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* Vivo Y21 has a bug when feathering to the screen. Always feather offscreen on PowerVR devices. * Reorder GPU resource bindings to put buffers first. GLES3 can have a hard limit as low as 7 on buffer indices, but textures can always go up to at least 31. * Be more conservative with fp32 render targets. Only use r32f on ES when EXT_float_blend is supported, even if we're on a 3.2 context. On desktop, require ARB_color_buffer_float. * Fix an uninitialized shader variable in MSAA mode. * Fix eval_feathered_fill() to return half. It was accidentally returning float. Diffs= 5153dac481 Fix up android browserstack gms (#9076)
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