Reasonably safe changes.
Using accessor for vertexbuffer in LLFace Extra occlusion query lookup in llgl (unused) Const changes.
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@@ -69,7 +69,7 @@ class LLRenderTarget
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{
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public:
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//whether or not to use FBO implementation
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static BOOL sUseFBO;
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static bool sUseFBO;
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LLRenderTarget();
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virtual ~LLRenderTarget();
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@@ -77,7 +77,7 @@ public:
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//allocate resources for rendering
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//must be called before use
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//multiple calls will release previously allocated resources
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void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE);
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void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
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//provide this render target with a multisample resource.
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void setSampleBuffer(LLMultisampleBuffer* buffer);
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@@ -94,7 +94,7 @@ public:
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//free any allocated resources
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//safe to call redundantly
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void release();
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virtual void release();
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//bind target for rendering
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//applies appropriate viewport
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@@ -121,7 +121,7 @@ public:
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U32 getTexture(U32 attachment = 0) const;
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U32 getDepth(void) const { return mDepth; }
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BOOL hasStencil() const { return mStencil; }
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bool hasStencil() const { return mStencil; }
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void bindTexture(U32 index, S32 channel);
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@@ -131,7 +131,7 @@ public:
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// call bindTarget once, do all your rendering, call flush once
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// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
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// the current depth texture. A depth texture will be allocated if needed.
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void flush(BOOL fetch_depth = FALSE);
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void flush(bool fetch_depth = FALSE);
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void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
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S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
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@@ -142,7 +142,7 @@ public:
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//Returns TRUE if target is ready to be rendered into.
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//That is, if the target has been allocated with at least
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//one renderable attachment (i.e. color buffer, depth buffer).
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BOOL isComplete() const;
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bool isComplete() const;
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protected:
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friend class LLMultisampleBuffer;
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@@ -151,9 +151,9 @@ protected:
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std::vector<U32> mTex;
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U32 mFBO;
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U32 mDepth;
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BOOL mStencil;
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BOOL mUseDepth;
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BOOL mRenderDepth;
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bool mStencil;
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bool mUseDepth;
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bool mRenderDepth;
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LLTexUnit::eTextureType mUsage;
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U32 mSamples;
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LLMultisampleBuffer* mSampleBuffer;
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@@ -166,12 +166,12 @@ public:
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LLMultisampleBuffer();
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virtual ~LLMultisampleBuffer();
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void releaseSampleBuffer();
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virtual void release();
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virtual void bindTarget();
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void bindTarget(LLRenderTarget* ref);
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virtual void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo);
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void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples);
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virtual void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
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void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
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virtual void addColorAttachment(U32 color_fmt);
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virtual void allocateDepth();
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};
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