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authorJeroen Bakker <j.bakker@atmind.nl>2020-07-06 08:45:10 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2020-07-06 08:45:10 +0300
commit0f617cd67ecdd5826a35c219f77f1481a63665a7 (patch)
tree57a61605b87e20c2180827b4b8f7f290ba31b53b /source/blender/gpu
parentbaf124c753d9a79948ba8e4e5ef00a02488c49a8 (diff)
GPU: Remove local shaders workaround for Intel/Windows
It has been tested that local shaders workaround isn't needed for the latest Windows/Intel 6xx GPU's. Currently the local shaders workaround doesn't work anymore during the investigation it was detected that the intel drivers didn't need it anymore. Local shaders should still be fixed as it is also used for some legacy iGPU's. The current work around crashes when doing preview renders in EEVEE as the default materials aren't available but for the work around they should. (See T77346 for more information)
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index fbeb2edc266..4e4e9c526d0 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -339,7 +339,6 @@ void gpu_extensions_init(void)
GG.depth_blitting_workaround = true;
GG.unused_fb_slot_workaround = true;
GG.texture_copy_workaround = true;
- GG.context_local_shaders_workaround = GLEW_ARB_get_program_binary;
}
/* Special fix for theses specific GPUs.
@@ -347,7 +346,6 @@ void gpu_extensions_init(void)
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
GG.mip_render_workaround = true;
- GG.context_local_shaders_workaround = GLEW_ARB_get_program_binary;
}
/* df/dy calculation factors, those are dependent on driver */