Reasonably safe changes.

Using accessor for vertexbuffer in LLFace
Extra occlusion query lookup in llgl (unused)
Const changes.
This commit is contained in:
Shyotl
2011-05-18 14:35:27 -05:00
parent b314172533
commit 62e3aa10c1
39 changed files with 594 additions and 249 deletions

View File

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