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progs/glsl: Add workarounds for Apple GLSL compiler crash.
fsraytrace and vsraytrace were crashing on Mac OS X 10.6.3 in the Apple GLSL compiler function TPPStreamCompiler::assignOperands. Removing some const qualifers made the crashes go away.
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2 changed files with 14 additions and 0 deletions
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@ -76,10 +76,17 @@ static const char* fsSource =
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" vec3 n; \n"
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"}; \n"
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" \n"
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#ifdef __APPLE__
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"Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
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"Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
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"Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
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"Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
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#else
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"const Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
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"const Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
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"const Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
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"const Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
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#endif
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" \n"
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"// Mesa intel gen4 generates \"unsupported IR in fragment shader 13\" for\n"
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"// sqrt, let's work around. \n"
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@ -64,10 +64,17 @@ static const char* vsSource =
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" vec3 n; \n"
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"}; \n"
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" \n"
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#ifdef __APPLE__
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"Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
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"Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
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"Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
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"Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
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#else
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"const Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
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"const Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
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"const Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
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"const Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
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#endif
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" \n"
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"// Mesa intel gen4 generates \"unsupported IR in fragment shader 13\" for\n"
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"// sqrt, let's work around. \n"
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