Merge branch 'future' of https://github.com/Shyotl/SingularityViewer
Conflicts: indra/newview/lldrawpoolbump.cpp
This commit is contained in:
@@ -58,6 +58,7 @@ using std::string;
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GLhandleARB LLGLSLShader::sCurBoundShader = 0;
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LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
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S32 LLGLSLShader::sIndexedTextureChannels = 0;
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bool LLGLSLShader::sNoFixedFunction = false;
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//UI shader -- declared here so llui_libtest will link properly
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@@ -77,6 +77,7 @@ public:
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static GLhandleARB sCurBoundShader;
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static LLGLSLShader* sCurBoundShaderPtr;
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static S32 sIndexedTextureChannels;
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static bool sNoFixedFunction;
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void unload();
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@@ -250,7 +250,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -289,7 +289,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -313,7 +313,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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else if (features->hasWaterFog)
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@@ -345,7 +345,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -364,7 +364,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -404,7 +404,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -428,7 +428,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -447,7 +447,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -259,8 +259,8 @@ void LLDrawPoolAlpha::render(S32 pass)
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}
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}
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LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ||
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(deferred_render && pass == 1) ? GL_TRUE : GL_FALSE);
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LLGLDepthTest depth(GL_TRUE, (LLDrawPoolWater::sSkipScreenCopy ||
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(deferred_render && pass == 1)) ? GL_TRUE : GL_FALSE);
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if (deferred_render && pass == 1)
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{
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@@ -793,8 +793,7 @@ void LLDrawPoolBump::endBump(U32 pass)
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else
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{
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// Disable texture blending on unit 1
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gGL.getTexUnit(1)->activate();
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gGL.getTexUnit(1)->disable();
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gGL.getTexUnit(1)->disable();
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gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
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// Disable texture blending on unit 0
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@@ -1429,7 +1428,7 @@ void LLDrawPoolInvisible::render(S32 pass)
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{ //render invisiprims
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LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE);
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if (gPipeline.canUseVertexShaders())
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if (LLGLSLShader::sNoFixedFunction)
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{
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gOcclusionProgram.bind();
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}
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@@ -1441,7 +1440,7 @@ void LLDrawPoolInvisible::render(S32 pass)
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gGL.setColorMask(true, false);
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glStencilMask(0xFFFFFFFF);
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if (gPipeline.canUseVertexShaders())
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if (LLGLSLShader::sNoFixedFunction)
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{
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gOcclusionProgram.unbind();
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}
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@@ -66,13 +66,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
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LLFacePool(POOL_TERRAIN),
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mTexturep(texturep)
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{
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U32 format = GL_ALPHA8;
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U32 int_format = GL_ALPHA;
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// Hack!
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sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
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sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
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mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga",
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TRUE, LLViewerTexture::BOOST_UI,
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LLViewerTexture::FETCHED_TEXTURE,
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GL_ALPHA8, GL_ALPHA,
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format, int_format,
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LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
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//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
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@@ -81,7 +84,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
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m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c",
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TRUE, LLViewerTexture::BOOST_UI,
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LLViewerTexture::FETCHED_TEXTURE,
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GL_ALPHA8, GL_ALPHA,
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format, int_format,
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LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
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//gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
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@@ -190,6 +190,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
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static const LLCachedControl<F32> render_deferred_offset("RenderDeferredSpotShadowOffset",1.f);
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static const LLCachedControl<F32> render_deferred_bias("RenderDeferredSpotShadowBias",1.f);
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glPolygonOffset(render_deferred_offset,render_deferred_bias);
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gDeferredShadowAlphaMaskProgram.unbind();
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}
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void LLDrawPoolTree::renderTree(BOOL selecting)
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@@ -281,7 +281,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
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if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
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{
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if (gPipeline.canUseVertexShaders())
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.bind();
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}
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@@ -301,7 +301,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
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LLFacePool::LLOverrideFaceColor color_override(this, color);
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face->renderIndexed();
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if (gPipeline.canUseVertexShaders())
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.unbind();
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}
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@@ -536,6 +536,8 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
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else
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#endif //MESH_ENABLED
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{
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LLGLEnable poly_offset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.f,-1.f);
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mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
