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* Rearrange the GLSL in unmultiply() to a configuration that doesn't hang on PowerVR, or cause a compile failure with no message. * Make sure to always either update or preserve the clip & coverage buffers, even if ENABLE_CLIPPING isn't defined for the current draw. * Don't use GL_KHR_debug on PowerVR. It can cause shader compiles to take 30+ seconds. * Support 32-bit android arch in check_golds.sh & deploy_tests.py. * Reverse histogram sorting order so bad matches come up first. * Simple bugfixes. Diffs= 3c322193bf More android tuning for PowerVR (#8747) Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
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