From b4b87e2c68df9c6504c87043b21ed86fbcaa5824 Mon Sep 17 00:00:00 2001 From: Benoit Jacob Date: Mon, 27 Sep 2010 16:20:15 -0400 Subject: [PATCH] Bug 596034 - make sure gl_PointCoord is available in the shader language - r=vladimir, a=blocking-beta7 --- content/canvas/src/WebGLContextValidate.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/content/canvas/src/WebGLContextValidate.cpp b/content/canvas/src/WebGLContextValidate.cpp index 0260a758220..be0b0896d0c 100644 --- a/content/canvas/src/WebGLContextValidate.cpp +++ b/content/canvas/src/WebGLContextValidate.cpp @@ -450,6 +450,11 @@ WebGLContext::InitAndValidateGL() // gl_PointSize is always available in ES2 GLSL, but has to be // specifically enabled on desktop GLSL. gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE); + + // 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); } // Check the shader validator pref