Android: Fix OpenGL shader compilation on updated emulator
In 0ae4b948515af904dba397448839056d9b7965af, we added a work-around specifically for the Android emulator, causing it to override the precision qualifiers in shader code, since the emulator would send the shader code directly to the host OpenGL driver and thus there was no guarantee that the qualifiers would be supported. Since then, the original issue with the emulator has been fixed, so now Qt applications are failing because of the work-around. [ChangeLog][Android] Removed old work-around which was causing OpenGL shader compilation to fail on updated Android emulators. Task-number: QTBUG-44697 Change-Id: I0da879b3a8fbe7cb2d0969cdf45664d0b3499891 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io> Reviewed-by: BogDan Vatra <bogdan@kdab.com>
This commit is contained in:
parent
6282948e96
commit
440ccba0ab
@ -98,10 +98,6 @@ bool QAndroidPlatformOpenGLContext::makeCurrent(QPlatformSurface *surface)
|
||||
bool ret = QEGLPlatformContext::makeCurrent(surface);
|
||||
QOpenGLContextPrivate *ctx_d = QOpenGLContextPrivate::get(context());
|
||||
|
||||
const char *rendererString = reinterpret_cast<const char *>(glGetString(GL_RENDERER));
|
||||
if (rendererString != 0 && qstrncmp(rendererString, "Android Emulator", 16) == 0)
|
||||
ctx_d->workaround_missingPrecisionQualifiers = true;
|
||||
|
||||
if (!ctx_d->workaround_brokenFBOReadBack && needsFBOReadBackWorkaround())
|
||||
ctx_d->workaround_brokenFBOReadBack = true;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user