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