Optimization pass.
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@@ -69,23 +69,6 @@ vec3 decode_normal(vec2 enc);
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vec4 getPosition(vec2 pos_screen);
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float calcShadow( sampler2DShadow shadowMap, vec4 stc, vec2 res, vec2 pos_screen )
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{
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//stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x); //Random dither.
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vec2 off = vec2(1,1.5)/res;
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stc.x = floor(stc.x*res.x + fract(pos_screen.y*(1.0/kern_scale.y)*0.5))*off.x;
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float shadow = shadow2D(shadowMap, stc.xyz).x; // cs
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shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, off.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x;
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return shadow;
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}
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float calcShadow( sampler2DShadow shadowMap, vec4 stc, vec2 res, vec2 pos_screen )
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{
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//stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x); //Random dither.
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@@ -1355,16 +1355,10 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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if(mShinyInAlpha)
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{
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GLfloat alpha[4] =
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{
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0.00f,
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0.25f,
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0.5f,
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0.75f
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};
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// Singu Note: Avoid casing. Store as LLColor4U.
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static const LLColor4U shine_steps(LLColor4(0.f, .25f, .5f, 7.5f));
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llassert(tep->getShiny() <= 3);
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color.mV[3] = U8 (alpha[tep->getShiny()] * 255);
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color.mV[3] = shine_steps.mV[tep->getShiny()];
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}
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}
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@@ -565,7 +565,7 @@ void LLViewerObjectList::processObjectUpdate(LLMessageSystem *mesgsys,
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if(std::find(LLFloaterBlacklist::blacklist_objects.begin(),
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LLFloaterBlacklist::blacklist_objects.end(),fullid) != LLFloaterBlacklist::blacklist_objects.end())
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{
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LL_INFOS() << "Blacklisted object asset " << fullid.asString() << " blocked." << LL_ENDL;
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//LL_INFOS() << "Blacklisted object asset " << fullid.asString() << " blocked." << LL_ENDL;
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continue;
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}
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@@ -5786,7 +5786,6 @@ void LLViewerWindow::calcDisplayScale()
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LLVector2 LLViewerWindow::getUIScale() const
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{
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LL_INFOS() << "getUIScale" << LL_ENDL;
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static LLCachedControl<F32> ui_scale_factor("UIScaleFactor");
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if (mWindow->getFullscreen())
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{
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@@ -2647,7 +2647,7 @@ void LLVivoxVoiceClient::sendPositionalUpdate(void)
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if(!p->mIsSelf)
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{
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// scale from the range 0.0-1.0 to vivox volume in the range 0-100
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S32 volume = ll_round(p->mVolume / VOLUME_SCALE_VIVOX);
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S32 volume = ll_pos_round(p->mVolume / VOLUME_SCALE_VIVOX);
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bool mute = p->mOnMuteList;
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if(mute)
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@@ -216,7 +216,8 @@ LLSkyTex::LLSkyTex() :
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void LLSkyTex::init()
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{
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mSkyData = new LLColor4[sResolution * sResolution];
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// Singu Note: Store as unsigned to avoid casting.
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mSkyData = new LLColor4U[sResolution * sResolution];
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mSkyDirs = new LLVector3[sResolution * sResolution];
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for (S32 i = 0; i < 2; ++i)
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@@ -286,8 +287,7 @@ void LLSkyTex::create(const F32 brightness)
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const S32 basic_offset = (i * sResolution + j);
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S32 offset = basic_offset * sComponents;
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U32* pix = (U32*)(data + offset);
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LLColor4U temp = LLColor4U(mSkyData[basic_offset]);
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*pix = temp.mAll;
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*pix = mSkyData[basic_offset].mAll;
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}
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}
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createGLImage(sCurrent);
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@@ -118,7 +118,8 @@ private:
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static S32 sComponents;
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LLPointer<LLViewerTexture> mTexture[2];
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LLPointer<LLImageRaw> mImageRaw[2];
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LLColor4 *mSkyData;
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// Singu Note: Store as unsigned to avoid casting.
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LLColor4U *mSkyData;
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LLVector3 *mSkyDirs; // Cache of sky direction vectors
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static S32 sCurrent;
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static F32 sInterpVal;
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@@ -267,7 +267,7 @@ std::string LLWLAnimator::timeToString(F32 curTime)
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// get hours and minutes
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hours = (S32) (24.0 * curTime);
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curTime -= ((F32) hours / 24.0f);
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min = ll_round(24.0f * 60.0f * curTime);
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min = ll_pos_round(24.0f * 60.0f * curTime);
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// handle case where it's 60
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if(min == 60)
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