llrender and lldir merge. Removed duplicate assets from skins. cleaned up skin textures.xml files to only include changes from default.

This commit is contained in:
Shyotl
2016-04-11 02:51:08 -05:00
parent d40256fb31
commit be5d2f20bc
1280 changed files with 2354 additions and 10692 deletions

View File

@@ -232,6 +232,8 @@ DISPLAY_GAMMA,
BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
BOOL validateProgramObject(GLhandleARB obj);
GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
void unloadShaders();
void unloadShaderObjects();
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
@@ -252,6 +254,9 @@ public:
// Map of shader names to compiled
std::multimap<std::string, CachedObjectInfo > mShaderObjects; //Singu Note: Packing more info here. Doing such provides capability to skip unneeded duplicate loading..
// Map of program names linked
std::map<std::string, GLuint> mProgramObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
@@ -261,6 +266,7 @@ public:
std::map<std::string, std::string> mDefinitions;
protected:
void cleanupShaderSources();
// our parameter manager singleton instance
static LLShaderMgr * sInstance;