diff options
-rw-r--r-- | src/mesa/drivers/dri/common/drirc | 23 |
1 files changed, 3 insertions, 20 deletions
diff --git a/src/mesa/drivers/dri/common/drirc b/src/mesa/drivers/dri/common/drirc index 145e707a64..97d961b659 100644 --- a/src/mesa/drivers/dri/common/drirc +++ b/src/mesa/drivers/dri/common/drirc @@ -4,24 +4,15 @@ Application bugs worked around in this file: ============================================ +* Unigine Heaven 3.0 and older contain too many bugs and can't be supported + by drivers that want to be compliant. + * Various Unigine products don't use the #version and #extension GLSL directives, meaning they only get GLSL 1.10 and no extensions for their shaders. Enabling all extensions for Unigine fixes most issues, but the GLSL version is still 1.10. -* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4" - expression, which is illegal in GLSL 1.10. - Adding "#version 130" fixes this. - -* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which - is illegal in GLSL 1.10. - Adding "#version 130" fixes this. - -* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int" - expression, which is illegal in any GLSL version. - Disabling ARB_shader_bit_encoding fixes this. - * If ARB_sample_shading is supported, Unigine Heaven 4.0 and Valley 1.0 uses an #extension directive in the middle of its shaders, which is illegal in GLSL. @@ -45,18 +36,10 @@ TODO: document the other workarounds. </application> <application name="Unigine Heaven (32-bit)" executable="heaven_x86"> - <option name="force_glsl_extensions_warn" value="true" /> - <option name="disable_blend_func_extended" value="true" /> - <option name="force_glsl_version" value="130" /> - <option name="disable_shader_bit_encoding" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine Heaven (64-bit)" executable="heaven_x64"> - <option name="force_glsl_extensions_warn" value="true" /> - <option name="disable_blend_func_extended" value="true" /> - <option name="force_glsl_version" value="130" /> - <option name="disable_shader_bit_encoding" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> |