Always use draws instead of clears for ANGLE D3D11
At least for my repro case on a Z620 with an nVidia Quadro K620 and recent drivers, this eliminates the noise artifacts. It appears that full target clears are broken in ANGLE D3D11. Note I was never able to repro the bug in the D3D9 or openGL configs. The bug reproed for both the ES2 and ES3 ANGLE D3D11 configs though. Bug: 768134 Change-Id: I68e5fa0dc5e84b31d1d01a1e4b86132ab12a2e09 Reviewed-on: https://skia-review.googlesource.com/55381 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
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@ -537,8 +537,9 @@ void GrGLCaps::init(const GrContextOptions& contextOptions,
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}
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// See crbug.com/755871. This could probably be narrowed to just partial clears as the driver
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// bugs seems to involve clearing too much and not skipping the clear.
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if (GrGLANGLEBackend::kD3D11 == ctxInfo.angleBackend() &&
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GrGLANGLERenderer::kIvyBridge == ctxInfo.angleRenderer()) {
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// See crbug.com/768134. This is also needed for full clears and was seen on an nVidia K620
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// but only for D3D11 ANGLE.
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if (GrGLANGLEBackend::kD3D11 == ctxInfo.angleBackend()) {
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fUseDrawInsteadOfClear = true;
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}
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