Workaround for GL extension. Need to come back to this.
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@@ -10,7 +10,7 @@ void Painter::preparePrerender(RasterBucket &bucket) {
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glDisable(GL_STENCIL_TEST);
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// Render the actual tile.
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#if GL_EXT_discard_framebuffer
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#if GL_EXT_discard_framebuffer && !__ANDROID__
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const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
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#endif
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@@ -117,7 +117,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
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for (int i = 0; i < passes; i++) {
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// Render horizontal
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0);
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#if GL_EXT_discard_framebuffer
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#if GL_EXT_discard_framebuffer && !__ANDROID__
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const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
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#endif
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@@ -132,7 +132,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
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// Render vertical
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0);
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#if GL_EXT_discard_framebuffer
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#if GL_EXT_discard_framebuffer && !__ANDROID__
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
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#endif
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glClear(GL_COLOR_BUFFER_BIT);
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