diff options
author | Oz Linden <oz@lindenlab.com> | 2013-04-25 16:54:49 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-04-25 16:54:49 -0400 |
commit | 6f953cc97b90eff43d69c2bda28fc9863fc57214 (patch) | |
tree | 326124bad515a7831631863d91348549568bb9ee /indra/newview/llviewershadermgr.cpp | |
parent | d7136bac52dc36cca1f5b89fdc26fd323be468c5 (diff) | |
parent | 3a2576cefa97f50640adb596a5d01fa287f7033f (diff) |
merge changes for latest rendering fixes
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 34 |
1 files changed, 23 insertions, 11 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index edd1546263..850bf9677c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -792,9 +792,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // Load basic dependency shaders first // All of these have to load for any shaders to function -#if LL_DARWIN // Mac can't currently handle all 8 lights, - S32 sum_lights_class = 2; -#else S32 sum_lights_class = 3; // class one cards will get the lower sum lights @@ -805,7 +802,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders() { sum_lights_class = 2; } -#endif // If we have sun and moon only checked, then only sum those lights. if (gPipeline.getLightingDetail() == 0) @@ -813,6 +809,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders() sum_lights_class = 1; } +#if LL_DARWIN + // Work around driver crashes on older Macs when using deferred rendering + // NORSPEC-59 + // + if (gGLManager.mIsMobileGF) + sum_lights_class = 3; +#endif + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); @@ -1218,9 +1222,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); // Hack to include uniforms for lighting without linking in lighting file @@ -1265,6 +1269,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); bool has_skin = i & 0x10; gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); + + #if LL_DARWIN + // include spec exp clamp to fix older mac rendering artifacts + // + if (gGLManager.mIsMobileGF) + { + gDeferredMaterialProgram[i].addPermutation("UGLY_MAC_HACK","1"); + } + #endif + if (has_skin) { gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; @@ -1414,9 +1428,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.clear(); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1"); - gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0"); - gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); + gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); @@ -1592,8 +1605,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3"); - gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0"); + gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; |