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@@ -438,6 +438,27 @@ void Graphics::reset()
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origin();
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}
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+void Graphics::dummyDraw()
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+{
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+ gl.prepareDraw();
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+
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+ // Draw a triangle using a single vertex position indexed 3 times. The
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+ // triangle will be degenerate and won't be rasterized (so the pixel shader
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+ // won't be run), and an index array with a single vertex is used so the
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+ // vertex shader can't prevent the triangle from being degenerate by using
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+ // gl_VertexID.
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+ // NOTE: This code will have to be changed to use a vertex and index buffer,
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+ // for it to work with a Core Profile GL3 backend. But the bug should be
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+ // re-tested in that case as well.
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+ const GLfloat vertex[] = {0.0f, 0.0f};
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+ const GLushort indices[] = {0, 0, 0};
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+
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+ gl.useVertexAttribArrays(ATTRIBFLAG_POS);
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+ glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, vertex);
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+
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+ gl.drawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, indices);
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+}
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+
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void Graphics::clear(Colorf c)
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{
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Colorf nc = Colorf(c.r/255.0f, c.g/255.0f, c.b/255.0f, c.a/255.0f);
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@@ -446,6 +467,9 @@ void Graphics::clear(Colorf c)
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glClearColor(nc.r, nc.g, nc.b, nc.a);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+
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+ if (gl.bugs.clearRequiresDummyDraw)
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+ dummyDraw();
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}
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void Graphics::clear(const std::vector<OptionalColorf> &colors)
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@@ -510,6 +534,9 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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else
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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}
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+
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+ if (gl.bugs.clearRequiresDummyDraw)
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+ dummyDraw();
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}
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void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)
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