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D4601.id20086.diff
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Index: binaries/data/mods/mod/shaders/program.rng
===================================================================
--- binaries/data/mods/mod/shaders/program.rng
+++ binaries/data/mods/mod/shaders/program.rng
@@ -55,8 +55,6 @@
<value>gl_Vertex</value>
<value>gl_Normal</value>
<value>gl_Color</value>
- <value>gl_SecondaryColor</value>
- <value>gl_FogCoord</value>
<value>gl_MultiTexCoord0</value>
<value>gl_MultiTexCoord1</value>
<value>gl_MultiTexCoord2</value>
Index: source/renderer/backend/gl/Device.h
===================================================================
--- source/renderer/backend/gl/Device.h
+++ source/renderer/backend/gl/Device.h
@@ -51,6 +51,7 @@
bool S3TC;
bool ARBShaders;
bool ARBShadersShadow;
+ bool computeShaders;
bool debugLabels;
bool debugScopedLabels;
bool multisampling;
Index: source/renderer/backend/gl/Device.cpp
===================================================================
--- source/renderer/backend/gl/Device.cpp
+++ source/renderer/backend/gl/Device.cpp
@@ -303,6 +303,7 @@
capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr);
if (capabilities.ARBShaders)
capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow");
+ capabilities.computeShaders = ogl_HaveVersion(4, 3) || ogl_HaveExtension("GL_ARB_compute_shader");
#if CONFIG2_GLES
// Some GLES implementations have GL_EXT_texture_compression_dxt1
// but that only supports DXT1 so we can't use it.
Index: source/renderer/backend/gl/ShaderProgram.cpp
===================================================================
--- source/renderer/backend/gl/ShaderProgram.cpp
+++ source/renderer/backend/gl/ShaderProgram.cpp
@@ -100,22 +100,42 @@
return type;
}
-GLenum ParseAttribSemantics(const CStr& str)
+GLenum ParseAttribSemantics(Renderer::Backend::GL::CDevice* device, const CStr& str)
{
- // Map known semantics onto the attribute locations documented by NVIDIA
- if (str == "gl_Vertex") return 0;
- if (str == "gl_Normal") return 2;
- if (str == "gl_Color") return 3;
- if (str == "gl_SecondaryColor") return 4;
- if (str == "gl_FogCoord") return 5;
- if (str == "gl_MultiTexCoord0") return 8;
- if (str == "gl_MultiTexCoord1") return 9;
- if (str == "gl_MultiTexCoord2") return 10;
- if (str == "gl_MultiTexCoord3") return 11;
- if (str == "gl_MultiTexCoord4") return 12;
- if (str == "gl_MultiTexCoord5") return 13;
- if (str == "gl_MultiTexCoord6") return 14;
- if (str == "gl_MultiTexCoord7") return 15;
+ // Old mapping makes sense only if we have an old/low-end hardware. Else we
+ // need to use sequential numbering to fix #3054. We use presence of
+ // compute shaders as a check that the hardware has universal CUs.
+ if (device->GetCapabilities().computeShaders)
+ {
+ if (str == "gl_Vertex") return 0;
+ if (str == "gl_Normal") return 1;
+ if (str == "gl_Color") return 2;
+ if (str == "gl_MultiTexCoord0") return 3;
+ if (str == "gl_MultiTexCoord1") return 4;
+ if (str == "gl_MultiTexCoord2") return 5;
+ if (str == "gl_MultiTexCoord3") return 6;
+ if (str == "gl_MultiTexCoord4") return 7;
+ if (str == "gl_MultiTexCoord5") return 8;
+ if (str == "gl_MultiTexCoord6") return 9;
+ if (str == "gl_MultiTexCoord7") return 10;
+ }
+ else
+ {
+ // Map known semantics onto the attribute locations documented by NVIDIA:
+ // https://download.nvidia.com/developer/Papers/2005/OpenGL_2.0/NVIDIA_OpenGL_2.0_Support.pdf
+ // https://developer.download.nvidia.com/opengl/glsl/glsl_release_notes.pdf
+ if (str == "gl_Vertex") return 0;
+ if (str == "gl_Normal") return 2;
+ if (str == "gl_Color") return 3;
+ if (str == "gl_MultiTexCoord0") return 8;
+ if (str == "gl_MultiTexCoord1") return 9;
+ if (str == "gl_MultiTexCoord2") return 10;
+ if (str == "gl_MultiTexCoord3") return 11;
+ if (str == "gl_MultiTexCoord4") return 12;
+ if (str == "gl_MultiTexCoord5") return 13;
+ if (str == "gl_MultiTexCoord6") return 14;
+ if (str == "gl_MultiTexCoord7") return 15;
+ }
debug_warn("Invalid attribute semantics");
return 0;
@@ -902,7 +922,7 @@
}
else if (Param.GetNodeName() == el_attrib)
{
- int attribLoc = ParseAttribSemantics(Attrs.GetNamedItem(at_semantics));
+ const int attribLoc = ParseAttribSemantics(device, Attrs.GetNamedItem(at_semantics));
vertexAttribs[CStrIntern(Attrs.GetNamedItem(at_name))] = attribLoc;
}
}
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