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[WebGL] Turn on more validation/error checking in webgl (when not on Win)
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parent
7fce3acfa9
commit
acd204e85e
3 changed files with 16 additions and 3 deletions
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@ -676,9 +676,11 @@ WebGLContext::CreateAndInitGL(bool forceEnabled,
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std::vector<FailureReason>* const out_failReasons)
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{
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const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
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gl::CreateContextFlags flags = gl::CreateContextFlags::NO_VALIDATION;
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bool tryNativeGL = true;
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bool tryANGLE = false;
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gl::CreateContextFlags flags = gl::CreateContextFlags::NONE;
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if (Preferences::GetBool("webgl.gl_khr_no_validation", false)) {
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flags |= gl::CreateContextFlags::NO_VALIDATION;
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}
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if (forceEnabled) {
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flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
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@ -694,6 +696,9 @@ WebGLContext::CreateAndInitGL(bool forceEnabled,
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const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");
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bool tryNativeGL = true;
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bool tryANGLE = false;
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#ifdef XP_WIN
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tryNativeGL = false;
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tryANGLE = true;
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@ -2188,6 +2188,7 @@ WebGLTexture::CopyTexImage2D(TexImageTarget target, GLint level, GLenum internal
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srcTotalWidth, srcTotalHeight, srcUsage, 0, 0, 0, width,
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height, dstUsage))
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{
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Truncate();
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return;
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}
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@ -4338,6 +4338,13 @@ pref("webgl.dxgl.enabled", true);
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pref("webgl.dxgl.needs-finish", false);
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#endif
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// Disable ANGLE's validation layer?
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#ifdef XP_WIN
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pref("webgl.gl_khr_no_validation", true);
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#else
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pref("webgl.gl_khr_no_validation", false);
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#endif
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pref("gfx.offscreencanvas.enabled", false);
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// Stagefright prefs
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