[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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