new fasttimers, including ui.
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@@ -46,6 +46,7 @@
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S32 LLDrawPoolTree::sDiffTex = 0;
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static LLGLSLShader* shader = NULL;
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static LLFastTimer::DeclareTimer FTM_SHADOW_TREE("Tree Shadow");
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LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) :
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LLFacePool(POOL_TREE),
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@@ -66,7 +67,7 @@ void LLDrawPoolTree::prerender()
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void LLDrawPoolTree::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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LLFastTimer t(FTM_RENDER_TREES);
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if (LLPipeline::sUnderWaterRender)
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{
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@@ -92,7 +93,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
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void LLDrawPoolTree::render(S32 pass)
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{
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LLFastTimer t(LLPipeline::sShadowRender ? LLFastTimer::FTM_SHADOW_TREE : LLFastTimer::FTM_RENDER_TREES);
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LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES);
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if (mDrawFace.empty())
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{
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@@ -126,7 +127,7 @@ void LLDrawPoolTree::render(S32 pass)
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void LLDrawPoolTree::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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LLFastTimer t(FTM_RENDER_TREES);
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if (gPipeline.canUseWindLightShadersOnObjects())
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{
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@@ -144,7 +145,7 @@ void LLDrawPoolTree::endRenderPass(S32 pass)
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//============================================
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void LLDrawPoolTree::beginDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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LLFastTimer t(FTM_RENDER_TREES);
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shader = &gDeferredTreeProgram;
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shader->bind();
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@@ -158,7 +159,7 @@ void LLDrawPoolTree::renderDeferred(S32 pass)
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void LLDrawPoolTree::endDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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LLFastTimer t(FTM_RENDER_TREES);
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shader->unbind();
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}
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@@ -168,7 +169,7 @@ void LLDrawPoolTree::endDeferredPass(S32 pass)
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//============================================
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void LLDrawPoolTree::beginShadowPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_SHADOW_TREE);
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LLFastTimer t(FTM_SHADOW_TREE);
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static const LLCachedControl<F32> render_deferred_offset("RenderDeferredTreeShadowOffset",1.f);
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static const LLCachedControl<F32> render_deferred_bias("RenderDeferredTreeShadowBias",1.f);
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@@ -184,7 +185,7 @@ void LLDrawPoolTree::renderShadow(S32 pass)
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void LLDrawPoolTree::endShadowPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_SHADOW_TREE);
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LLFastTimer t(FTM_SHADOW_TREE);
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static const LLCachedControl<F32> render_deferred_offset("RenderDeferredSpotShadowOffset",1.f);
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static const LLCachedControl<F32> render_deferred_bias("RenderDeferredSpotShadowBias",1.f);
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