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Persistent WebGL Warning "vertex WARNING: 0:1: extension 'GL_ARB_gpu_…
…shader5' is not supported" in Safari 10.1.2 https://bugs.webkit.org/show_bug.cgi?id=175783 <rdar://problem/33623867> Reviewed by Alex Christensen. Source/WebCore: The version of ANGLE we use inserts this line into each shader: It causes our lower-level GLSL compiler to give a warning, which is confusing to developers because they didn't write this code. Until we upgrade our OpenGL support to version 4.1, we should remove this error message from the log returned to the developer. See https://bugs.webkit.org/show_bug.cgi?id=175785 Test: fast/canvas/webgl/no-info-log-for-simple-shaders.html * platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp: (WebCore::GraphicsContext3D::getUnmangledInfoLog): Search for and remove this warning. LayoutTests: * fast/canvas/webgl/no-info-log-for-simple-shaders-expected.txt: Added. * fast/canvas/webgl/no-info-log-for-simple-shaders.html: Added. Canonical link: https://commits.webkit.org/192442@main git-svn-id: https://svn.webkit.org/repository/webkit/trunk@220983 268f45cc-cd09-0410-ab3c-d52691b4dbfc
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<script id="vertexShaderSource" type="text/glsl"> | ||
attribute vec2 position; | ||
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void main() { | ||
gl_Position = vec4(position.x, position.y, 1.0, 1.0); | ||
} | ||
</script> | ||
<script id="fragmentShaderSource" type="text/glsl"> | ||
void main() { | ||
gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0); | ||
} | ||
</script> | ||
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<canvas width="200" height="200"></canvas> | ||
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<div id="output"></div> | ||
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<script> | ||
if (window.testRunner) | ||
testRunner.dumpAsText(); | ||
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window.addEventListener("load", _ => { | ||
var canvas = document.querySelector("canvas") | ||
var gl = canvas.getContext("webgl"); | ||
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var vertexShader = gl.createShader(gl.VERTEX_SHADER); | ||
gl.shaderSource(vertexShader, document.getElementById("vertexShaderSource").textContent); | ||
gl.compileShader(vertexShader); | ||
document.getElementById("output").textContent += gl.getShaderInfoLog(vertexShader); | ||
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | ||
gl.shaderSource(fragmentShader, document.getElementById("fragmentShaderSource").textContent); | ||
gl.compileShader(fragmentShader); | ||
document.getElementById("output").textContent += gl.getShaderInfoLog(fragmentShader); | ||
}, false); | ||
</script> |
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