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b=571172; disable ANGLE compilation on Linux-x86_64, until build slaves are fixed
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@ -79,14 +79,24 @@ CPPSRCS += \
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NativeJSContext.cpp \
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$(NULL)
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# We can't build ANGLE on linux-64 until build bug 560894 and related
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# are fixed.
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ifneq ($(OS_ARCH)_$(OS_TEST),Linux_x86_64)
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DEFINES += -DUSE_ANGLE
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endif
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ifndef MOZ_ENABLE_LIBXUL
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ifdef USE_ANGLE
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SHARED_LIBRARY_LIBS += \
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$(DEPTH)/gfx/angle/$(LIB_PREFIX)angle.$(LIB_SUFFIX) \
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$(NULL)
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endif
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endif
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else
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CPPSRCS += WebGLContextNotSupported.cpp
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@ -56,7 +56,7 @@
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#include "jstypedarray.h"
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#ifndef USE_GLES2
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#if !defined(USE_GLES2) && defined(USE_ANGLE)
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// shader translator
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#include "angle/ShaderLang.h"
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#endif
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@ -2831,7 +2831,7 @@ WebGLContext::CompileShader(nsIWebGLShader *sobj)
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MakeContextCurrent();
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#ifndef USE_GLES2
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#if !defined(USE_GLES2) && defined(USE_ANGLE)
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if (shader->NeedsTranslation() && mShaderValidation) {
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ShHandle compiler = 0;
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int debugFlags = 0;
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@ -41,7 +41,7 @@
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#include "CheckedInt.h"
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#ifndef USE_GLES2
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#if !defined(USE_GLES2) && defined(USE_ANGLE)
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#include "angle/ShaderLang.h"
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#endif
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@ -419,7 +419,9 @@ WebGLContext::InitAndValidateGL()
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// gl_PointSize is always available in ES2 GLSL, but has to be
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// specifically enabled on desktop GLSL.
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gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE);
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#endif
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#if !defined(USE_GLES2) && defined(USE_ANGLE)
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// initialize shader translator
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static bool didTranslatorInit = false;
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if (!didTranslatorInit && mShaderValidation) {
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@ -56,7 +56,9 @@ ifndef BUILD_STATIC_LIBS
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DIRS += ycbcr
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endif
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ifneq ($(OS_ARCH)$(OS_TEST),Linuxx86_64)
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DIRS += angle
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endif
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DIRS += src qcms layers harfbuzz/src thebes src/thebes
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@ -301,7 +301,12 @@ ifeq ($(MOZ_WIDGET_TOOLKIT),android)
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COMPONENT_LIBS += widget_android
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endif
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STATIC_LIBS += thebes ycbcr angle
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STATIC_LIBS += thebes ycbcr
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ifneq ($(OS_ARCH)_$(OS_TEST),Linux_x86_64)
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STATIC_LIBS += angle
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endif
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COMPONENT_LIBS += gkgfxthebes
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ifeq (windows,$(MOZ_WIDGET_TOOLKIT))
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