Bug 1186426. Avoid using D3D11 ANGLE on systems that require recreating the rendertargetview. r=jgilbert a=sylvestre
authorJeff Muizelaar <jmuizelaar@mozilla.com>
Wed, 19 Aug 2015 12:01:20 -0400
changeset 288838 46c9817524db5f174db20a5291d791074c528c88
parent 288837 aa74fd860951336b918c72640008ac0b4e818b5e
child 288839 d00f8aacf0e64a5fd05d21ceae46f32735c34eb2
push id5067
push userraliiev@mozilla.com
push dateMon, 21 Sep 2015 14:04:52 +0000
treeherdermozilla-beta@14221ffe5b2f [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersjgilbert, sylvestre
bugs1186426, 1109718, 8630177
milestone42.0a2
Bug 1186426. Avoid using D3D11 ANGLE on systems that require recreating the rendertargetview. r=jgilbert a=sylvestre It turns out I accidentally landed https://bug1109718.bmoattachments.org/attachment.cgi?id=8630177 as part of another change. This should avoid the brokeness that was caused by that and allow us to simplify our changes to ANGLE.
gfx/thebes/gfxWindowsPlatform.cpp
--- a/gfx/thebes/gfxWindowsPlatform.cpp
+++ b/gfx/thebes/gfxWindowsPlatform.cpp
@@ -1799,16 +1799,17 @@ void CheckIfRenderTargetViewNeedsRecreat
     int resultColor = *(int*)mapped.pData;
     deviceContext->Unmap(cpuTexture, 0);
     cpuTexture->Release();
 
     // XXX on some drivers resultColor will not have changed to
     // match the clear
     if (resultColor != 0xffffff00) {
         gfxCriticalNote << "RenderTargetViewNeedsRecreating";
+        gANGLESupportsD3D11 = false;
     }
 
     keyedMutex->ReleaseSync(0);
 
     // It seems like this may only happen when we're using the NVIDIA gpu
     CheckForAdapterMismatch(device);
 }