You can't use an unsupported extension, driver will return compilation error. But can you check availability of some extension directly from GLSL code? Is there something like this?
#version XXX core
#if supported(EXT_some_extension)
#extension EXT_some_extension: enable
#endif
...
UPDATE: According to Nicol's Bolas answer. Yes, that appeared in my mind too, but for some reason, it is not working
#version 150 core
#extension ARB_explicit_attrib_location : enable
#ifdef ARB_explicit_attrib_location
#define useLayout layout(location = 2)
#else
#define useLayout //thats an empty space
#endif
in vec2 in_Position;
useLayout in vec2 in_TextureCoord;
...
Macro "useLayout" is always set to empty space, but if I left only #enable
directive without conditions it will use it (my driver supports it). Looks like extensions do not being defined, it is something else (probably?) (#if defined(ARB_explicit_attrib_location)
does not work too)
#if supported(EXT_some_extension)
#extension GL_EXT_some_extension: enable
#endif
You are trying to write a shader that conditionally uses a certain extension. The correct way to do what you're trying to do is this:
#extension EXT_some_extension: enable
#ifdef GL_EXT_some_extension
//Code that uses the extension.
#endif //GL_EXT_some_extension
Every OpenGL extension that has GLSL features will have a specific #define
for it. And the enable
flag will only emit a warning if the extension isn't around. If it's not active, the #ifdef
won't trigger.
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