depend glsl on TextureNPOT, not LimitedNPOT
The idea was to block shaders that operate on Texture2D while Texture2DRectangle was use, but that's indeed controlled by TextureNPOT while LimitedNPOT indicates Texture2D but without support for mipmapping and exotic clamping FIXED-IN: 5.6 REVIEW: 126959
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@ -362,7 +362,9 @@ bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &sour
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bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
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{
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// Make sure shaders are actually supported
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if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) {
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if (!(GLPlatform::instance()->supports(GLSL) &&
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// we lack shader branching for Texture2DRectangle everywhere - and it's probably not worth it
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GLPlatform::instance()->supports(TextureNPOT))) {
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qCCritical(LIBKWINGLUTILS) << "Shaders are not supported";
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return false;
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}
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