| Index: src/gpu/gl/GrGLGpu.cpp
|
| diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
|
| index a2c8d7f3ea753dff24de13c43798bd0e2fc0b71c..0f7a0c152bd8dddc6ce6f548a65b409d6fe4053d 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
|
|
|