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

@@ -205,7 +205,6 @@ bool handleRenderAvatarComplexityLimitChanged(const LLSD& newvalue)
bool handleRenderTransparentWaterChanged(const LLSD& newvalue)
{
LLPipeline::sWaterReflections = gGLManager.mHasCubeMap && gSavedSettings.getBOOL("VertexShaderEnable");
if (gPipeline.isInit()) //If water is opaque then distortion/reflection fbos will not be needed.
{
gPipeline.releaseGLBuffers();
@@ -466,17 +465,9 @@ static bool handleRenderLocalLightsChanged(const LLSD& newvalue)
static bool handleRenderDeferredChanged(const LLSD& newvalue)
{
bool can_defer = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
bool old_deferred = !newvalue.asBoolean() && can_defer;
LLRenderTarget::sUseFBO = (newvalue.asBoolean() && can_defer) || gSavedSettings.getBOOL("RenderUseFBO");
if (gPipeline.isInit())
{
LLPipeline::refreshCachedSettings();
gPipeline.updateRenderDeferred();
gPipeline.releaseGLBuffers();
gPipeline.createGLBuffers();
gPipeline.resetVertexBuffers();
if (old_deferred != newvalue.asBoolean())
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"))
{
LLViewerShaderMgr::instance()->setShaders();
}
@@ -486,13 +477,11 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue)
static bool handleRenderUseFBOChanged(const LLSD& newvalue)
{
bool can_defer = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
LLRenderTarget::sUseFBO = newvalue.asBoolean() || (gSavedSettings.getBOOL("RenderDeferred") && can_defer);
LLRenderTarget::sUseFBO = newvalue.asBoolean() || LLPipeline::sRenderDeferred;
if (gPipeline.isInit())
{
gPipeline.releaseGLBuffers();
gPipeline.createGLBuffers();
gPipeline.resetVertexBuffers();
}
return true;
}