|
@@ -60,12 +60,26 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
|
|
|
// Make sure all faces and layers of the texture are initialized to
|
|
|
// transparent black. This is unfortunately probably pretty slow for
|
|
|
// 2D-array and 3D textures with a lot of layers...
|
|
|
+ // Iterate backwards to make sure mip/layer/face 0 is bound at the end.
|
|
|
for (int mip = nb_mips - 1; mip >= 0; mip--)
|
|
|
{
|
|
|
int nlayers = layers;
|
|
|
if (texType == TEXTURE_VOLUME)
|
|
|
nlayers = std::max(layers >> mip, 1);
|
|
|
|
|
|
+ GLuint tempframebuffer = 0;
|
|
|
+ if (mip > 0)
|
|
|
+ {
|
|
|
+ // Some Intel drivers on Windows don't like reusing the same
|
|
|
+ // FBO for different sized attachments, so use a temporary one
|
|
|
+ // to clear smaller mips.
|
|
|
+ // https://github.com/love2d/love/issues/1585
|
|
|
+ glGenFramebuffers(1, &tempframebuffer);
|
|
|
+ gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, tempframebuffer);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer);
|
|
|
+
|
|
|
for (int layer = nlayers - 1; layer >= 0; layer--)
|
|
|
{
|
|
|
for (int face = faces - 1; face >= 0; face--)
|
|
@@ -98,6 +112,9 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
+ if (tempframebuffer != 0)
|
|
|
+ gl.deleteFramebuffer(tempframebuffer);
|
|
|
}
|
|
|
}
|
|
|
|