Remove useless branching on EGL/GLX in GLPlatform
Summary: The code for EGL and GLX platform did the same checks, just with the difference that the EGL check has another check for isGLES. So let's just do the branching on whether isGLES or GL. Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D3446
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1 changed files with 4 additions and 12 deletions
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@ -631,18 +631,10 @@ void GLPlatform::detect(OpenGLPlatformInterface platformInterface)
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m_mesaVersion = parseVersionString(version);
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}
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if (platformInterface == EglPlatformInterface) {
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if (isGLES()) {
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m_supportsGLSL = true;
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m_textureNPOT = true;
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} else {
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m_supportsGLSL = m_extensions.contains("GL_ARB_shader_objects") &&
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m_extensions.contains("GL_ARB_fragment_shader") &&
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m_extensions.contains("GL_ARB_vertex_shader");
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m_textureNPOT = m_extensions.contains("GL_ARB_texture_non_power_of_two");
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}
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} else if (platformInterface == GlxPlatformInterface) {
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if (isGLES()) {
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m_supportsGLSL = true;
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m_textureNPOT = true;
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} else {
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m_supportsGLSL = m_extensions.contains("GL_ARB_shader_objects") &&
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m_extensions.contains("GL_ARB_fragment_shader") &&
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m_extensions.contains("GL_ARB_vertex_shader");
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