Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
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@@ -39,8 +39,8 @@
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#include "llvertexbuffer.h"
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class LLFace;
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class LLImageGL;
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class LLViewerImage;
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class LLViewerTexture;
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class LLViewerFetchedTexture;
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class LLSpatialGroup;
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class LLDrawInfo;
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@@ -78,7 +78,7 @@ public:
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S32 getId() const { return mId; }
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U32 getType() const { return mType; }
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virtual LLViewerImage *getDebugTexture();
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virtual LLViewerTexture *getDebugTexture();
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virtual void beginRenderPass( S32 pass );
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virtual void endRenderPass( S32 pass );
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virtual S32 getNumPasses();
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@@ -104,9 +104,9 @@ public:
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virtual BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
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virtual S32 getVertexShaderLevel() const { return mVertexShaderLevel; }
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static LLDrawPool* createPool(const U32 type, LLViewerImage *tex0 = NULL);
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static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
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virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool.
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virtual LLViewerImage* getTexture() = 0;
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virtual LLViewerTexture* getTexture() = 0;
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virtual BOOL isFacePool() { return FALSE; }
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virtual void resetDrawOrders() = 0;
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@@ -140,8 +140,8 @@ public:
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LLRenderPass(const U32 type);
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virtual ~LLRenderPass();
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/*virtual*/ LLDrawPool* instancePool();
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/*virtual*/ LLViewerImage* getDebugTexture() { return NULL; }
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LLViewerImage* getTexture() { return NULL; }
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/*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; }
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LLViewerTexture* getTexture() { return NULL; }
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BOOL isDead() { return FALSE; }
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void resetDrawOrders() { }
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@@ -170,11 +170,11 @@ public:
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virtual void renderForSelect() = 0;
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BOOL isDead() { return mReferences.empty(); }
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virtual void renderFaceSelected(LLFace *facep, LLImageGL *image, const LLColor4 &color,
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virtual void renderFaceSelected(LLFace *facep, LLViewerTexture *image, const LLColor4 &color,
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const S32 index_offset = 0, const S32 index_count = 0);
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virtual LLViewerImage *getTexture();
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virtual void dirtyTextures(const std::set<LLViewerImage*>& textures);
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virtual LLViewerTexture *getTexture();
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virtual void dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures);
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virtual void enqueue(LLFace *face);
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virtual BOOL addFace(LLFace *face);
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