ivec4 still needed as texture index on some SONY VAIO and Toshiba ATI drivers.
This reverts commit b8b235df09.
This commit is contained in:
@@ -679,7 +679,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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vec4 diffuseLookup(vec2 texcoord)
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{
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switch (vary_texture_index))
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switch (vary_texture_index.r))
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{
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case 0: ret = texture2D(tex0, texcoord); break;
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case 1: ret = texture2D(tex1, texcoord); break;
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@@ -703,7 +703,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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if (texture_index_channels > 1)
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{
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text[count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
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text[count++] = strdup("VARYING_FLAT ivec4 vary_texture_index;\n");
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}
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text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
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@@ -721,7 +721,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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{ //switches are unreliable on old 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 == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
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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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@@ -730,13 +730,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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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)\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: return texture2D(tex%d, texcoord);\n", i, i);
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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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@@ -1249,7 +1249,7 @@ void LLVertexBuffer::setupVertexArray()
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1, //TYPE_WEIGHT,
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4, //TYPE_WEIGHT4,
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4, //TYPE_CLOTHWEIGHT,
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1, //TYPE_TEXTURE_INDEX
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4, //TYPE_TEXTURE_INDEX
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};
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U32 attrib_type[] =
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@@ -1266,7 +1266,7 @@ void LLVertexBuffer::setupVertexArray()
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GL_FLOAT, //TYPE_WEIGHT,
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GL_FLOAT, //TYPE_WEIGHT4,
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GL_FLOAT, //TYPE_CLOTHWEIGHT,
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GL_UNSIGNED_INT, //TYPE_TEXTURE_INDEX
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GL_UNSIGNED_BYTE, //TYPE_TEXTURE_INDEX
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};
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bool attrib_integer[] =
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@@ -2313,7 +2313,7 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask)
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#if !LL_DARWIN
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S32 loc = TYPE_TEXTURE_INDEX;
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void *ptr = (void*) (base + mOffsets[TYPE_VERTEX] + 12);
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glVertexAttribIPointer(loc, 1, GL_UNSIGNED_INT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
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glVertexAttribIPointer(loc, 4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
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#endif
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}
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if (data_mask & MAP_VERTEX)
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