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Allows compute shaders for GL only since 4.3.
It seems current checks for GL 4.2 aren't enough so just disable
compute shaders for GL 4.2. Fixes #7734.
(cherry picked from commit fa3fb5d064)
Signed-off-by: Itms <itms@wildfiregames.com>
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1 changed files with 1 additions and 2 deletions
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@ -362,8 +362,7 @@ std::unique_ptr<IDevice> CDevice::Create(SDL_Window* window, const bool arb)
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capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr);
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if (capabilities.ARBShaders)
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capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow");
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capabilities.computeShaders = !device->m_ARB &&
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(ogl_HaveVersion(4, 3) || (ogl_HaveVersion(4, 2) && ogl_HaveExtension("GL_ARB_compute_shader") && ogl_HaveExtension("GL_ARB_shader_image_load_store")));
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capabilities.computeShaders = !device->m_ARB && ogl_HaveVersion(4, 3);
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#if CONFIG2_GLES
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// Some GLES implementations have GL_EXT_texture_compression_dxt1
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// but that only supports DXT1 so we can't use it.
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