ayaports/backports/uranium/qt-try-ints-then-bytes.patch

95 lines
4.4 KiB
Diff
Raw Normal View History

2024-01-19 02:49:12 +00:00
diff --git a/UM/View/RenderBatch.py.orig b/UM/View/RenderBatch.py
index 6deeeb1..5f1eda5 100644
--- a/UM/View/RenderBatch.py.orig
+++ b/UM/View/RenderBatch.py
@@ -186,10 +186,24 @@ class RenderBatch:
if self._render_type == self.RenderType.Solid:
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glDepthMask(self._gl.GL_TRUE)
+ try:
+ self._gl.glDepthMask(self._gl.GL_TRUE)
+ except:
+ Logger.log("w", "glDepthMask does not like ints, trying bytes...")
+ try:
+ self._gl.glDepthMask(b'1')
+ except:
+ Logger.log("e", "glDepthMask does not like ints or bytes, no idea what it wants")
elif self._render_type == self.RenderType.Transparent:
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glDepthMask(self._gl.GL_FALSE)
+ try:
+ self._gl.glDepthMask(self._gl.GL_FALSE)
+ except:
+ Logger.log("w", "glDepthMask does not like ints, trying bytes...")
+ try:
+ self._gl.glDepthMask(b'1')
+ except:
+ Logger.log("e", "glDepthMask does not like ints or bytes, no idea what it wants")
elif self._render_type == self.RenderType.Overlay:
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
diff --git a/UM/View/RenderPass.py.orig b/UM/View/RenderPass.py
index 8068ddf..8cb4f67 100644
--- a/UM/View/RenderPass.py.orig
+++ b/UM/View/RenderPass.py
@@ -93,8 +93,22 @@ class RenderPass:
self._fbo.bind()
# Ensure we can actually write to the relevant FBO components.
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE,self._gl.GL_TRUE, self._gl.GL_TRUE)
- self._gl.glDepthMask(self._gl.GL_TRUE)
+ try:
+ self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE,self._gl.GL_TRUE, self._gl.GL_TRUE)
+ except:
+ Logger.log("w", "glColorMask does not like ints, trying bytes...")
+ try:
+ self._gl.glColorMask(b'1', b'1',b'1', b'1')
+ except:
+ Logger.log("e", "glColorMask does not like ints or bytes, no idea what it wants")
+ try:
+ self._gl.glDepthMask(self._gl.GL_TRUE)
+ except:
+ Logger.log("w", "glDepthMask does not like ints, trying bytes...")
+ try:
+ self._gl.glDepthMask(b'1')
+ except:
+ Logger.log("e", "glDepthMask does not like ints or bytes, no idea what it wants")
self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
diff --git a/UM/View/SelectionPass.py.orig b/UM/View/SelectionPass.py
index ef042a5..c28fe4f 100644
--- a/UM/View/SelectionPass.py.orig
+++ b/UM/View/SelectionPass.py
@@ -110,13 +110,27 @@ class SelectionPass(RenderPass):
if selectable_objects:
batch.render(self._scene.getActiveCamera())
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_FALSE)
+ try:
+ self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_FALSE)
+ except:
+ Logger.log("w", "glColorMask does not like ints, trying bytes...")
+ try:
+ self._gl.glColorMask(b'1', b'1', b'1', b'0')
+ except:
+ Logger.log("e", "glColorMask does not like ints or bytes, no idea what it wants")
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
tool_handle.render(self._scene.getActiveCamera())
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE)
+ try:
+ self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE)
+ except:
+ Logger.log("w", "glColorMask does not like ints, trying bytes...")
+ try:
+ self._gl.glColorMask(b'1', b'1', b'1', b'1')
+ except:
+ Logger.log("e", "glColorMask does not like ints or bytes, no idea what it wants")
self.release()