We will never ever run on OpenGL 1.2 as we use shaders everywhere.
2.0 may be enough, but we also often use PBOs and our big shaders
won't fit into the first GLSL limits.
---
 glamor/glamor.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/glamor/glamor.c b/glamor/glamor.c
index ef969e2..eb13430 100644
--- a/glamor/glamor.c
+++ b/glamor/glamor.c
@@ -357,8 +357,8 @@ glamor_init(ScreenPtr screen, unsigned int flags)
      * Windows with Intel 4-series (G45) graphics or older.
      */
     if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
-        if (gl_version < 13) {
-            ErrorF("Require OpenGL version 1.3 or later.\n");
+        if (gl_version < 21) {
+            ErrorF("Require OpenGL version 2.1 or later.\n");
             goto fail;
         }
     } else {
-- 
1.9.0

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