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Remove a workaround for a driver that's no longer supported
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@@ -377,28 +377,13 @@ bool Graphics::setMode(void */*context*/, int width, int height, int pixelwidth,
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{
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{
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auto stype = (Shader::StandardShader) i;
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auto stype = (Shader::StandardShader) i;
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if (i == Shader::STANDARD_ARRAY && !capabilities.textureTypes[TEXTURE_2D_ARRAY])
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if (!Shader::standardShaders[i])
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continue;
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// Apparently some intel GMA drivers on windows fail to compile shaders
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// which use array textures despite claiming support for the extension.
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try
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{
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{
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if (!Shader::standardShaders[i])
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std::vector<std::string> stages;
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{
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Shader::CompileOptions opts;
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std::vector<std::string> stages;
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
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Shader::CompileOptions opts;
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
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Shader::standardShaders[i] = newShader(stages, opts);
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
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Shader::standardShaders[i] = newShader(stages, opts);
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}
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}
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catch (love::Exception &)
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{
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if (i == Shader::STANDARD_ARRAY)
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capabilities.textureTypes[TEXTURE_2D_ARRAY] = false;
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else
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throw;
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}
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}
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}
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}
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