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

@@ -733,7 +733,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
BOOL to_texture = gPipeline.canUseVertexShaders() &&
BOOL to_texture = LLGLSLShader::sNoFixedFunction &&
LLPipeline::sRenderGlow;
LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
@@ -959,7 +959,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
else
{
gPipeline.mScreen.bindTarget();
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
if (LLPipeline::sUnderWaterRender)
{
const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
@@ -1343,7 +1343,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
}
{
BOOL to_texture = gPipeline.canUseVertexShaders() &&
BOOL to_texture = LLGLSLShader::sNoFixedFunction &&
LLPipeline::sRenderGlow;
if (to_texture)
@@ -1351,7 +1351,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield, tiling);
}
if(gPipeline.canUseVertexShaders())
if (LLGLSLShader::sNoFixedFunction)
{
LLPostProcess::getInstance()->renderEffects(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
}