkAroundDriverBugs()) { - // Work around https://bugs.webkit.org/show_bug.cgi?id=124684, - // https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb - options |= SH_UNFOLD_SHORT_CIRCUIT; - - // OS X 10.7/10.8 specific: - - // Work around bug 665578 and bug 769810 - if (gl->Vendor() == gl::GLVendor::ATI) { - options |= SH_EMULATE_BUILT_IN_FUNCTIONS; - } - // Work around bug 735560 - if (gl->Vendor() == gl::GLVendor::Intel) { - options |= SH_EMULATE_BUILT_IN_FUNCTIONS; - } - - // Work around that Mac drivers handle struct scopes incorrectly. - options |= SH_REGENERATE_STRUCT_NAMES; - } -#endif if (resources.MaxExpressionComplexity > 0) { options |= SH_LIMIT_EXPRESSION_COMPLEXITY; @@ -187,15 +161,6 @@ WebGLContext::CreateShaderValidator(GLenum shaderType) const // If underlying GLES doesn't have highp in frag shaders, it should complain anyways. resources.FragmentPrecisionHigh = mDisableFragHighP ? 0 : 1; - if (gl->WorkAroundDriverBugs()) { -#ifdef XP_MACOSX - if (gl->Vendor() == gl::GLVendor::NVIDIA) { - // Work around bug 890432 - resources.MaxExpressionComplexity = 1000; - } -#endif - } - int compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl); return webgl::ShaderValidator::Create(shaderType, spec, outputLanguage, resources, compileOptions); |