Bug 737182 - drop WebGL cube map workaround, now that we have it handled in GLContext - r=jrmuizel
authorBenoit Jacob <bjacob@mozilla.com>
Sat, 31 Mar 2012 12:48:32 -0400
changeset 94099 bd9c99b055ab1381d60b0b7ba544255893560e41
parent 94098 f9dbb20938024eb6d952a59432704ff4e3090133
child 94100 e3f2d863c0d5cdbc0c8a201496566d9f82355af1
push id886
push userlsblakk@mozilla.com
push dateMon, 04 Jun 2012 19:57:52 +0000
treeherdermozilla-beta@bbd8d5efd6d1 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersjrmuizel
bugs737182
milestone14.0a1
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
Bug 737182 - drop WebGL cube map workaround, now that we have it handled in GLContext - r=jrmuizel
content/canvas/src/WebGLContextValidate.cpp
--- a/content/canvas/src/WebGLContextValidate.cpp
+++ b/content/canvas/src/WebGLContextValidate.cpp
@@ -574,24 +574,16 @@ WebGLContext::InitAndValidateGL()
         mGLMaxTextureImageUnits = MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS;
         mGLMaxVertexTextureImageUnits = MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
     } else {
         gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mGLMaxTextureSize);
         gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mGLMaxCubeMapTextureSize);
         gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxTextureImageUnits);
         gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits);
     }
-    
-#ifdef XP_MACOSX
-    if (gl->Vendor() == gl::GLContext::VendorIntel) {
-        // bug 684882, corruption in large cube maps on Intel Mac driver.
-        // Is reported to only affect Mac OS < 10.7.2 but don't want to rely on that yet.
-        mGLMaxCubeMapTextureSize = NS_MIN(mGLMaxCubeMapTextureSize, 512);
-    }
-#endif
 
     if (MinCapabilityMode()) {
         mGLMaxFragmentUniformVectors = MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS;
         mGLMaxVertexUniformVectors = MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS;
         mGLMaxVaryingVectors = MINVALUE_GL_MAX_VARYING_VECTORS;
     } else {
         if (gl->HasES2Compatibility()) {
             gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGLMaxFragmentUniformVectors);