Clean up compressed texture handling. Exclude dynamic/client generated/local textures. Got rid of glh headers.

This commit is contained in:
Shyotl
2019-03-04 02:03:45 -06:00
parent 64931839cc
commit 7317f28ab3
13 changed files with 365 additions and 2406 deletions

View File

@@ -447,29 +447,29 @@ BOOL LLImageGL::create(LLPointer<LLImageGL>& dest, const LLImageRaw* imageraw, B
//----------------------------------------------------------------------------
LLImageGL::LLImageGL(BOOL usemipmaps)
LLImageGL::LLImageGL(BOOL usemipmaps, bool allow_compression)
: mSaveData(0), mSaveDiscardLevel(-1), mIsCompressed(false)
{
init(usemipmaps);
init(usemipmaps, allow_compression);
setSize(0, 0, 0);
sImageList.insert(this);
sCount++;
}
LLImageGL::LLImageGL(U32 width, U32 height, U8 components, BOOL usemipmaps)
LLImageGL::LLImageGL(U32 width, U32 height, U8 components, BOOL usemipmaps, bool allow_compression)
: mSaveData(0), mSaveDiscardLevel(-1)
{
llassert( components <= 4 );
init(usemipmaps);
init(usemipmaps, allow_compression);
setSize(width, height, components);
sImageList.insert(this);
sCount++;
}
LLImageGL::LLImageGL(const LLImageRaw* imageraw, BOOL usemipmaps)
LLImageGL::LLImageGL(const LLImageRaw* imageraw, BOOL usemipmaps, bool allow_compression)
: mSaveData(0), mSaveDiscardLevel(-1)
{
init(usemipmaps);
init(usemipmaps, allow_compression);
setSize(0, 0, 0);
sImageList.insert(this);
sCount++;
@@ -488,7 +488,7 @@ LLImageGL::~LLImageGL()
const S8 INVALID_OFFSET = -99 ;
void LLImageGL::init(BOOL usemipmaps)
void LLImageGL::init(BOOL usemipmaps, bool allow_compression)
{
// keep these members in the same order as declared in llimagehl.h
// so that it is obvious by visual inspection if we forgot to
@@ -501,6 +501,7 @@ void LLImageGL::init(BOOL usemipmaps)
mPickMaskWidth = 0;
mPickMaskHeight = 0;
mUseMipMaps = usemipmaps;
mAllowCompression = allow_compression;
mHasExplicitFormat = FALSE;
mAutoGenMips = FALSE;
@@ -517,9 +518,6 @@ void LLImageGL::init(BOOL usemipmaps)
mWidth = 0;
mHeight = 0;
mCurrentDiscardLevel = -1;
mAllowCompression = true;
mTarget = GL_TEXTURE_2D;
mBindTarget = LLTexUnit::TT_TEXTURE;