Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.

This commit is contained in:
Shyotl
2015-05-15 03:11:31 -05:00
parent 2131067436
commit 966c5aa409
23 changed files with 199 additions and 322 deletions

View File

@@ -216,8 +216,7 @@ void LLDrawPoolAlpha::render(S32 pass)
gGL.setColorMask(true, true);
}
bool write_depth = LLDrawPoolWater::sSkipScreenCopy
|| (deferred_render && pass == 1)
bool write_depth = (deferred_render && pass == 1)
// we want depth written so that rendered alpha will
// contribute to the alpha mask used for impostors
|| LLPipeline::sImpostorRenderAlphaDepthPass;
@@ -271,8 +270,7 @@ void LLDrawPoolAlpha::render(S32 pass)
if (sShowDebugAlpha)
{
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
if (LLGLSLShader::sNoFixedFunction)
{
gHighlightProgram.bind();
}
@@ -292,7 +290,7 @@ void LLDrawPoolAlpha::render(S32 pass)
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
if(shaders)
if (LLGLSLShader::sNoFixedFunction)
{
gHighlightProgram.unbind();
}
@@ -337,7 +335,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
BOOL use_shaders = gPipeline.canUseVertexShaders();
BOOL use_shaders = LLGLSLShader::sNoFixedFunction;
BOOL depth_only = (pass == 1 && !LLPipeline::sImpostorRender);