diff options
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 44 |
1 files changed, 30 insertions, 14 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 5a6e6cab3e..b6a9a6b653 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -643,7 +643,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup("#define textureCube texture\n"); text[count++] = strdup("#define texture2DLod textureLod\n"); text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n"); - + if (major_version > 1 || minor_version >= 40) { //GLSL 1.40 replaces texture2DRect et al with texture text[count++] = strdup("#define texture2DRect texture\n"); @@ -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"); |