Skinned shaders were exceeding maximum amount of vertex uniforms on amd hardware.
-Changed the transform matrix uniform to a 3x4 matrix and packed translation into it to free up uniforms. (3x3 is converted to 3x4 internally, so we were needlessly eating 3*52 extra uniform slots. translationPalette might also have been treated as a vec4 internally too, wasting 52 more slots.) -matrix3x4 requires opengl2.1 and newer, so added a new featuretable mask. -Also added a featuretable mask to disable hardware skinning and deferred shading on hardware with less than 1024 vertex uniforms. NOTE: On old old old amd hardware, evidently a 3x4 matrix might be upgraded to 4x4. I'm unsure, but I doubt such hardware has 1024+ uniform components available to begin with. 4x3 supposedly doesn't do this, but opengl is column-major, so this makes little sense.
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@@ -933,6 +933,23 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c
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}
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}
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void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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glUniformMatrix3x4fvARB(mUniform[index], count, transpose, v);
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}
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}
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}
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void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
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{
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if (mProgramObject > 0)
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