Bug 743748 - Reenable ANGLE shader translation on Android - r=jgilbert

This commit is contained in:
Benoit Jacob 2012-04-30 17:43:12 -04:00
Родитель f01e401183
Коммит 9f563116e1
1 изменённых файлов: 0 добавлений и 11 удалений

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@ -4566,17 +4566,6 @@ WebGLContext::CompileShader(nsIWebGLShader *sobj)
ShShaderOutput targetShaderSourceLanguage = gl->IsGLES2() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT;
bool useShaderSourceTranslation = true;
#ifdef ANDROID
// see bug 709947. On Android, we can't use the ESSL backend because of strange crashes (might be
// an allocator mismatch). So we use the GLSL backend, and discard the output, instead just passing
// the original WebGL shader source to the GL (since that's ESSL already). The problem is that means
// we can't use shader translations on Android, in particular we can't use long identifier shortening,
// which means we can't reach 100% conformance. We need to fix that by debugging the ESSL backend
// memory crashes.
targetShaderSourceLanguage = SH_GLSL_OUTPUT;
useShaderSourceTranslation = false;
#endif
#if defined(USE_ANGLE)
if (shader->NeedsTranslation() && mShaderValidation) {
ShHandle compiler = 0;