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Work around certain buggy Vivante GPU drivers on Android
love2d/love-android#204
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@@ -124,6 +124,20 @@ bool OpenGL::initContext()
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if (!gladLoadGLLoader(LOVEGetProcAddress))
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return false;
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initVendor();
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bugs = {};
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if (GLAD_ES_VERSION_3_0 && !GLAD_ES_VERSION_3_1)
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{
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const char *device = (const char *) glGetString(GL_RENDERER);
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if (getVendor() == VENDOR_VIVANTE && strstr(device, "Vivante GC7000UL"))
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bugs.brokenGLES3 = true;
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}
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if (bugs.brokenGLES3)
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GLAD_ES_VERSION_3_0 = false;
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if (GLAD_VERSION_3_2)
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{
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GLint profileMask = 0;
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@@ -134,9 +148,6 @@ bool OpenGL::initContext()
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coreProfile = false;
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initOpenGLFunctions();
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initVendor();
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bugs = {};
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#if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
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// See the comments in OpenGL.h.
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@@ -184,6 +184,13 @@ public:
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**/
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bool brokenSRGB;
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/**
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* Some Android graphics drivers claim to support GLES3.0 but have bugs
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* with certain aspects that users expect to work. For example:
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* https://github.com/love2d/love-android/issues/204
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**/
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bool brokenGLES3;
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/**
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* Other bugs which have workarounds that don't use conditional code at
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* the moment:
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@@ -95,7 +95,7 @@ GLSL.FUNCTIONS = [[
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#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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precision lowp sampler3D;
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#endif
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#if __VERSION__ >= 300
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#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
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precision lowp sampler2DShadow;
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precision lowp samplerCubeShadow;
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precision lowp sampler2DArrayShadow;
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