diff --git a/content/canvas/src/WebGLContextValidate.cpp b/content/canvas/src/WebGLContextValidate.cpp index 87ec8519fed0..e5bc3ef9c425 100644 --- a/content/canvas/src/WebGLContextValidate.cpp +++ b/content/canvas/src/WebGLContextValidate.cpp @@ -1007,22 +1007,12 @@ WebGLContext::InitAndValidateGL() // specifically enabled on desktop GLSL. gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE); - // we don't do the following glEnable(GL_POINT_SPRITE) on ATI cards on Windows, because bug 602183 shows that it causes - // crashes in the ATI/Windows driver; and point sprites on ATI seem like a lost cause anyway, see - // http://www.gamedev.net/community/forums/topic.asp?topic_id=525643 - // Also, if the ATI/Windows driver implements a recent GL spec version, this shouldn't be needed anyway. -#ifdef XP_WIN - if (!(gl->WorkAroundDriverBugs() && - gl->Vendor() == gl::GLContext::VendorATI)) -#else - if (true) -#endif - { - // gl_PointCoord is always available in ES2 GLSL and in newer desktop GLSL versions, but apparently - // not in OpenGL 2 and apparently not (due to a driver bug) on certain NVIDIA setups. See: - // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261472 - gl->fEnable(LOCAL_GL_POINT_SPRITE); - } + // gl_PointCoord is always available in ES2 GLSL and in newer desktop GLSL versions, but apparently + // not in OpenGL 2 and apparently not (due to a driver bug) on certain NVIDIA setups. See: + // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261472 + // Note that this used to cause crashes on old ATI drivers... hopefully not a significant + // problem anymore. See bug 602183. + gl->fEnable(LOCAL_GL_POINT_SPRITE); } #ifdef XP_MACOSX