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@@ -440,7 +440,7 @@ WebGLContext::InitAndValidateGL()
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureImageUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxVertexTextureImageUnits);
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if (gl->HasES2Compatibility()) {
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if (gl->IsGLES2()) {
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, (GLint*) &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, (GLint*) &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, (GLint*) &mGLMaxVaryingVectors);
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@@ -449,13 +449,8 @@ WebGLContext::InitAndValidateGL()
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mGLMaxFragmentUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, (GLint*) &mGLMaxVertexUniformVectors);
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mGLMaxVertexUniformVectors /= 4;
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// The formula below comes from the public_webgl list, "problematic GetParameter pnames" thread
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GLint maxVertexOutputComponents = 0,
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maxFragmentInputComponents = 0;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &maxVertexOutputComponents);
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &maxFragmentInputComponents);
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mGLMaxVaryingVectors = PR_MIN(maxVertexOutputComponents, maxFragmentInputComponents) / 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_FLOATS, (GLint*) &mGLMaxVaryingVectors);
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mGLMaxVaryingVectors /= 4;
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}
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#if 0
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