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authorBrad Payne (Vir Linden) <vir@lindenlab.com>2012-07-30 19:10:46 -0400
committerBrad Payne (Vir Linden) <vir@lindenlab.com>2012-07-30 19:10:46 -0400
commit6ae4802e6d3ed7aa67c4946c434850de3be5ffe3 (patch)
tree2bfeb690ba2dbf9849fb318d3f551a584278cee2 /indra/llrender/llshadermgr.cpp
parent020980fb4cd5f2cc18b56fa795c08c153a15bd4a (diff)
parent58d5e223b8a15b4825b96923b5891b251c6ccc98 (diff)
merge
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp42
1 files changed, 29 insertions, 13 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 5a6e6cab3e..a9248d4d73 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -702,7 +702,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (texture_index_channels > 1)
{
- text[count++] = strdup("VARYING_FLAT ivec4 vary_texture_index;\n");
+ text[count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
}
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
@@ -716,20 +716,33 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
else if (major_version > 1 || minor_version >= 30)
{ //switches are supported in GLSL 1.30 and later
- text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
- text[count++] = strdup("\tswitch (vary_texture_index.r)\n");
- text[count++] = strdup("\t{\n");
-
- //switch body
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- std::string case_str = llformat("\t\tcase %d: ret = texture2D(tex%d, texcoord); break;\n", i, i);
- text[count++] = strdup(case_str.c_str());
+ if (gGLManager.mIsNVIDIA)
+ { //switches are unreliable on some NVIDIA drivers
+ for (U32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
+ text[count++] = strdup(if_string.c_str());
+ }
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
+ text[count++] = strdup("}\n");
}
+ else
+ {
+ text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
+ text[count++] = strdup("\tswitch (vary_texture_index)\n");
+ text[count++] = strdup("\t{\n");
+
+ //switch body
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
+ text[count++] = strdup(case_str.c_str());
+ }
- text[count++] = strdup("\t}\n");
- text[count++] = strdup("\treturn ret;\n");
- text[count++] = strdup("}\n");
+ text[count++] = strdup("\t}\n");
+ text[count++] = strdup("\treturn ret;\n");
+ text[count++] = strdup("}\n");
+ }
}
else
{ //should never get here. Indexed texture rendering requires GLSL 1.30 or later
@@ -1026,6 +1039,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("size");
mReservedUniforms.push_back("falloff");
+ mReservedUniforms.push_back("box_center");
+ mReservedUniforms.push_back("box_size");
+
mReservedUniforms.push_back("minLuminance");
mReservedUniforms.push_back("maxExtractAlpha");