Merge git://github.com/Shyotl/SingularityViewer

This commit is contained in:
Siana Gearz
2011-05-13 13:21:11 +02:00
9 changed files with 38 additions and 10 deletions

View File

@@ -178,8 +178,6 @@ LLView* LLComboBox::fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *
NULL);
combo_box->setAllowTextEntry(allow_text_entry, max_chars);
combo_box->initFromXML(node, parent);
const std::string& contents = node->getValue();
if (contents.find_first_not_of(" \n\t") != contents.npos)
@@ -210,6 +208,9 @@ LLView* LLComboBox::fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *
}
}
//Do this AFTER combo_items are set up so setValue is actually able to select the correct initial entry.
combo_box->initFromXML(node, parent);
// if providing user text entry or descriptive label
// don't select an item under the hood
if (!combo_box->acceptsTextInput() && combo_box->mLabel.empty())

View File

@@ -12973,7 +12973,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
<integer>0</integer>
</map>
<key>UseOutfitFolders</key>
<map>

View File

@@ -77,6 +77,7 @@ void LLFloaterHardwareSettings::refresh()
LLPanel::refresh();
mUseVBO = gSavedSettings.getBOOL("RenderVBOEnable");
mUseFBO = gSavedSettings.getBOOL("RenderUseFBO");
mUseAniso = gSavedSettings.getBOOL("RenderAnisotropic");
mFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
mGamma = gSavedSettings.getF32("RenderGamma");
@@ -106,7 +107,8 @@ void LLFloaterHardwareSettings::refreshEnabledState()
{
childSetEnabled("vbo_stream", LLVertexBuffer::sEnableVBOs);
}
childSetEnabled("fbo",gGLManager.mHasFramebufferObject);
// if no windlight shaders, turn off nighttime brightness, gamma, and fog distance
childSetEnabled("gamma", !gPipeline.canUseWindLightShaders());
@@ -192,6 +194,7 @@ void LLFloaterHardwareSettings::apply()
void LLFloaterHardwareSettings::cancel()
{
gSavedSettings.setBOOL("RenderVBOEnable", mUseVBO);
gSavedSettings.setBOOL("RenderUseFBO", mUseFBO);
gSavedSettings.setBOOL("RenderAnisotropic", mUseAniso);
gSavedSettings.setU32("RenderFSAASamples", mFSAASamples);
gSavedSettings.setF32("RenderGamma", mGamma);

View File

@@ -88,6 +88,7 @@ protected:
LLSliderCtrl* mCtrlVideoCardMem;
BOOL mUseVBO;
BOOL mUseFBO;
BOOL mUseAniso;
U32 mFSAASamples;
F32 mGamma;

View File

@@ -490,9 +490,19 @@ void LLPanelDisplay::refreshEnabledState()
mCtrlAvatarCloth->setEnabled(true);
}
BOOL can_defer = gSavedSettings.getBOOL("RenderUseFBO");
//I actually recommend RenderUseFBO:FALSE for ati users when not using deferred, so RenderUseFBO shouldn't control visibility of the element.
// Instead, gGLManager.mHasFramebufferObject seems better as it is determined by hardware and not current user settings. -Shyotl
//Enabling deferred will force RenderUseFBO to TRUE.
BOOL can_defer = gGLManager.mHasFramebufferObject &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && //Ensure it's enabled in the gpu feature table
LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP") && //Hardware Skinning. Deferred forces RenderAvatarVP to true
LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable") && //Basic Shaders
LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); //Atmospheric Shaders
mCtrlDeferred->setEnabled(can_defer);
mCtrlSunShadow->setEnabled(can_defer && gSavedSettings.getBOOL("RenderDeferred"));
mCtrlAvatarCloth->setValue(gSavedSettings.getBOOL("RenderAvatarVP")); //Enabling RenderDeferred changes this setting behind this floaters back.
// Vertex Shaders
// mCtrlShaderEnable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"));

View File

@@ -310,7 +310,9 @@ void LLViewerShaderMgr::setShaders()
S32 deferred_class = 0;
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
gSavedSettings.getBOOL("RenderDeferred"))
gSavedSettings.getBOOL("RenderDeferred") &&
LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") &&
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
deferred_class = 1;
@@ -319,9 +321,6 @@ void LLViewerShaderMgr::setShaders()
//make sure hardware skinning is enabled
gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
//make sure atmospheric shaders are enabled
gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
}
if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
&& gSavedSettings.getBOOL("WindLightUseAtmosShaders")))

View File

@@ -563,6 +563,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
void LLPipeline::updateRenderDeferred()
{
sRenderDeferred = (gSavedSettings.getBOOL("RenderDeferred") &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
LLRenderTarget::sUseFBO &&
gSavedSettings.getBOOL("VertexShaderEnable") &&
gSavedSettings.getBOOL("RenderAvatarVP") &&

View File

@@ -69,6 +69,19 @@
mouse_opaque="true" name="vbo_stream" radio_style="false"
tool_tip="Disabling this may improve performance when VBOs are enabled. Disabling produced observable improvement on various AMD GPUs."
width="315" />
<text type="string" length="1" bg_visible="false" border_drop_shadow_visible="false" border_visible="false"
bottom_delta="-20" drop_shadow_visible="true" enabled="true" follows="left|top"
font="SansSerifSmall" h_pad="0" halign="left" height="12"
left="10" mouse_opaque="true" name="Enable FBO:" v_pad="0"
width="140">
Enable Framebuffer Objects:
</text>
<check_box bottom_delta="-5" control_name="RenderUseFBO" enabled="false" follows="left|top"
font="SansSerifSmall" height="16" initial_value="true"
label="Enable OpenGL Frame Buffer Objects" left="148"
mouse_opaque="true" name="fbo" radio_style="false"
tool_tip="Enabling this on modern hardware can provide a performance gain. However, enabling this when combined with antialiasing on AMD GPUs may cause edge artifacts. This setting is required for deferred rendering."
width="315" />
<slider bottom_delta="-21" can_edit_text="false" control_name="TextureMemory"
decimal_digits="0" enabled="true"
follows="left|top" height="16" increment="16"

View File

@@ -207,7 +207,7 @@
width="128">
Reflection Detail:
</text>
<combo_box bottom_delta="-20" control_name="RenderReflectionDetail" enabled = "true" follows="left|top"
<combo_box bottom_delta="-20" control_name="RenderReflectionDetail" enabled = "true" follows="left|top" label="Reflection Detail"
left_delta="-2" mouse_opaque="true" name="ReflectionDetailCombo" width="160" height="16">
<combo_item type="string" length="1" name="0" value="0">
Terrain and Trees