Disables compute shaders for GL ARB backend.

This commit is contained in:
Vladislav Belov 2025-01-28 16:53:51 +01:00
parent 1a7947f9c9
commit a7ead4cf4c
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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -362,7 +362,8 @@ std::unique_ptr<IDevice> CDevice::Create(SDL_Window* window, const bool arb)
capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr);
if (capabilities.ARBShaders)
capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow");
capabilities.computeShaders = ogl_HaveVersion(4, 3) || (ogl_HaveVersion(4, 2) && ogl_HaveExtension("GL_ARB_compute_shader") && ogl_HaveExtension("GL_ARB_shader_image_load_store"));
capabilities.computeShaders = !device->m_ARB &&
(ogl_HaveVersion(4, 3) || (ogl_HaveVersion(4, 2) && ogl_HaveExtension("GL_ARB_compute_shader") && ogl_HaveExtension("GL_ARB_shader_image_load_store")));
#if CONFIG2_GLES
// Some GLES implementations have GL_EXT_texture_compression_dxt1
// but that only supports DXT1 so we can't use it.