author | Brad Kotsopoulos <bkotsopoulos> |
Sun, 24 Jan 2016 22:21:00 +0100 | |
changeset 282504 | bbebe315674d062de94514ea8484993da5a16315 |
parent 282503 | 4ba3b39912519c1c66258289a21f97fdbceeb8ad |
child 282505 | 9cea9bfd32442c42179b9221aff165bdce4e9c4e |
push id | 71189 |
push user | cbook@mozilla.com |
push date | Mon, 01 Feb 2016 08:24:19 +0000 |
treeherder | mozilla-inbound@9cea9bfd3244 [default view] [failures only] |
perfherder | [talos] [build metrics] [platform microbench] (compared to previous push) |
reviewers | jgilbert, jmuizelaar |
bugs | 1242330 |
milestone | 47.0a1 |
first release with | nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
|
last release without | nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
|
--- a/dom/canvas/WebGLShaderValidator.cpp +++ b/dom/canvas/WebGLShaderValidator.cpp @@ -145,26 +145,26 @@ WebGLContext::CreateShaderValidator(GLen resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors; resources.MaxVaryingVectors = mGLMaxVaryingVectors; resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits; resources.MaxCombinedTextureImageUnits = mGLMaxTextureUnits; resources.MaxTextureImageUnits = mGLMaxTextureImageUnits; resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors; resources.MaxDrawBuffers = mGLMaxDrawBuffers; - if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth)) + if (IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth)) resources.EXT_frag_depth = 1; - if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) + if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) resources.OES_standard_derivatives = 1; - if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) + if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) resources.EXT_draw_buffers = 1; - if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::EXT_shader_texture_lod)) + if (IsExtensionEnabled(WebGLExtensionID::EXT_shader_texture_lod)) resources.EXT_shader_texture_lod = 1; // Tell ANGLE to allow highp in frag shaders. (unless disabled) // 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