Fixed love.graphics.clear(colortable) causing crashes in GLES 2.0 when a Canvas is active (resolves issue #1127).

This commit is contained in:
Alex Szpakowski
2016-02-14 00:26:02 -04:00
parent 5923e2ca5b
commit f7ee949af8
3 changed files with 14 additions and 5 deletions
+1
View File
@@ -20,6 +20,7 @@ Released: N/A
* Fixed RandomGenerator:random crashing if a nil 'self' is used. * Fixed RandomGenerator:random crashing if a nil 'self' is used.
* Fixed loading BMFont files which have characters with 0 width or height (a space character, for example). * Fixed loading BMFont files which have characters with 0 width or height (a space character, for example).
* Fixed love.graphics.newFont causing crashes if FileData is passed in. * Fixed love.graphics.newFont causing crashes if FileData is passed in.
* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
* Fixed a driver bug on some Android devices which caused all objects to show up as black. * Fixed a driver bug on some Android devices which caused all objects to show up as black.
* Fixed a driver bug on Windows with AMD graphics cards where love.graphics.clear would not always work. * Fixed a driver bug on Windows with AMD graphics cards where love.graphics.clear would not always work.
* Fixed Shader:sendColor incorrectly converting alpha values from sRGB to linear RGB when gamma-correct rendering is enabled. * Fixed Shader:sendColor incorrectly converting alpha values from sRGB to linear RGB when gamma-correct rendering is enabled.
+11 -5
View File
@@ -461,17 +461,23 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
if (colors.size() == 0) if (colors.size() == 0)
return; return;
if (states.back().canvases.size() == 0) size_t numcanvases = states.back().canvases.size();
if (numcanvases > 0 && colors.size() != numcanvases)
throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
// We want to take the single-color codepath if there's no active Canvas, or
// if there's only one active Canvas. The multi-color codepath (in the loop
// below) assumes MRT functions are available, and also may call more
// expensive GL functions which are unnecessary if only one Canvas is active.
if (numcanvases <= 1)
{ {
if (colors[0].enabled) if (colors[0].enabled)
clear({colors[0].r, colors[0].g, colors[0].b, colors[0].a}); clear(colors[0].toColor());
return; return;
} }
if (colors.size() != states.back().canvases.size())
throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
bool drawbuffermodified = false; bool drawbuffermodified = false;
for (int i = 0; i < (int) colors.size(); i++) for (int i = 0; i < (int) colors.size(); i++)
+2
View File
@@ -66,6 +66,8 @@ public:
{ {
float r, g, b, a; float r, g, b, a;
bool enabled; bool enabled;
Colorf toColor() const { return Colorf(r, g, b, a); }
}; };
Graphics(); Graphics();