message: a lot of our workaround don't apply when using ANGLE
diff: @@ -81,6 +81,8 @@ OpenGLContext::OpenGLContext() noexcept {
  * Figure out which driver bugs we need to workaround
  */
  + const bool isAngle = strstr(state.renderer, "ANGLE");
  + if (!isAngle) {
  if (strstr(state.renderer, "Adreno")) {
  // Qualcomm GPU
  bugs.invalidate_end_only_if_invalidate_start = true;
  @@ -89,8 +91,8 @@ OpenGLContext::OpenGLContext() noexcept {
  bugs.dont_use_timer_query = true;
  // Blits to texture arrays are failing
  - // This bug continues to reproduce, though at times we've seen it appear to "go away". The
  - // standalone sample app that was written to show this problem still reproduces.
  + // This bug continues to reproduce, though at times we've seen it appear to "go away".
  + // The standalone sample app that was written to show this problem still reproduces.
  // The working hypthesis is that some other state affects this behavior.
  bugs.disable_sidecar_blit_into_texture_array = true;
  @@ -151,6 +153,16 @@ OpenGLContext::OpenGLContext() noexcept {
  } else if (strstr(state.renderer, "Mozilla")) {
  bugs.disable_invalidate_framebuffer = true;
  }
  + } else {
  + // When running under ANGLE, it's a different set of workaround that we need.
  + if (strstr(state.renderer, "Adreno")) {
  + // Qualcomm GPU
  + // early exit condition is flattened in EASU code
  + // (that should be regardless of ANGLE, but we should double check)
  + bugs.split_easu = true;
  + }
  + // TODO: see if we could use `bugs.allow_read_only_ancillary_feedback_loop = true`
  + }
  slog.v << "Active workarounds: " << '\n';
  UTILS_NOUNROLL
  