diff options
| author | simon <none@none> | 2013-05-20 11:18:12 -0700 | 
|---|---|---|
| committer | simon <none@none> | 2013-05-20 11:18:12 -0700 | 
| commit | abdbf45aaa05f201afd9e2f6c6be87150be2c890 (patch) | |
| tree | 702d3eef9acc8d966e4c5c40b08830b511e9e841 /indra/newview | |
| parent | 2b41a539aa988029976cf96a1ac71d0fc2087c77 (diff) | |
MAINT-2616 : Updated my Intel driver and now have orange in buttons and
Inventory pull down bar causing blinks to screen.  Pulled in FS code,
Reviewed by Kelly
Diffstat (limited to 'indra/newview')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl | 44 | ||||
| -rwxr-xr-x | indra/newview/llselectmgr.cpp | 10 | ||||
| -rwxr-xr-x | indra/newview/llviewershadermgr.cpp | 19 | 
3 files changed, 72 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl new file mode 100644 index 0000000000..dcf38c27ce --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl @@ -0,0 +1,44 @@ +/**  + * @file solidcolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +uniform vec4 color; +  +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +//	vertex_color = diffuse_color; +	vertex_color = color; +	vary_texcoord0 = texcoord0; +} + diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 4681efd3e5..02ace86b95 100755 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -6051,7 +6051,15 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)  	if (shader)  	{ //switch to "solid color" program for SH-2690 -- works around driver bug causing bad triangles when rendering silhouettes -		gSolidColorProgram.bind(); +		if(gGLManager.mIsIntel) +		{ +			gSolidColorProgramIntel.bind(); +			gGL.diffuseColor4fv(color.mV); +		} +		else +		{ +			gSolidColorProgram.bind(); +		}  	}  	gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7d7889845d..ef5ccb5120 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -640,6 +640,7 @@ void LLViewerShaderMgr::unloadShaders()  	gTwoTextureAddProgram.unload();  	gOneTextureNoColorProgram.unload();  	gSolidColorProgram.unload(); +	gSolidColorProgramIntel.unload();  	gObjectFullbrightNoColorProgram.unload();  	gObjectFullbrightNoColorWaterProgram.unload(); @@ -2703,6 +2704,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface()  		}  	} +	// When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one  +	// for those cards. Passing color as a uniform and not a shader attribute +	if (success) +	{ +		gSolidColorProgramIntel.mName = "Solid Color Shader for Intel"; +		gSolidColorProgramIntel.mShaderFiles.clear(); +		gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB)); +		gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); // The standard fragment shader is just fine. So keep it. +		gSolidColorProgramIntel.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; +		success = gSolidColorProgramIntel.createShader(NULL, NULL); +		if (success) +		{ +			gSolidColorProgramIntel.bind(); +			gSolidColorProgramIntel.uniform1i(sTex0, 0); +			gSolidColorProgramIntel.unbind(); +		} +	} +  	if (success)  	{  		gOcclusionProgram.mName = "Occlusion Shader"; | 
