Fixed issues with changing AA and AF...
-AF change no longer reloads the window to apply. Doing such isn't needed anymore. -AA change no longer reloads the window to apply, IFF RenderUseFBO is true. -AA change, IFF RenderUseFBO is false, reloads window. Texture issues under this scenario should be resolved. -LLComboBox now updates control_name it's linked to, automatically. -New LLComboBox Behavor when paired with new AA/AF application changes renders LLFloaterHardwareSettings::apply() pointless, EXCEPT for when changing AA while FBOs are off.
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@@ -301,11 +301,13 @@ S32 LLImageGL::updateBoundTexMem()const
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//static
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void LLImageGL::destroyGL(BOOL save_state)
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{
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deleteDeadTextures(); //Dump unimportant textures.
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for (S32 stage = 0; stage < gGLManager.mNumTextureUnits; stage++)
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{
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gGL.getTexUnit(stage)->unbind(LLTexUnit::TT_TEXTURE);
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}
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int stored_count = 0;
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sAllowReadBackRaw = true ;
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for (std::set<LLImageGL*>::iterator iter = sImageList.begin();
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iter != sImageList.end(); iter++)
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@@ -320,18 +322,24 @@ void LLImageGL::destroyGL(BOOL save_state)
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{
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glimage->mSaveData = NULL ;
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}
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else
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stored_count++;
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}
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glimage->destroyGLTexture();
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stop_glerror();
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}
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}
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llinfos << "Storing " << stored_count << " images..." << llendl;
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sAllowReadBackRaw = false ;
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deleteDeadTextures();//Now, actually call glDeleteTextures for everything.
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}
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//static
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void LLImageGL::restoreGL()
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{
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int recovered_count = 0;
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for (std::set<LLImageGL*>::iterator iter = sImageList.begin();
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iter != sImageList.end(); iter++)
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{
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@@ -346,10 +354,12 @@ void LLImageGL::restoreGL()
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{
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glimage->createGLTexture(glimage->mCurrentDiscardLevel, glimage->mSaveData, 0, TRUE, glimage->getCategory());
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stop_glerror();
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recovered_count++;
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}
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glimage->mSaveData = NULL; // deletes data
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}
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}
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llinfos << "Restored " << recovered_count << " images" << llendl;
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}
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//static
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@@ -1281,7 +1291,7 @@ BOOL LLImageGL::readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool compre
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llverify(gGL.getTexUnit(0)->bindManual(mBindTarget, mTexName));
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//debug code, leave it there commented.
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//checkTexSize() ;
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checkTexSize() ;
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LLGLint glwidth = 0;
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glGetTexLevelParameteriv(mTarget, gl_discard, GL_TEXTURE_WIDTH, (GLint*)&glwidth);
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