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authorGraham Madarasz <graham@lindenlab.com>2013-04-17 09:05:40 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-04-17 09:05:40 -0700
commite40bcc4e16c8baeb3945e89c5d035d89416896e3 (patch)
tree33da94bd7e8c99f8bce20591efd55ebd28fcd6ba
parent119c0a35f15d0f82ebf99507300357609769520b (diff)
NORSPEC-59 and NORSPEC-133 work-around crash with RenderDebugGL on and fix breakage in shaders from Mac changes
-rw-r--r--indra/llrender/llvertexbuffer.cpp2
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl19
-rw-r--r--indra/newview/lldrawpoolalpha.cpp21
5 files changed, 21 insertions, 32 deletions
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index 6108c6f821..dc6e158034 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -2223,7 +2223,7 @@ void LLVertexBuffer::setBuffer(U32 data_mask)
if ((data_mask & required_mask) != required_mask)
{
- llerrs << "Shader consumption mismatches data provision." << llendl;
+ llwarns << "Shader consumption mismatches data provision." << llendl;
}
}
}
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index eb5c9cc5c0..84b2bde206 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8072,7 +8072,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderDebugNormalScale</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 8c9fe95590..e8cbf318a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -136,8 +136,7 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
@@ -152,10 +151,10 @@ void main()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- col = vec3(0,0,0);
+ col = vec4(0,0,0,0);
#define LIGHT_LOOP(i) \
- col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -165,7 +164,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col * col;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e55023c384..69bcca88b5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ VARYING vec4 vertex_color;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
-uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -210,11 +209,11 @@ void main()
shadow = 1.0;
}
-#if INDEX_MODE == INDEXED
-
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff;
+#if INDEX_MODE == INDEXED
+ diff = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#if INDEX_MODE == NON_INDEXED_NO_COLOR
@@ -223,8 +222,7 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
@@ -232,7 +230,6 @@ void main()
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
vec4 color = diff * col;
@@ -240,10 +237,10 @@ void main()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- col = vec3(0,0,0);
+ col = vec4(0,0,0,0);
#define LIGHT_LOOP(i) \
- col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -253,7 +250,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col * col;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = color;
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 31b84bb258..f65bbc9799 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -515,21 +515,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
}
- } else if (current_shader == simple_shader)
+ } else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader))
{
- // No material. Propegate with default parameters.
- if (LLPipeline::sRenderDeferred)
- {
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 0.0f, 0.0f, 0.0f, 0.0f);
-
- current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
-
- LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
-
- LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
- }
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
+ current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
+ LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+ LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
if (params.mGroup)