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fix glsl140 workaround
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@ -497,14 +497,17 @@ void ProgramShaderCache::CreateHeader ( void )
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// TODO: remove this again when the issue is fixed:
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// see http://communities.intel.com/thread/36084
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char *vendor = (char*)glGetString(GL_VENDOR);
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bool intel_windows_hack = strcmp(vendor, "Intel") == 0;
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bool glsl140_hack = strcmp(vendor, "Intel") == 0;
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#elif __APPLE__
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// as apple doesn't support glsl130 at all, we also have to use glsl140
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bool glsl140_hack = true;
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#else
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bool intel_windows_hack = false;
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bool glsl140_hack = false;
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#endif
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n" // tex_rect
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"%s\n" // ubo
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"\n"// A few required defines and ones that will make our lives a lot easier
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@ -524,8 +527,9 @@ void ProgramShaderCache::CreateHeader ( void )
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"#define lerp(x, y, z) mix(x, y, z)\n"
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, intel_windows_hack ? "140" : "130"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && !intel_windows_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled"
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, glsl140_hack ? "140" : "130"
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, glsl140_hack ? "#define texture2DRect texture" : "#extension GL_ARB_texture_rectangle : enable"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && !glsl140_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled"
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);
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}
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