MAINT-2616 : Updated my Intel driver and now have orange in buttons and

Inventory pull down bar causing blinks to screen.  Pulled in FS code,
Reviewed by Kelly
master
simon 2013-05-20 11:18:12 -07:00
parent 2b41a539aa
commit abdbf45aaa
6 changed files with 96 additions and 3 deletions

View File

@ -57,6 +57,7 @@ bool LLGLSLShader::sNoFixedFunction = false;
//UI shader -- declared here so llui_libtest will link properly
LLGLSLShader gUIProgram;
LLGLSLShader gSolidColorProgram;
LLGLSLShader gSolidColorProgramIntel;
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{

View File

@ -160,5 +160,8 @@ extern LLGLSLShader gSolidColorProgram;
//Alpha mask shader (declared here so llappearance can access properly)
extern LLGLSLShader gAlphaMaskProgram;
// Solid color Shader for Intel Graphics
extern LLGLSLShader gSolidColorProgramIntel;
#endif

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@ -443,7 +443,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
{
if (LLGLSLShader::sNoFixedFunction)
{
gSolidColorProgram.bind();
// When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one
// for those cards. Passing color as a uniform and not a shader attribute
if(gGLManager.mIsIntel)
{
gSolidColorProgramIntel.bind();
}
else
{
gSolidColorProgram.bind();
}
}
else
{
@ -454,7 +463,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
// When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one
// for those cards. Passing color as a uniform and not a shader attribute
if( solid_color && LLGLSLShader::sNoFixedFunction && gGLManager.mIsIntel )
{
gGL.diffuseColor4fv(color.mV);
}
else
{
gGL.color4fv(color.mV);
}
const S32 NUM_VERTICES = 9 * 4; // 9 quads
LLVector2 uv[NUM_VERTICES];

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@ -0,0 +1,44 @@
/**
* @file solidcolorV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
uniform vec4 color;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// vertex_color = diffuse_color;
vertex_color = color;
vary_texcoord0 = texcoord0;
}

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@ -6051,7 +6051,15 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
if (shader)
{ //switch to "solid color" program for SH-2690 -- works around driver bug causing bad triangles when rendering silhouettes
gSolidColorProgram.bind();
if(gGLManager.mIsIntel)
{
gSolidColorProgramIntel.bind();
gGL.diffuseColor4fv(color.mV);
}
else
{
gSolidColorProgram.bind();
}
}
gGL.matrixMode(LLRender::MM_MODELVIEW);

View File

@ -640,6 +640,7 @@ void LLViewerShaderMgr::unloadShaders()
gTwoTextureAddProgram.unload();
gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
gSolidColorProgramIntel.unload();
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
@ -2703,6 +2704,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
}
}
// When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one
// for those cards. Passing color as a uniform and not a shader attribute
if (success)
{
gSolidColorProgramIntel.mName = "Solid Color Shader for Intel";
gSolidColorProgramIntel.mShaderFiles.clear();
gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB));
gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); // The standard fragment shader is just fine. So keep it.
gSolidColorProgramIntel.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gSolidColorProgramIntel.createShader(NULL, NULL);
if (success)
{
gSolidColorProgramIntel.bind();
gSolidColorProgramIntel.uniform1i(sTex0, 0);
gSolidColorProgramIntel.unbind();
}
}
if (success)
{
gOcclusionProgram.mName = "Occlusion Shader";