Bug 1388565 - Mark Mac+Intel as handling no-array draw-elements well.
MozReview-Commit-ID: A2wq3h7y4Q8
--- a/dom/canvas/test/webgl-mochitest/test_no_arr_points.html
+++ b/dom/canvas/test/webgl-mochitest/test_no_arr_points.html
@@ -114,25 +114,25 @@ void main(void) {
gl.drawArrays(gl.POINTS, hugeFirst, 1);
ok(!isScreenBlack(), '[' + info + '] drawArrays[huge first] should color pixels.');
checkGLError(ok, info);
var elemTestFunc = todo; // We fail on most implementations.
var checkGLTestFunc = todo;
if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANGLE ||
+ (DriverInfo.getOS() == DriverInfo.OS.MAC &&
+ DriverInfo.getDriver() == DriverInfo.DRIVER.INTEL) ||
DriverInfo.getOS() == DriverInfo.OS.ANDROID)
{
- // ANGLE and Android slaves seem to work fine.
+ // These seem to work fine.
elemTestFunc = ok;
checkGLTestFunc = ok;
}
- if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANDROID_X86_EMULATOR ||
- DriverInfo.getOS() == DriverInfo.OS.B2G)
- {
+ if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANDROID_X86_EMULATOR) {
// ...but the Android 4.2 x86 emulator environment is different
elemTestFunc = todo;
checkGLTestFunc = ok;
}
// Now for drawElements:
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW);