drirc: drop support for Heaven 3.0, fixes tessellation in 4.0
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -4,24 +4,15 @@
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Application bugs worked around in this file:
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============================================
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* Unigine Heaven 3.0 and older contain too many bugs and can't be supported
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by drivers that want to be compliant.
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* Various Unigine products don't use the #version and #extension GLSL
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directives, meaning they only get GLSL 1.10 and no extensions for their
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shaders.
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Enabling all extensions for Unigine fixes most issues, but the GLSL version
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is still 1.10.
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* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4"
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expression, which is illegal in GLSL 1.10.
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Adding "#version 130" fixes this.
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* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which
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is illegal in GLSL 1.10.
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Adding "#version 130" fixes this.
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* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int"
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expression, which is illegal in any GLSL version.
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Disabling ARB_shader_bit_encoding fixes this.
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* If ARB_sample_shading is supported, Unigine Heaven 4.0 and Valley 1.0 uses
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an #extension directive in the middle of its shaders, which is illegal
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in GLSL.
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@ -45,18 +36,10 @@ TODO: document the other workarounds.
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</application>
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<application name="Unigine Heaven (32-bit)" executable="heaven_x86">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="force_glsl_version" value="130" />
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<option name="disable_shader_bit_encoding" value="true" />
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<option name="allow_glsl_extension_directive_midshader" value="true" />
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</application>
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<application name="Unigine Heaven (64-bit)" executable="heaven_x64">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="force_glsl_version" value="130" />
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<option name="disable_shader_bit_encoding" value="true" />
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<option name="allow_glsl_extension_directive_midshader" value="true" />
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</application>
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