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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2010-08-13 00:50:31 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2010-08-13 00:50:31 (GMT) |
commit | 6155050f68cc86c445552da61a5f240c16f5e2cd (patch) | |
tree | eccb560efebc61a949f13e4a3e124460c001eb8e /src/opengl/qglshaderprogram.cpp | |
parent | b0d2a439314bc86e6e15fe033c1edaee471b4b95 (diff) | |
download | Qt-6155050f68cc86c445552da61a5f240c16f5e2cd.zip Qt-6155050f68cc86c445552da61a5f240c16f5e2cd.tar.gz Qt-6155050f68cc86c445552da61a5f240c16f5e2cd.tar.bz2 |
Don't define highp/mediump/lowp if desktop GL has them
OpenGL 4.0 systems now have compatibility with ES2, including
support for the precision qualifiers. If the GL_ARB_ES2_compatibility
extension is present, then we don't define highp/mediump/lowp
to the empty string.
Task-number: QTBUG-12862
Reviewed-by: Sarah Smith
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index edbb635..9bfe027 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -97,6 +97,10 @@ QT_BEGIN_NAMESPACE to just features that are present in GLSL/ES, and avoid standard variable names that only work on the desktop. + If the \c{GL_ARB_ES2_compatibility} extension is present, + then the above prefix is not added because the desktop OpenGL + implementation supports precision qualifiers. + \section1 Simple shader example \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 1 @@ -390,8 +394,10 @@ bool QGLShader::compileSourceCode(const char *source) srclen.append(GLint(headerLen)); } #ifdef QGL_DEFINE_QUALIFIERS - src.append(qualifierDefines); - srclen.append(GLint(sizeof(qualifierDefines) - 1)); + if (!(QGLExtensions::glExtensions() & QGLExtensions::ES2Compatibility)) { + src.append(qualifierDefines); + srclen.append(GLint(sizeof(qualifierDefines) - 1)); + } #endif #ifdef QGL_REDEFINE_HIGHP if (d->shaderType == Fragment) { |