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| author | Jesse Hall <jessehall@google.com> | 2012-12-10 14:50:35 -0800 | 
|---|---|---|
| committer | Jesse Hall <jessehall@google.com> | 2012-12-10 14:50:51 -0800 | 
| commit | e9704e22d9d307e655b6f2bfd80de6aedd40fd3a (patch) | |
| tree | 72d7fdd6c790a710f2d624c6117d02937925175e /emulator | |
| parent | b9fe954f3bb38d53c5a7b8775f869bc5d1a5ff0f (diff) | |
| download | sdk-e9704e22d9d307e655b6f2bfd80de6aedd40fd3a.zip sdk-e9704e22d9d307e655b6f2bfd80de6aedd40fd3a.tar.gz sdk-e9704e22d9d307e655b6f2bfd80de6aedd40fd3a.tar.bz2 | |
Extend Mac Intel graphics bug workaround to HD 4000
Bug: 39835
Change-Id: Ied3f43b76d2bb1bdba478f57122ec0ef4d967ae4
Diffstat (limited to 'emulator')
| -rw-r--r-- | emulator/opengl/host/libs/libOpenglRender/ColorBuffer.cpp | 19 | 
1 files changed, 11 insertions, 8 deletions
| diff --git a/emulator/opengl/host/libs/libOpenglRender/ColorBuffer.cpp b/emulator/opengl/host/libs/libOpenglRender/ColorBuffer.cpp index 567a9f2..c970337 100644 --- a/emulator/opengl/host/libs/libOpenglRender/ColorBuffer.cpp +++ b/emulator/opengl/host/libs/libOpenglRender/ColorBuffer.cpp @@ -119,16 +119,19 @@ ColorBuffer::ColorBuffer() :      m_warYInvertBug(false)  {  #if __APPLE__ -    // On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some -    // screens or parts of the screen are displayed upside down. The exact -    // conditions/sequence that triggers this aren't known yet; I haven't -    // been able to reproduce it in a standalone test. This way of enabling the +    // On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000 or 4000, +    // some screens or parts of the screen are displayed upside down. The exact +    // conditions/sequence that triggers this aren't known yet; I haven't been +    // able to reproduce it in a standalone test. This way of enabling the      // workaround will break if it is a driver bug (rather than a bug in this -    // code which works by accident elsewhere) and Apple/Intel release a fix for -    // it. Running a standalone test to detect the problem at runtime would be -    // more robust. -    if (strstr((const char*)s_gl.glGetString(GL_RENDERER), "Intel HD Graphics 3000")) +    // code which works by accident elsewhere) and Apple/Intel release a fix +    // for it. Running a standalone test to detect the problem at runtime would +    // be more robust. +    const char* renderer = (const char*)s_gl.glGetString(GL_RENDERER); +    if (strstr(renderer, "Intel HD Graphics 3000") || +        strstr(renderer, "Intel HD Graphics 4000")) {          m_warYInvertBug = true; +    }  #endif  } | 
