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authorMoonchild <moonchild@palemoon.org>2021-04-30 21:22:08 +0000
committerMoonchild <moonchild@palemoon.org>2021-04-30 21:22:08 +0000
commit0dd3424f774954627d6f53df9fb47379d9b5c871 (patch)
treed8c303bac59a5bbbbc6c6f5e541a01dec1a5ae49 /dom/canvas/WebGLShaderValidator.cpp
parent5e705bd5059da5b7a39e3a096b7c7f59cb466730 (diff)
downloaduxp-0dd3424f774954627d6f53df9fb47379d9b5c871.tar.gz
Issue #1751 -- Remove XP_MACOSX conditionals from /dom
Diffstat (limited to 'dom/canvas/WebGLShaderValidator.cpp')
-rw-r--r--dom/canvas/WebGLShaderValidator.cpp37
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);