Hello, in a few days I would like to stage https://codereview.qt-project.org/48657 which will cause QOpenGLShaderProgram to ignore QT_OPENGL_ES (defined at build time) and rely on renderable type returned from the current context (via QOpenGLContext::format()).
This means that platform plugins must correctly set the renderable type on the surface format when they successfully create an OpenGL context. (A default constructed QSurfaceFormat will have DefaultRenderableType instead; you MUST NOT return that value any more. Return the actual default type.) Failing to do so might result in QOpenGLShaderProgram breaking on your Desktop OpenGL platform, as it won't hide you the precision qualifiers any more. (Note that this also means breaking QQ2 on your platform.) I have already patched the XCB, Windows (Desktop GL) and Cocoa platforms -- EGL (and Windows/ANGLE, which uses it) was already returning the right renderable type: https://codereview.qt-project.org/48653 https://codereview.qt-project.org/48655 https://codereview.qt-project.org/48654 If you're going to patch a platform plugin in order to fix this issue, please add me as a reviewer -- I will not stage my change until yours is in. Thanks, -- Giuseppe D'Angelo | giuseppe.dang...@kdab.com | Software Engineer KDAB (UK) Ltd., a KDAB Group company Tel. UK +44-1738-450410, Sweden (HQ) +46-563-540090 KDAB - Qt Experts - Platform-independent software solutions _______________________________________________ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development