glgsg: Don't query supported Cg profiles when running under EGL
Cg tries to dlopen libGL and load and call GLX functions from there, which is not good
This commit is contained in:
parent
f139899e58
commit
68c807bd5d
|
|
@ -3998,8 +3998,8 @@ reset() {
|
|||
}
|
||||
_auto_detect_shader_model = _shader_model;
|
||||
|
||||
if (GLCAT.is_debug()) {
|
||||
#ifdef HAVE_CG
|
||||
if (GLCAT.is_debug() && may_support_cg_shaders()) {
|
||||
#if CG_VERSION_NUM >= 2200
|
||||
GLCAT.debug() << "Supported Cg profiles:\n";
|
||||
int num_profiles = cgGetNumSupportedProfiles();
|
||||
|
|
@ -4037,8 +4037,10 @@ reset() {
|
|||
GLCAT.debug()
|
||||
<< "Cg active geometry profile = "
|
||||
<< cgGetProfileString((CGprofile)_shader_caps._active_gprofile) << "\n";
|
||||
}
|
||||
#endif // HAVE_CG
|
||||
|
||||
if (GLCAT.is_debug()) {
|
||||
GLCAT.debug() << "shader model = " << _shader_model << "\n";
|
||||
}
|
||||
#endif // !OPENGLES
|
||||
|
|
|
|||
Loading…
Reference in New Issue