Bug 235178

Summary: Remove the code inside USE(OPENGL) && ENABLE(WEBGL2)
Product: WebKit Reporter: Alejandro G. Castro <alex>
Component: ANGLEAssignee: Nobody <webkit-unassigned>
Status: RESOLVED FIXED    
Severity: Normal CC: cdumez, changseok, clord, dino, esprehn+autocc, ews-watchlist, gyuyoung.kim, kbr, kkinnunen, kondapallykalyan, webkit-bug-importer
Priority: P2 Keywords: InRadar
Version: WebKit Nightly Build   
Hardware: Unspecified   
OS: Unspecified   
Bug Depends on: 225563    
Bug Blocks:    
Attachments:
Description Flags
Proposed patch none

Description Alejandro G. Castro 2022-01-13 04:11:10 PST
No port is supporting WebGL2 without ANGLE nowadays, that code is historical.
Comment 1 Alejandro G. Castro 2022-01-13 04:36:11 PST
Created attachment 449045 [details]
Proposed patch

Proposed patch.
Comment 2 EWS 2022-01-13 11:13:03 PST
Committed r287984 (246013@main): <https://commits.webkit.org/246013@main>

All reviewed patches have been landed. Closing bug and clearing flags on attachment 449045 [details].
Comment 3 Radar WebKit Bug Importer 2022-01-13 11:14:16 PST
<rdar://problem/87560764>
Comment 4 Kimmo Kinnunen 2022-01-13 12:17:48 PST
Great work!
Are you further working on this? E.g removing all !ANGLE, OPENGL_ES codes from WebGL2 codepaths and removing #if USE(ANGLE)s? Asking just so I know if somebody is working on it or not?
Comment 5 Alejandro G. Castro 2022-01-13 12:44:38 PST
(In reply to Kimmo Kinnunen from comment #4)
> Great work!
> Are you further working on this? E.g removing all !ANGLE, OPENGL_ES codes
> from WebGL2 codepaths and removing #if USE(ANGLE)s? Asking just so I know if
> somebody is working on it or not?
further working on this? E.g removing all !ANGLE, OPENGL_ES codes from WebGL2 codepaths and removing #if
+USE(ANGLE)s? Asking just so I know if somebody is working

We are still not working on it, we did this one because we needed it to solve WEBGL2 compilation, but our plan is to finish the implementation of the final architecture for the ANGLE backend in GTK/WPE ports first, and later we can work removing the code. For the moment for our ports OPENGL continues to be the solution for WEBGL (and WEBGL2 is not supported) until we make the new architecture with ANGLE backend work without perfomance/feature regressions. To avoid a lot of rebases in the process of landing the refactorings we need for the new architecture.