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-rw-r--r--src/gpu/GrGpu.cpp9
-rw-r--r--src/gpu/gl/GrGLGpu.cpp5
2 files changed, 12 insertions, 2 deletions
diff --git a/src/gpu/GrGpu.cpp b/src/gpu/GrGpu.cpp
index 45a58afb4a..c4b155a2d4 100644
--- a/src/gpu/GrGpu.cpp
+++ b/src/gpu/GrGpu.cpp
@@ -98,6 +98,15 @@ bool GrGpu::attachStencilBufferToRenderTarget(GrRenderTarget* rt) {
return false;
}
if (this->createStencilBufferForRenderTarget(rt, width, height)) {
+ // Right now we're clearing the stencil buffer here after it is
+ // attached to an RT for the first time. When we start matching
+ // stencil buffers with smaller color targets this will no longer
+ // be correct because it won't be guaranteed to clear the entire
+ // sb.
+ // We used to clear down in the GL subclass using a special purpose
+ // FBO. But iOS doesn't allow a stencil-only FBO. It reports unsupported
+ // FBO status.
+ this->clearStencil(rt);
GrStencilBuffer* sb = rt->renderTargetPriv().getStencilBuffer();
sb->resourcePriv().setUniqueKey(sbKey);
return true;
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
index a2c8d7f3ea..0f7a0c152b 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -1182,7 +1182,8 @@ bool GrGLGpu::createStencilBufferForRenderTarget(GrRenderTarget* rt, int width,
if (this->attachStencilBufferToRenderTarget(sb, rt)) {
fLastSuccessfulStencilFmtIdx = sIdx;
rt->renderTargetPriv().didAttachStencilBuffer(sb);
-
+// This work around is currently breaking on windows 7 hd2000 bot when we bind a color buffer
+#if 0
// Clear the stencil buffer. We use a special purpose FBO for this so that the
// entire stencil buffer is cleared, even if it is attached to an FBO with a
// smaller color target.
@@ -1233,7 +1234,7 @@ bool GrGLGpu::createStencilBufferForRenderTarget(GrRenderTarget* rt, int width,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER, 0));
}
-
+#endif
return true;
}
// Remove the scratch key from this resource so we don't grab it from the cache ever