And suddeny the texture index attrib(for batching) is now an integer! (Changing switch to an if block on nividia hardware seems like the real solution to pink textures... not the index datatype)
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@@ -680,7 +680,7 @@ 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.r))
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switch (vary_texture_index))
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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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@@ -704,7 +704,7 @@ 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 ivec4 vary_texture_index;\n");
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text[count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
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}
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text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
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@@ -722,7 +722,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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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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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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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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@@ -731,13 +731,13 @@ 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.r)\n");
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text[count++] = strdup("\tswitch (vary_texture_index)\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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std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\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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4, //TYPE_TEXTURE_INDEX
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1, //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_BYTE, //TYPE_TEXTURE_INDEX
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GL_UNSIGNED_INT, //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, 4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
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glVertexAttribIPointer(loc, 1, GL_UNSIGNED_INT, 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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@@ -23,9 +23,9 @@
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* $/LicenseInfo$
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*/
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ATTRIBUTE ivec4 texture_index;
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ATTRIBUTE int texture_index;
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VARYING_FLAT ivec4 vary_texture_index;
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VARYING_FLAT int vary_texture_index;
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void passTextureIndex()
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{
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@@ -1622,7 +1622,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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if (!do_xform)
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{
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LLFastTimer t(FTM_FACE_TEX_QUICK_NO_XFORM);
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LLVector4a::memcpyNonAliased16((F32*) tex_coords.get(), (F32*) vf.mTexCoords, num_vertices*2*sizeof(F32));
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S32 tc_size = (num_vertices*2*sizeof(F32)+0xF) & ~0xF;
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LLVector4a::memcpyNonAliased16((F32*) tex_coords.get(), (F32*) vf.mTexCoords, tc_size);
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}
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else
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{
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@@ -1843,15 +1844,12 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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LLVector4a texIdx;
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U8 index = mTextureIndex < 255 ? mTextureIndex : 0;
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S32 index = mTextureIndex < 255 ? mTextureIndex : 0;
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F32 val = 0.f;
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U8* vp = (U8*) &val;
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vp[0] = index;
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vp[1] = 0;
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vp[2] = 0;
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vp[3] = 0;
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S32* vp = (S32*) &val;
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*vp = index;
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llassert(index <= LLGLSLShader::sIndexedTextureChannels-1);
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LLVector4Logical mask;
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