Do not add GLSL line statements for old drivers

Older VMware virtual machines do not like the #line statements. These
were introduced in 5.5.0, meaning that when upgrading from 5.4 in such
a VM, shader compilation via QOpenGLShaderProgram stops working. This
should be avoided.

Task-number: QTBUG-47598
Change-Id: I8cccd76119350e7ce40da96d24a7a6e9eb399052
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
bb10
Laszlo Agocs 2015-08-11 15:09:47 +02:00
parent 0636ec4ff5
commit 08150122aa
1 changed files with 12 additions and 5 deletions

View File

@ -525,7 +525,8 @@ bool QOpenGLShader::compileSourceCode(const char *source)
// The precision qualifiers are useful on OpenGL/ES systems,
// but usually not present on desktop systems.
const QSurfaceFormat currentSurfaceFormat = QOpenGLContext::currentContext()->format();
QOpenGLContext *ctx = QOpenGLContext::currentContext();
const QSurfaceFormat currentSurfaceFormat = ctx->format();
QOpenGLContextPrivate *ctx_d = QOpenGLContextPrivate::get(QOpenGLContext::currentContext());
if (currentSurfaceFormat.renderableType() == QSurfaceFormat::OpenGL
|| ctx_d->workaround_missingPrecisionQualifiers
@ -545,10 +546,16 @@ bool QOpenGLShader::compileSourceCode(const char *source)
}
#endif
// Append #line directive in order to compensate for text insertion
QByteArray lineDirective = QStringLiteral("#line %1\n").arg(versionDirectivePosition.line).toUtf8();
sourceChunks.append(lineDirective.constData());
sourceChunkLengths.append(GLint(lineDirective.length()));
QByteArray lineDirective;
// #line is rejected by some drivers:
// "2.1 Mesa 8.1-devel (git-48a3d4e)" or "MESA 2.1 Mesa 8.1-devel"
const char *version = reinterpret_cast<const char *>(ctx->functions()->glGetString(GL_VERSION));
if (!version || !strstr(version, "2.1 Mesa 8")) {
// Append #line directive in order to compensate for text insertion
lineDirective = QStringLiteral("#line %1\n").arg(versionDirectivePosition.line).toUtf8();
sourceChunks.append(lineDirective.constData());
sourceChunkLengths.append(GLint(lineDirective.length()));
}
// Append rest of shader code
sourceChunks.append(source + versionDirectivePosition.position);