SELF NACK

We require OpenGL 3.0 after all

Got confused by this part of code:

    static const EGLint ctx_att[] = {
#ifdef EGL_CONTEXT_MAJOR_VERSION
        EGL_CONTEXT_MAJOR_VERSION, 3,
#else
        EGL_CONTEXT_CLIENT_VERSION, 3,
#endif
        EGL_NONE
    };

Still, do we really need to support OGL 3.0?
Basically all hardware since 2006 supports OGL 3.3 and up, with most of it
skipping 3.0 - 3.2 altogether
Intel GPUs support it since Sandy Bridge, but before that they supported
only version 2.1


On Mon, Jul 18, 2016 at 10:44 AM, Lukas Venhoda <lvenh...@redhat.com> wrote:

> Since spice-widget-egl already requires Opengl 3.3,
> change shader version from 130 (OGL3.0) to 330 (OGL3.3)
>
> This change enables more advanced features in OpenGL shaders.
> ---
>  src/spice-widget-egl.c | 4 ++--
>  1 file changed, 2 insertions(+), 2 deletions(-)
>
> diff --git a/src/spice-widget-egl.c b/src/spice-widget-egl.c
> index 0698af3..2b34271 100644
> --- a/src/spice-widget-egl.c
> +++ b/src/spice-widget-egl.c
> @@ -37,7 +37,7 @@
>
>  static const char *spice_egl_vertex_src =       \
>  "                                               \
> -  #version 130\n                                \
> +  #version 330\n                                \
>                                                  \
>    in vec4 position;                             \
>    in vec2 texcoords;                            \
> @@ -53,7 +53,7 @@ static const char *spice_egl_vertex_src =       \
>
>  static const char *spice_egl_fragment_src =     \
>  "                                               \
> -  #version 130\n                                \
> +  #version 330\n                                \
>                                                  \
>    in vec2 tcoords;                              \
>    out vec4 fragmentColor;                       \
> --
> 2.7.4
>
>
-- 
Lukas Venhoda
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