opengles emulator: Workaround Cordy (Unity) bug with intel driver.

Uniform locations are 32-bit values which the application queries
from the driver after a shader program is linked. It seems that Cordy
game (possibly all Unity based apps) store the returned location as
16-bit value. Intel driver returns location values in the upper 16-bit
range :(
This is a workaround for this issue, when a program is linked we check
the locations of all uniforms, if all locations are within the upper
16-bit range (as with Intel driver) we shift the location value before
returning to the application. Also override all functions which take
a location parameter and do the reverse shift before sending a location
value to the host.

Change-Id: I234aaafe3313774b5da79eb1dac713b89b10ad60
This commit is contained in:
Guy Zadickario
2011-08-05 16:04:33 +03:00
committed by David 'Digit' Turner
parent f7e07ec9ea
commit 52829d82ab
6 changed files with 287 additions and 7 deletions

View File

@@ -120,6 +120,9 @@ public:
}
size_t pixelDataSize(GLsizei width, GLsizei height, GLenum format, GLenum type, int pack) const;
void setCurrentProgram(GLint program) { m_currentProgram = program; }
GLint currentProgram() const { return m_currentProgram; }
private:
PixelStoreState m_pixelStore;
VertexAttribState *m_states;
@@ -127,7 +130,7 @@ private:
GLuint m_currentArrayVbo;
GLuint m_currentIndexVbo;
int m_activeTexture;
GLint m_currentProgram;
bool validLocation(int location) { return (location >= 0 && location < m_nLocations); }
public: