Avoid switch statement in shaders on nvidia hardware, since some driver versions don't behave properly, apparently..
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@@ -718,20 +718,33 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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}
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else if (major_version > 1 || minor_version >= 30)
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{ //switches are supported in GLSL 1.30 and later
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text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
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text[count++] = strdup("\tswitch (vary_texture_index.r)\n");
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text[count++] = strdup("\t{\n");
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//switch body
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for (S32 i = 0; i < texture_index_channels; ++i)
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{
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std::string case_str = llformat("\t\tcase %d: ret = texture2D(tex%d, texcoord); break;\n", i, i);
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text[count++] = strdup(case_str.c_str());
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if (gGLManager.mIsNVIDIA)
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{ //switches are unreliable on some NVIDIA drivers
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for (S32 i = 0; i < texture_index_channels; ++i)
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{
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std::string if_string = llformat("\t%sif (vary_texture_index.r == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
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text[count++] = strdup(if_string.c_str());
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}
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text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
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text[count++] = strdup("}\n");
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}
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else
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{
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text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
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text[count++] = strdup("\tswitch (vary_texture_index.r)\n");
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text[count++] = strdup("\t{\n");
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//switch body
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for (S32 i = 0; i < texture_index_channels; ++i)
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{
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std::string case_str = llformat("\t\tcase %d: ret = texture2D(tex%d, texcoord); break;\n", i, i);
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text[count++] = strdup(case_str.c_str());
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}
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text[count++] = strdup("\t}\n");
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text[count++] = strdup("\treturn ret;\n");
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text[count++] = strdup("}\n");
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text[count++] = strdup("\t}\n");
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text[count++] = strdup("\treturn ret;\n");
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text[count++] = strdup("}\n");
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}
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}
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else
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{ //should never get here. Indexed texture rendering requires GLSL 1.30 or later
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