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#if !LL_RELEASE_FOR_DOWNLOAD
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LLGLState::checkClientArrays("", LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
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@@ -652,7 +652,7 @@ void settings_setup_listeners()
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gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));
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gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
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gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
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gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
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gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
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gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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@@ -351,10 +351,21 @@ void LLViewerShaderMgr::setShaders()
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return;
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}
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LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
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if(no_texture_indexing || use_legacy_path)
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LLGLSLShader::sIndexedTextureChannels = 1;
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reentrance = true;
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if (gGLManager.mGLVersion < 2.f)
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{ //NEVER use shaders on a pre 2.0 context
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gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
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}
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//setup preprocessor definitions
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LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")/*gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))*/);
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LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
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reentrance = true;
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initAttribsAndUniforms();
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gPipeline.releaseGLBuffers();
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@@ -619,7 +630,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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// (in order of shader function call depth for reference purposes, deepest level first)
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vector< pair<string, S32> > shaders;
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shaders.reserve(10);
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shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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@@ -648,8 +658,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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// (in order of shader function call depth for reference purposes, deepest level first)
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shaders.clear();
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shaders.reserve(13);
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S32 ch = gGLManager.mNumTextureImageUnits-1;
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S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
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@@ -936,7 +945,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredDiffuseProgram.mShaderFiles.clear();
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredDiffuseProgram.createShader(NULL, NULL);
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}
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@@ -947,7 +956,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
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}
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@@ -1125,11 +1134,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
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if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
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{
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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}
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else
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{ //shave off some texture units for shadow maps
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
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}
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gDeferredAlphaProgram.mShaderFiles.clear();
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@@ -1145,7 +1154,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredFullbrightProgram.mFeatures.hasGamma = true;
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gDeferredFullbrightProgram.mFeatures.hasTransport = true;
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gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredFullbrightProgram.mShaderFiles.clear();
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gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
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@@ -1596,19 +1605,19 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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if (success)
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{
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gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
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||||
gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
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success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
|
||||
gObjectSimpleWaterProgram.mName = "Simple Water Shader";
|
||||
gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gObjectSimpleWaterProgram.mShaderFiles.clear();
|
||||
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
@@ -1625,25 +1634,34 @@ BOOL LLViewerShaderMgr::loadShadersObject()
|
||||
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
success = gObjectBumpProgram.createShader(NULL, NULL);
|
||||
|
||||
if (success)
|
||||
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
|
||||
gObjectBumpProgram.bind();
|
||||
gObjectBumpProgram.uniform1i("texture0", 0);
|
||||
gObjectBumpProgram.uniform1i("texture1", 1);
|
||||
gObjectBumpProgram.unbind();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
gObjectSimpleWaterProgram.mName = "Simple Water Shader";
|
||||
gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
|
||||
gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gObjectSimpleWaterProgram.mShaderFiles.clear();
|
||||
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
|
||||
success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
|
||||
gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
|
||||
gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
|
||||
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
|
||||
success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader";
|
||||
|
||||
@@ -3924,7 +3924,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
|
||||
buffer_index = -1;
|
||||
}
|
||||
|
||||
S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
|
||||
S32 texture_index_channels = llmax(LLGLSLShader::sIndexedTextureChannels-1,1); //always reserve one for shiny for now just for simplicity
|
||||
|
||||
static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
|
||||
static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
|
||||
|
||||
@@ -1966,11 +1966,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
|
||||
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
||||
|
||||
bool bound_shader = false;
|
||||
if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
|
||||
bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
|
||||
if (bind_shader)
|
||||
{ //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
|
||||
// (shadow render uses a special shader that clamps to clip planes)
|
||||
bound_shader = true;
|
||||
gOcclusionProgram.bind();
|
||||
}
|
||||
|
||||
@@ -2001,7 +2000,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
|
||||
}
|
||||
}
|
||||
|
||||
if (bound_shader)
|
||||
if (bind_shader)
|
||||
{
|
||||
gOcclusionProgram.unbind();
|
||||
}
|
||||
@@ -8099,7 +8098,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
{
|
||||
if (!use_shader)
|
||||
if (!use_shader && LLGLSLShader::sNoFixedFunction)
|
||||
{ //occlusion program is general purpose depth-only no-textures
|
||||
gOcclusionProgram.bind();
|
||||
}
|
||||
@@ -8110,7 +8109,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
|
||||
}
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
||||
if (!use_shader)
|
||||
if (!use_shader && LLGLSLShader::sNoFixedFunction)
|
||||
{
|
||||
gOcclusionProgram.unbind();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user