Always reset rendertarget in swiftshader
There was a bug in ANGLE where the serial wasn't being properly changed when the render target was reset, so as a hack always resend the render target. See chromium bug 118953.
Review URL: https://chromereviews.googleplex.com/4159013
diff --git a/src/OpenGL ES 2.0/libGLESv2/Context.cpp b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
index 87f2137..0ab375d 100644
--- a/src/OpenGL ES 2.0/libGLESv2/Context.cpp
+++ b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
@@ -1499,14 +1499,9 @@
Image *depthStencil = NULL;
- unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
- if(renderTargetSerial != mAppliedRenderTargetSerial)
- {
- device->setRenderTarget(renderTarget);
- mAppliedRenderTargetSerial = renderTargetSerial;
- mScissorStateDirty = true; // Scissor area must be clamped to render target's size - this is different for different render targets.
- }
-
+ device->setRenderTarget(renderTarget);
+ mScissorStateDirty = true; // Scissor area must be clamped to render target's size - this is different for different render targets.
+
unsigned int depthbufferSerial = 0;
unsigned int stencilbufferSerial = 0;
if(framebufferObject->getDepthbufferType() != GL_NONE)