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authorsimon <none@none>2013-05-20 11:18:12 -0700
committersimon <none@none>2013-05-20 11:18:12 -0700
commitabdbf45aaa05f201afd9e2f6c6be87150be2c890 (patch)
tree702d3eef9acc8d966e4c5c40b08830b511e9e841 /indra
parent2b41a539aa988029976cf96a1ac71d0fc2087c77 (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')
-rwxr-xr-xindra/llrender/llglslshader.cpp1
-rwxr-xr-xindra/llrender/llglslshader.h3
-rw-r--r--indra/llrender/llrender2dutils.cpp22
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl44
-rwxr-xr-xindra/newview/llselectmgr.cpp10
-rwxr-xr-xindra/newview/llviewershadermgr.cpp19
6 files changed, 96 insertions, 3 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 298a03f32a..8a0ca95a78 100755
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -57,6 +57,7 @@ bool LLGLSLShader::sNoFixedFunction = false;
//UI shader -- declared here so llui_libtest will link properly
LLGLSLShader gUIProgram;
LLGLSLShader gSolidColorProgram;
+LLGLSLShader gSolidColorProgramIntel;
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 019d5a86d6..cd097b8e0b 100755
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -160,5 +160,8 @@ extern LLGLSLShader gSolidColorProgram;
//Alpha mask shader (declared here so llappearance can access properly)
extern LLGLSLShader gAlphaMaskProgram;
+// Solid color Shader for Intel Graphics
+extern LLGLSLShader gSolidColorProgramIntel;
+
#endif
diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp
index d3cfbaf03a..3c6848efaa 100644
--- a/indra/llrender/llrender2dutils.cpp
+++ b/indra/llrender/llrender2dutils.cpp
@@ -443,7 +443,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
{
if (LLGLSLShader::sNoFixedFunction)
{
- gSolidColorProgram.bind();
+ // 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(gGLManager.mIsIntel)
+ {
+ gSolidColorProgramIntel.bind();
+ }
+ else
+ {
+ gSolidColorProgram.bind();
+ }
}
else
{
@@ -454,7 +463,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
gGL.getTexUnit(0)->bind(image, true);
- gGL.color4fv(color.mV);
+ // 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( solid_color && LLGLSLShader::sNoFixedFunction && gGLManager.mIsIntel )
+ {
+ gGL.diffuseColor4fv(color.mV);
+ }
+ else
+ {
+ gGL.color4fv(color.mV);
+ }
const S32 NUM_VERTICES = 9 * 4; // 9 quads
LLVector2 uv[NUM_VERTICES];
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";