NORSPEC-314 make work-around apply to all Macs for now

master
Graham Linden 2013-07-23 13:48:57 -07:00
parent 18c7ef3276
commit b411179bd0
1 changed files with 15 additions and 21 deletions

View File

@ -657,18 +657,13 @@ void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass)
else
{
// Work-around until we can figure out why the right shader causes
// the GeForce driver to go tango uniform on OS X 10.6.8 only
//
#if GE_FORCE_WORKAROUND
// Work-around until we can figure out why the right shader causes
// the GeForce driver to go tango uniform on OS X 10.6.8 only
//
if (gGLManager.mIsMobileGF)
{
gObjectFullbrightAlphaMaskProgram.bind();
gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
return;
}
#endif
gObjectFullbrightAlphaMaskProgram.bind();
gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
#else
if (LLPipeline::sUnderWaterRender)
{
gDeferredFullbrightAlphaMaskWaterProgram.bind();
@ -679,7 +674,9 @@ void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass)
gDeferredFullbrightAlphaMaskProgram.bind();
gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
#endif
}
}
void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
@ -699,16 +696,12 @@ void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass)
else
{
#if GE_FORCE_WORKAROUND
// Work-around until we can figure out why the right shader causes
// the GeForce driver to go tango uniform on OS X 10.6.8 only
//
if (gGLManager.mIsMobileGF)
{
gObjectFullbrightAlphaMaskProgram.unbind();
}
else
#endif
// Work-around until we can figure out why the right shader causes
// the GeForce driver to go tango uniform on OS X 10.6.8 only
//
#if GE_FORCE_WORKAROUND
gObjectFullbrightAlphaMaskProgram.unbind();
#else
if (LLPipeline::sUnderWaterRender)
{
gDeferredFullbrightAlphaMaskWaterProgram.unbind();
@ -717,6 +710,7 @@ void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass)
{
gDeferredFullbrightAlphaMaskProgram.unbind();
}
#endif
}
LLRenderPass::endRenderPass(pass);