drirc: drop support for Heaven 3.0, fixes tessellation in 4.0

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Marek Olšák 2015-06-16 22:13:34 +02:00
parent 6b37643b82
commit 5ead448719
1 changed files with 3 additions and 20 deletions

View File

@ -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>