Do not use the workaround for desktop nvidia on mobile and html5.
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@ -271,7 +271,7 @@ void MessageQueue::flush() {
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//using reverse locking strategy
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//using reverse locking strategy
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_THREAD_SAFE_LOCK_
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_THREAD_SAFE_LOCK_
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ERR_FAIL_COND(flushing);
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ERR_FAIL_COND(flushing); //already flushing, you did something odd
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flushing = true;
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flushing = true;
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while (read_pos < buffer_end) {
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while (read_pos < buffer_end) {
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@ -456,7 +456,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
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glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
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#if 1
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//use a more compatible workaround, as this does not fail on nvidia
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#ifdef GLES_OVER_GL
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//more compatible
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//more compatible
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
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