From db5a798952cab75f02e29bdb1126b321a537be56 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Thomas=20L=C3=BCbking?= Date: Mon, 1 Feb 2016 22:20:53 +0100 Subject: [PATCH] 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 --- libkwineffects/kwinglutils.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/libkwineffects/kwinglutils.cpp b/libkwineffects/kwinglutils.cpp index 9db648598f..bd84db725f 100644 --- a/libkwineffects/kwinglutils.cpp +++ b/libkwineffects/kwinglutils.cpp @@ -362,7 +362,9 @@ bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &sour bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource) { // Make sure shaders are actually supported - if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) { + if (!(GLPlatform::instance()->supports(GLSL) && + // we lack shader branching for Texture2DRectangle everywhere - and it's probably not worth it + GLPlatform::instance()->supports(TextureNPOT))) { qCCritical(LIBKWINGLUTILS) << "Shaders are not supported"; return false; }