No port is supporting WebGL2 without ANGLE nowadays, that code is historical.
Created attachment 449045 [details] Proposed patch Proposed patch.
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].
<rdar://problem/87560764>
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?
(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.