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only use GL_COMPLETION_STATUS_ARB when the extension is used
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@ -146,7 +146,14 @@ bool RendererShaderGL::IsCompiled()
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{
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{
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if(m_isCompiled)
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if(m_isCompiled)
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return true;
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return true;
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GLint isShaderComplete;
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if(!glMaxShaderCompilerThreadsARB)
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{
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WaitForCompiled();
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return true;
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}
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GLint isShaderComplete = 0;
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glGetShaderiv(m_shader_object, GL_COMPLETION_STATUS_ARB, &isShaderComplete);
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glGetShaderiv(m_shader_object, GL_COMPLETION_STATUS_ARB, &isShaderComplete);
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if (isShaderComplete)
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if (isShaderComplete)
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WaitForCompiled(); // since COMPLETION_STATUS == true, this should be very fast
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WaitForCompiled(); // since COMPLETION_STATUS == true, this should be very fast
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