[Development] Platform maintainers: changes to OpenGL context creation required
Giuseppe D'Angelo
giuseppe.dangelo at kdab.com
Sat Feb 23 15:45:59 CET 2013
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.dangelo at 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
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