opengl: Prefer state.features.compute to ARB_compute_shader;
@@ -1169,7 +1169,7 @@ void lovrGpuCompute(Shader* shader, int x, int y, int z) {
#ifdef LOVR_WEBGL
lovrThrow("Compute shaders are not supported on this system");
#else
- lovrAssert(GLAD_GL_ARB_compute_shader, "Compute shaders are not supported on this system");
+ lovrAssert(state.features.compute, "Compute shaders are not supported on this system");
lovrAssert(shader->type == SHADER_COMPUTE, "Attempt to use a non-compute shader for a compute operation");
lovrGraphicsFlush();
lovrGpuBindShader(shader);
@@ -2261,7 +2261,7 @@ Shader* lovrShaderInitCompute(Shader* shader, const char* source, int length, Sh
#ifdef LOVR_WEBGL
lovrThrow("Compute shaders are not supported on this system");
#else
- lovrAssert(GLAD_GL_ARB_compute_shader, "Compute shaders are not supported on this system");
+ lovrAssert(state.features.compute, "Compute shaders are not supported on this system");
char* flagSource = lovrShaderGetFlagCode(flags, flagCount);
const char* sources[] = { lovrShaderComputePrefix, flagSource ? flagSource : "", source, lovrShaderComputeSuffix };
int lengths[] = { -1, -1, length, -1 };
