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Bug 743748 - Reenable ANGLE shader translation on Android - r=jgilbert
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@ -4566,17 +4566,6 @@ WebGLContext::CompileShader(nsIWebGLShader *sobj)
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ShShaderOutput targetShaderSourceLanguage = gl->IsGLES2() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT;
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bool useShaderSourceTranslation = true;
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#ifdef ANDROID
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// see bug 709947. On Android, we can't use the ESSL backend because of strange crashes (might be
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// an allocator mismatch). So we use the GLSL backend, and discard the output, instead just passing
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// the original WebGL shader source to the GL (since that's ESSL already). The problem is that means
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// we can't use shader translations on Android, in particular we can't use long identifier shortening,
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// which means we can't reach 100% conformance. We need to fix that by debugging the ESSL backend
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// memory crashes.
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targetShaderSourceLanguage = SH_GLSL_OUTPUT;
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useShaderSourceTranslation = false;
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#endif
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#if defined(USE_ANGLE)
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if (shader->NeedsTranslation() && mShaderValidation) {
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ShHandle compiler = 0;
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