Commit: 3fd89df6e7f3cecb108bb604100218e1bea85c63
Author: Antony Riakiotakis
Date:   Thu Aug 20 16:05:24 2015 +0300
Branches: master
https://developer.blender.org/rB3fd89df6e7f3cecb108bb604100218e1bea85c63

Fix T45491 not all GPUs support those extensions, use check for
opensubdiv to enable.

===================================================================

M       source/blender/gpu/intern/gpu_extensions.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_extensions.c 
b/source/blender/gpu/intern/gpu_extensions.c
index d9112ac..93966eb 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -1550,16 +1550,19 @@ static const char *gpu_shader_version(bool 
use_opensubdiv)
 }
 
 
-static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
+static void gpu_shader_standard_extensions(char 
defines[MAX_EXT_DEFINE_LENGTH], bool use_opensubdiv)
 {
 #ifdef WITH_OPENSUBDIV
-       strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"
-                       "#extension GL_ARB_gpu_shader5 : enable\n"
-                       "#extension GL_ARB_explicit_attrib_location : 
require\n");
+       if (use_opensubdiv) {
+               strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"
+                               "#extension GL_ARB_gpu_shader5 : enable\n"
+                               "#extension GL_ARB_explicit_attrib_location : 
require\n");
+       }
 #else
        /* need this extension for high quality bump mapping */
        if (GPU_bicubic_bump_support())
                strcat(defines, "#extension GL_ARB_texture_query_lod: 
enable\n");
+       (void) use_opensubdiv;
 #endif
 
        if (GPU_geometry_shader_support())
@@ -1719,7 +1722,7 @@ GPUShader *GPU_shader_create(const char *vertexcode, 
const char *fragcode, const
        }
 
        gpu_shader_standard_defines(use_opensubdiv, standard_defines);
-       gpu_shader_standard_extensions(standard_extensions);
+       gpu_shader_standard_extensions(standard_extensions, use_opensubdiv);
 
        if (vertexcode) {
                const char *source[5];

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