Workaround for love.graphics.clear + love.graphics.setCanvas AMD driver bug, take two.

This commit is contained in:
Alex Szpakowski
2016-01-09 23:40:04 -04:00
parent 4f093e7fac
commit 6d6d805858
5 changed files with 27 additions and 34 deletions
+14 -25
View File
@@ -438,27 +438,6 @@ void Graphics::reset()
origin();
}
void Graphics::dummyDraw()
{
gl.prepareDraw();
// Draw a triangle using a single vertex position indexed 3 times. The
// triangle will be degenerate and won't be rasterized (so the pixel shader
// won't be run), and an index array with a single vertex is used so the
// vertex shader can't prevent the triangle from being degenerate by using
// gl_VertexID.
// NOTE: This code will have to be changed to use a vertex and index buffer,
// for it to work with a Core Profile GL3 backend. But the bug should be
// re-tested in that case as well.
const GLfloat vertex[] = {0.0f, 0.0f};
const GLushort indices[] = {0, 0, 0};
gl.useVertexAttribArrays(ATTRIBFLAG_POS);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, vertex);
gl.drawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, indices);
}
void Graphics::clear(Colorf c)
{
Colorf nc = Colorf(c.r/255.0f, c.g/255.0f, c.b/255.0f, c.a/255.0f);
@@ -468,8 +447,13 @@ void Graphics::clear(Colorf c)
glClearColor(nc.r, nc.g, nc.b, nc.a);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (gl.bugs.clearRequiresDummyDraw)
dummyDraw();
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
{
// This seems to be enough to fix the bug for me. Other methods I've
// tried (e.g. dummy draws) don't work in all cases.
glUseProgram(0);
glUseProgram(Shader::current->getProgram());
}
}
void Graphics::clear(const std::vector<OptionalColorf> &colors)
@@ -535,8 +519,13 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
if (gl.bugs.clearRequiresDummyDraw)
dummyDraw();
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
{
// This seems to be enough to fix the bug for me. Other methods I've
// tried (e.g. dummy draws) don't work in all cases.
glUseProgram(0);
glUseProgram(Shader::current->getProgram());
}
}
void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)