[webkit-reviews] review granted: [Bug 212249] [ANGLE - iOS] fast/canvas/webgl/uninitialized-test.html is still failing : [Attachment 401205] Patch

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Fri Jun 5 19:34:18 PDT 2020


Dean Jackson <dino at apple.com> has granted James Darpinian
<jdarpinian at chromium.org>'s request for review:
Bug 212249: [ANGLE - iOS] fast/canvas/webgl/uninitialized-test.html is still
failing
https://bugs.webkit.org/show_bug.cgi?id=212249

Attachment 401205: Patch

https://bugs.webkit.org/attachment.cgi?id=401205&action=review




--- Comment #8 from Dean Jackson <dino at apple.com> ---
Comment on attachment 401205
  --> https://bugs.webkit.org/attachment.cgi?id=401205
Patch

View in context: https://bugs.webkit.org/attachment.cgi?id=401205&action=review

> Source/ThirdParty/ANGLE/src/libANGLE/renderer/gl/renderergl_utils.cpp:1732
> +	   IsApple() && functions->standard == STANDARD_GL_ES && !(isAMD &&
IsWindows()));

How can both isApple() and GL_ES be true while that last condition is false? Is
it necessary?

If you were on Windows AMD, you'd already have failed isApple and GL_ES.

> Source/ThirdParty/ANGLE/util/EGLPlatformParameters.h:78
> -    EGLint renderer			       =
EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
> -    EGLint majorVersion		       = EGL_DONT_CARE;
> -    EGLint minorVersion		       = EGL_DONT_CARE;
> -    EGLint deviceType		       =
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE;
> -    EGLint presentPath		       = EGL_DONT_CARE;
> -    EGLint debugLayersEnabled	       = EGL_DONT_CARE;
> -    EGLint contextVirtualization	       = EGL_DONT_CARE;
> -    EGLint robustness		       = EGL_DONT_CARE;
> -    EGLint transformFeedbackFeature	       = EGL_DONT_CARE;
> -    EGLint allocateNonZeroMemoryFeature     = EGL_DONT_CARE;
> -    angle::PlatformMethods *platformMethods = nullptr;
> +    EGLint renderer				     =
EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
> +    EGLint majorVersion			     = EGL_DONT_CARE;
> +    EGLint minorVersion			     = EGL_DONT_CARE;
> +    EGLint deviceType			     =
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE;
> +    EGLint presentPath			     = EGL_DONT_CARE;
> +    EGLint debugLayersEnabled		     = EGL_DONT_CARE;
> +    EGLint contextVirtualization		     = EGL_DONT_CARE;
> +    EGLint robustness			     = EGL_DONT_CARE;
> +    EGLint transformFeedbackFeature		     = EGL_DONT_CARE;
> +    EGLint allocateNonZeroMemoryFeature	     = EGL_DONT_CARE;
> +    EGLint emulateCopyTexImage2DFromRenderbuffers = EGL_DONT_CARE;
> +    angle::PlatformMethods *platformMethods	     = nullptr;

This diff is my favourite argument against requiring alignment of variable
assignments :)


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