Commit e226c87c by John Bauman Committed by Nicolas Capens

Always reset rendertarget in swiftshader

There was a bug in ANGLE where the serial wasn't being properly changed when the render target was reset, so as a hack always resend the render target. See chromium bug 118953. Review URL: https://chromereviews.googleplex.com/4159013
parent c4360903
...@@ -1499,14 +1499,9 @@ bool Context::applyRenderTarget(bool ignoreViewport) ...@@ -1499,14 +1499,9 @@ bool Context::applyRenderTarget(bool ignoreViewport)
Image *depthStencil = NULL; Image *depthStencil = NULL;
unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial(); device->setRenderTarget(renderTarget);
if(renderTargetSerial != mAppliedRenderTargetSerial) mScissorStateDirty = true; // Scissor area must be clamped to render target's size - this is different for different render targets.
{
device->setRenderTarget(renderTarget);
mAppliedRenderTargetSerial = renderTargetSerial;
mScissorStateDirty = true; // Scissor area must be clamped to render target's size - this is different for different render targets.
}
unsigned int depthbufferSerial = 0; unsigned int depthbufferSerial = 0;
unsigned int stencilbufferSerial = 0; unsigned int stencilbufferSerial = 0;
if(framebufferObject->getDepthbufferType() != GL_NONE) if(framebufferObject->getDepthbufferType() != GL_NONE)
......
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