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-rw-r--r--src/mesa/drivers/dri/common/drirc23
1 files changed, 3 insertions, 20 deletions
diff --git a/src/mesa/drivers/dri/common/drirc b/src/mesa/drivers/dri/common/drirc
index 145e707a64c..97d961b6597 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>