<table><tr><td style="">romangg added inline comments.
</td><a style="text-decoration: none; padding: 4px 8px; margin: 0 8px 8px; float: right; color: #464C5C; font-weight: bold; border-radius: 3px; background-color: #F7F7F9; background-image: linear-gradient(to bottom,#fff,#f1f0f1); display: inline-block; border: 1px solid rgba(71,87,120,.2);" href="https://phabricator.kde.org/D25907">View Revision</a></tr></table><br /><div><strong>INLINE COMMENTS</strong><div><div style="margin: 6px 0 12px 0;"><div style="border: 1px solid #C7CCD9; border-radius: 3px;"><div style="padding: 0; background: #F7F7F7; border-color: #e3e4e8; border-style: solid; border-width: 0 0 1px 0; margin: 0;"><div style="color: #74777d; background: #eff2f4; padding: 6px 8px; overflow: hidden;"><a style="float: right; text-decoration: none;" href="https://phabricator.kde.org/D25907#inline-146591">View Inline</a><span style="color: #4b4d51; font-weight: bold;">davidedmundson</span> wrote in <span style="color: #4b4d51; font-weight: bold;">egl_gbm_backend.cpp:260</span></div>
<div style="margin: 8px 0; padding: 0 12px; color: #74777D;"><p style="padding: 0; margin: 8px;">seems unused?<br />
Personally I'd say it's the better name.</p></div></div>
<div style="margin: 8px 0; padding: 0 12px;"><p style="padding: 0; margin: 8px;">I added this at some point because the GLShader and/or GLVertexBuffer classes were somewhat expecting a uniform variable of this name to be in the shader. But I don't remember if I also checked back one last time in the end without it.</p></div></div><br /><div style="border: 1px solid #C7CCD9; border-radius: 3px;"><div style="padding: 0; background: #F7F7F7; border-color: #e3e4e8; border-style: solid; border-width: 0 0 1px 0; margin: 0;"><div style="color: #74777d; background: #eff2f4; padding: 6px 8px; overflow: hidden;"><a style="float: right; text-decoration: none;" href="https://phabricator.kde.org/D25907#inline-146590">View Inline</a><span style="color: #4b4d51; font-weight: bold;">davidedmundson</span> wrote in <span style="color: #4b4d51; font-weight: bold;">egl_gbm_backend.cpp:274</span></div>
<div style="margin: 8px 0; padding: 0 12px; color: #74777D;"><p style="padding: 0; margin: 8px;">Can we make such GLSL assumptions?</p>
<p style="padding: 0; margin: 8px;">I expect this would error on the phone.</p>
<p style="padding: 0; margin: 8px;">ShaderManager::instance()->pushShader(ShaderTrait::MapTexture)</p>
<p style="padding: 0; margin: 8px;">would be safer.</p></div></div>
<div style="margin: 8px 0; padding: 0 12px;"><p style="padding: 0; margin: 8px;">Yea, good question about the versioning. While working on it I just chose the one that worked on my system, but you're right these won't work on every system. Since the shader is pretty simple would it be enough to rewrite it as a version 110 shader to get it to work everywhere (although I then don't understand why most effects have a 110 an 140 version and not just the 110)?</p>
<p style="padding: 0; margin: 8px;">I didn't use the MapTexture trait because when doing that certain assumptions are being made about the shader that only fit shaders created for Scene rendering.</p></div></div></div></div></div><br /><div><strong>REPOSITORY</strong><div><div>R108 KWin</div></div></div><br /><div><strong>REVISION DETAIL</strong><div><a href="https://phabricator.kde.org/D25907">https://phabricator.kde.org/D25907</a></div></div><br /><div><strong>To: </strong>romangg, KWin<br /><strong>Cc: </strong>davidedmundson, PureTryOut, z3ntu, zzag, univerz, kwin, LeGast00n, The-Feren-OS-Dev, sbergeron, jraleigh, fbampaloukas, GB_2, mkulinski, ragreen, jackyalcine, iodelay, crozbo, bwowk, ZrenBot, ngraham, alexeymin, himcesjf, lesliezhai, ali-mohamed, hardening, romangg, jensreuterberg, abetts, sebas, apol, ahiemstra, mart<br /></div>