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b=767064; use 4444/565 GL context format for WebGL on mobile; r=jgilbert
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@ -407,16 +407,33 @@ WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
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}
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if (!mOptions.alpha) {
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// Select 565; we won't/shouldn't hit this on the desktop,
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// but let mobile know we're ok with it.
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format.red = 5;
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format.green = 6;
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format.blue = 5;
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format.alpha = 0;
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format.minAlpha = 0;
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}
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// Don't do this on Windows, since we might get a 565 config from ANGLE
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// and end up causing problems with a surface depth mismatch
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#ifndef XP_WIN
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if (gfxPlatform::GetPlatform()->GetScreenDepth() == 16) {
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// Select 4444 or 565 on 16-bit displays; we won't/shouldn't
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// hit this on the desktop, but let mobile know we're ok with
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// it. Note that we don't just set this to 4440 if no alpha,
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// because that might cause us to choose 4444 anyway and we
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// don't want that.
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if (mOptions.alpha) {
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format.red = 4;
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format.green = 4;
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format.blue = 4;
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format.alpha = 4;
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} else {
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format.red = 5;
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format.green = 6;
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format.blue = 5;
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format.alpha = 0;
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}
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}
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#endif
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bool forceMSAA =
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Preferences::GetBool("webgl.msaa-force", false);
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@ -1278,35 +1278,48 @@ GLContext::ChooseGLFormats(ContextFormat& aCF)
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{
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GLFormats formats;
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if (aCF.alpha) {
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if (mIsGLES2 && IsExtensionSupported(EXT_texture_format_BGRA8888)) {
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formats.texColor = LOCAL_GL_BGRA;
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} else {
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// If we're on ES2 hardware and we have an explicit request for 16 bits of color or less
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// OR we don't support full 8-bit color, return a 4444 or 565 format.
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if (mIsGLES2 && (aCF.colorBits() <= 16 || !IsExtensionSupported(OES_rgb8_rgba8))) {
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if (aCF.alpha) {
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formats.texColor = LOCAL_GL_RGBA;
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}
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if (mIsGLES2 && !IsExtensionSupported(OES_rgb8_rgba8)) {
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formats.texColorType = LOCAL_GL_UNSIGNED_SHORT_4_4_4_4;
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formats.rbColor = LOCAL_GL_RGBA4;
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aCF.red = aCF.green = aCF.blue = aCF.alpha = 4;
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} else {
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formats.rbColor = LOCAL_GL_RGBA8;
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aCF.red = aCF.green = aCF.blue = aCF.alpha = 8;
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}
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} else {
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formats.texColor = LOCAL_GL_RGB;
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if (mIsGLES2 && !IsExtensionSupported(OES_rgb8_rgba8)) {
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formats.texColor = LOCAL_GL_RGB;
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formats.texColorType = LOCAL_GL_UNSIGNED_SHORT_5_6_5;
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formats.rbColor = LOCAL_GL_RGB565;
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aCF.red = 5;
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aCF.green = 6;
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aCF.blue = 5;
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} else {
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formats.rbColor = LOCAL_GL_RGB8;
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aCF.red = aCF.green = aCF.blue = 8;
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}
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aCF.alpha = 0;
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}
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formats.texColorType = LOCAL_GL_UNSIGNED_BYTE;
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aCF.alpha = 0;
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}
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} else {
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formats.texColorType = LOCAL_GL_UNSIGNED_BYTE;
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if (aCF.alpha) {
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// prefer BGRA8888 on ES2 hardware; if the extension is supported, it
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// should be faster.
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if (mIsGLES2 && IsExtensionSupported(EXT_texture_format_BGRA8888)) {
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formats.texColor = LOCAL_GL_BGRA;
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} else {
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formats.texColor = LOCAL_GL_RGBA;
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}
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formats.rbColor = LOCAL_GL_RGBA8;
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aCF.red = aCF.green = aCF.blue = aCF.alpha = 8;
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} else {
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formats.texColor = LOCAL_GL_RGB;
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formats.rbColor = LOCAL_GL_RGB8;
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aCF.red = aCF.green = aCF.blue = 8;
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aCF.alpha = 0;
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}
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}
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GLsizei samples = aCF.samples;
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