diff options
author | Dave Houlton <euclid@lindenlab.com> | 2020-01-30 21:17:25 +0000 |
---|---|---|
committer | Dave Houlton <euclid@lindenlab.com> | 2020-01-30 21:17:25 +0000 |
commit | 701e8515130d89430a3a20a0e1e31e34d571ae53 (patch) | |
tree | b9c6449b7d69f540b965ab16810eb1542afb06d4 | |
parent | 01770f3ce32767a62a6920646a9a4e3906fecc59 (diff) | |
parent | 49a2b3b5d76f646ab1a2681ed7fe626128aaf101 (diff) |
Merged in euclid-wip-SL12594 (pull request #3)
SL-12594, Remove ability to de-select Basic Shaders (ie disable Fixed Function rendering)
Approved-by: Bradley Payne <vir@lindenlab.com>
Approved-by: Michael Pohoreski <ptolemy@lindenlab.com>
24 files changed, 257 insertions, 371 deletions
diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml index c38b3fcda4..662f7e39dd 100644 --- a/indra/newview/app_settings/high_graphics.xml +++ b/indra/newview/app_settings/high_graphics.xml @@ -33,8 +33,6 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <VertexShaderEnable value="TRUE"/> - <!--NO SHADERS--> <WindLightUseAtmosShaders value="TRUE"/> <!--Deferred Shading--> <RenderDeferred value="FALSE"/> diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml index df3f67a5a1..0ee8e7a059 100644 --- a/indra/newview/app_settings/low_graphics.xml +++ b/indra/newview/app_settings/low_graphics.xml @@ -33,8 +33,6 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <VertexShaderEnable value="FALSE"/> - <!--NO SHADERS--> <WindLightUseAtmosShaders value="FALSE"/> <!--No Deferred Shading--> <RenderDeferred value="FALSE"/> diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml index a10c02b79f..c89e060307 100644 --- a/indra/newview/app_settings/mid_graphics.xml +++ b/indra/newview/app_settings/mid_graphics.xml @@ -33,8 +33,6 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <VertexShaderEnable value="TRUE"/> - <!--NO SHADERS--> <WindLightUseAtmosShaders value="FALSE"/> <!--No Deferred Shading--> <RenderDeferred value="FALSE"/> diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 05722bd8c1..0cb9ee3ace 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -14259,6 +14259,7 @@ <key>Value</key> <integer>1</integer> </map> + <!-- SL-12594 removes fixed function rendering <key>VertexShaderEnable</key> <map> <key>Comment</key> @@ -14270,6 +14271,7 @@ <key>Value</key> <integer>0</integer> </map> + <--> <key>VivoxAutoPostCrashDumps</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml index 3e7fccbd5f..eb2cd356d9 100644 --- a/indra/newview/app_settings/ultra_graphics.xml +++ b/indra/newview/app_settings/ultra_graphics.xml @@ -34,8 +34,6 @@ <!--Default for now--> <RenderVolumeLODFactor value="2.0"/> <!--NO SHADERS--> - <VertexShaderEnable value="TRUE"/> - <!--NO SHADERS--> <WindLightUseAtmosShaders value="TRUE"/> <!--Deferred Shading--> <RenderDeferred value="TRUE"/> diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 5cfdc466ef..093753c967 100644 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -407,7 +407,7 @@ LLFloaterPreference::LLFloaterPreference(const LLSD& key) mCommitCallbackRegistrar.add("Pref.HardwareDefaults", boost::bind(&LLFloaterPreference::setHardwareDefaults, this)); mCommitCallbackRegistrar.add("Pref.AvatarImpostorsEnable", boost::bind(&LLFloaterPreference::onAvatarImpostorsEnable, this)); mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxComplexity", boost::bind(&LLFloaterPreference::updateMaxComplexity, this)); - mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreference::onVertexShaderEnable, this)); + mCommitCallbackRegistrar.add("Pref.RenderOptionUpdate", boost::bind(&LLFloaterPreference::onRenderOptionEnable, this)); mCommitCallbackRegistrar.add("Pref.WindowedMod", boost::bind(&LLFloaterPreference::onCommitWindowedMode, this)); mCommitCallbackRegistrar.add("Pref.UpdateSliderText", boost::bind(&LLFloaterPreference::refreshUI,this)); mCommitCallbackRegistrar.add("Pref.QualityPerformance", boost::bind(&LLFloaterPreference::onChangeQuality, this, _2)); @@ -866,12 +866,12 @@ void LLFloaterPreference::onOpen(const LLSD& key) } } -void LLFloaterPreference::onVertexShaderEnable() +void LLFloaterPreference::onRenderOptionEnable() { refreshEnabledGraphics(); } -void LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable() +void LLFloaterPreferenceGraphicsAdvanced::onRenderOptionEnable() { LLFloaterPreference* instance = LLFloaterReg::findTypedInstance<LLFloaterPreference>("preferences"); if (instance) @@ -1305,20 +1305,19 @@ void LLFloaterPreference::refreshEnabledState() LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders"); // if vertex shaders off, disable all shader related products - if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") || - !LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")) + if (!LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")) { ctrl_wind_light->setEnabled(FALSE); ctrl_wind_light->setValue(FALSE); } else { - ctrl_wind_light->setEnabled(gSavedSettings.getBOOL("VertexShaderEnable")); + ctrl_wind_light->setEnabled(TRUE); } //Deferred/SSAO/Shadows BOOL bumpshiny = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps && LLFeatureManager::getInstance()->isFeatureAvailable("RenderObjectBump") && gSavedSettings.getBOOL("RenderObjectBump"); - BOOL shaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders") && gSavedSettings.getBOOL("VertexShaderEnable"); + BOOL shaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && bumpshiny && shaders && @@ -1340,9 +1339,7 @@ void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledState() LLTextBox* reflections_text = getChild<LLTextBox>("ReflectionsText"); // Reflections - BOOL reflections = gSavedSettings.getBOOL("VertexShaderEnable") - && gGLManager.mHasCubeMap - && LLCubeMap::sUseCubeMaps; + BOOL reflections = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps; ctrl_reflections->setEnabled(reflections); reflections_text->setEnabled(reflections); @@ -1366,59 +1363,41 @@ void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledState() ctrl_avatar_vp->setEnabled(avatar_vp_enabled); - if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE || - gSavedSettings.getBOOL("RenderAvatarVP") == FALSE) - { - ctrl_avatar_cloth->setEnabled(FALSE); - } - else - { - ctrl_avatar_cloth->setEnabled(TRUE); - } - - // Vertex Shaders - // Global Shader Enable - LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders"); - LLSliderCtrl* terrain_detail = getChild<LLSliderCtrl>("TerrainDetail"); // can be linked with control var - LLTextBox* terrain_text = getChild<LLTextBox>("TerrainDetailText"); + if (gSavedSettings.getBOOL("RenderAvatarVP") == FALSE) + { + ctrl_avatar_cloth->setEnabled(FALSE); + } + else + { + ctrl_avatar_cloth->setEnabled(TRUE); + } - ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); - - BOOL shaders = ctrl_shader_enable->get(); - if (shaders) - { - terrain_detail->setEnabled(FALSE); - terrain_text->setEnabled(FALSE); - } - else - { - terrain_detail->setEnabled(TRUE); - terrain_text->setEnabled(TRUE); - } - - // WindLight - LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders"); - LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail"); - LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText"); + // Vertex Shaders, Global Shader Enable + // SL-12594 Basic shaders are always enabled. DJH TODO clean up now-orphaned state handling code + LLSliderCtrl* terrain_detail = getChild<LLSliderCtrl>("TerrainDetail"); // can be linked with control var + LLTextBox* terrain_text = getChild<LLTextBox>("TerrainDetailText"); - // *HACK just checks to see if we can use shaders... - // maybe some cards that use shaders, but don't support windlight - ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders); + terrain_detail->setEnabled(FALSE); + terrain_text->setEnabled(FALSE); - sky->setEnabled(ctrl_wind_light->get() && shaders); - sky_text->setEnabled(ctrl_wind_light->get() && shaders); + // WindLight + LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders"); + LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail"); + LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText"); + ctrl_wind_light->setEnabled(TRUE); + sky->setEnabled(TRUE); + sky_text->setEnabled(TRUE); - //Deferred/SSAO/Shadows - LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders"); - - BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - ((bumpshiny_ctrl && bumpshiny_ctrl->get()) ? TRUE : FALSE) && - shaders && - gGLManager.mHasFramebufferObject && - gSavedSettings.getBOOL("RenderAvatarVP") && - (ctrl_wind_light->get()) ? TRUE : FALSE; + //Deferred/SSAO/Shadows + LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders"); + + BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && + ((bumpshiny_ctrl && bumpshiny_ctrl->get()) ? TRUE : FALSE) && + gGLManager.mHasFramebufferObject && + gSavedSettings.getBOOL("RenderAvatarVP") && + (ctrl_wind_light->get()) ? TRUE : FALSE; - ctrl_deferred->setEnabled(enabled); + ctrl_deferred->setEnabled(enabled); LLCheckBoxCtrl* ctrl_ssao = getChild<LLCheckBoxCtrl>("UseSSAO"); LLCheckBoxCtrl* ctrl_dof = getChild<LLCheckBoxCtrl>("UseDoF"); @@ -1516,7 +1495,6 @@ void LLFloaterPreferenceGraphicsAdvanced::disableUnavailableSettings() LLTextBox* reflections_text = getChild<LLTextBox>("ReflectionsText"); LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram"); LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth"); - LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders"); LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders"); LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders"); LLComboBox* ctrl_shadows = getChild<LLComboBox>("ShadowDetail"); @@ -1526,42 +1504,6 @@ void LLFloaterPreferenceGraphicsAdvanced::disableUnavailableSettings() LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail"); LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText"); - // if vertex shaders off, disable all shader related products - if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")) - { - ctrl_shader_enable->setEnabled(FALSE); - ctrl_shader_enable->setValue(FALSE); - - ctrl_wind_light->setEnabled(FALSE); - ctrl_wind_light->setValue(FALSE); - - sky->setEnabled(FALSE); - sky_text->setEnabled(FALSE); - - ctrl_reflections->setEnabled(FALSE); - ctrl_reflections->setValue(0); - reflections_text->setEnabled(FALSE); - - ctrl_avatar_vp->setEnabled(FALSE); - ctrl_avatar_vp->setValue(FALSE); - - ctrl_avatar_cloth->setEnabled(FALSE); - ctrl_avatar_cloth->setValue(FALSE); - - ctrl_shadows->setEnabled(FALSE); - ctrl_shadows->setValue(0); - shadows_text->setEnabled(FALSE); - - ctrl_ssao->setEnabled(FALSE); - ctrl_ssao->setValue(FALSE); - - ctrl_dof->setEnabled(FALSE); - ctrl_dof->setValue(FALSE); - - ctrl_deferred->setEnabled(FALSE); - ctrl_deferred->setValue(FALSE); - } - // disabled windlight if (!LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")) { @@ -2928,7 +2870,7 @@ void LLPanelPreferenceGraphics::setHardwareDefaults() LLFloaterPreferenceGraphicsAdvanced::LLFloaterPreferenceGraphicsAdvanced(const LLSD& key) : LLFloater(key) { - mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable, this)); + mCommitCallbackRegistrar.add("Pref.RenderOptionUpdate", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onRenderOptionEnable, this)); mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxNonImpostors", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxNonImpostors,this)); mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxComplexity", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxComplexity,this)); } diff --git a/indra/newview/llfloaterpreference.h b/indra/newview/llfloaterpreference.h index 42f1de4a5d..a0f43bd884 100644 --- a/indra/newview/llfloaterpreference.h +++ b/indra/newview/llfloaterpreference.h @@ -122,8 +122,8 @@ protected: // callback for defaults void setHardwareDefaults(); void setRecommended(); - // callback for when client turns on shaders - void onVertexShaderEnable(); + // callback for when client modifies a render option + void onRenderOptionEnable(); // callback for when client turns on impostors void onAvatarImpostorsEnable(); @@ -313,8 +313,8 @@ class LLFloaterPreferenceGraphicsAdvanced : public LLFloater static void setIndirectMaxNonImpostors(); static void setIndirectMaxArc(); void refresh(); - // callback for when client turns on shaders - void onVertexShaderEnable(); + // callback for when client modifies a render option + void onRenderOptionEnable(); void onAdvancedAtmosphericsEnable(); LOG_CLASS(LLFloaterPreferenceGraphicsAdvanced); }; diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index e2da4f63fb..c65431d6f6 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -622,7 +622,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); - gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleWindowResized, _2)); gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 5628f257c5..f6f4ac54d4 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -414,14 +414,6 @@ void LLViewerShaderMgr::setShaders() reentrance = true; - if (LLRender::sGLCoreProfile) - { - if (!gSavedSettings.getBOOL("VertexShaderEnable")) - { //vertex shaders MUST be enabled to use core profile - gSavedSettings.setBOOL("VertexShaderEnable", TRUE); - } - } - //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); @@ -432,17 +424,9 @@ void LLViewerShaderMgr::setShaders() initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); - if (gSavedSettings.getBOOL("VertexShaderEnable")) - { - LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; - LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); - LLPipeline::updateRenderDeferred(); - } - else - { - LLPipeline::sRenderGlow = FALSE; - LLPipeline::sWaterReflections = FALSE; - } + LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; + LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); + LLPipeline::updateRenderDeferred(); //hack to reset buffers that change behavior with shaders gPipeline.resetVertexBuffers(); @@ -467,283 +451,267 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sNoFixedFunction = false; LLVertexBuffer::unbind(); - if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") - && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10) - && gSavedSettings.getBOOL("VertexShaderEnable")) + + llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)); + + bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); + bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); + bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + + //using shaders, disable fixed function + LLGLSLShader::sNoFixedFunction = true; + + S32 light_class = 3; + S32 interface_class = 2; + S32 env_class = 2; + S32 obj_class = 2; + S32 effect_class = 2; + S32 wl_class = 1; + S32 water_class = 2; + S32 deferred_class = 0; + S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0; + + static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false); + if (!use_transform_feedback) { - bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); - bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); - bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); - bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - - //using shaders, disable fixed function - LLGLSLShader::sNoFixedFunction = true; - - S32 light_class = 3; - S32 interface_class = 2; - S32 env_class = 2; - S32 obj_class = 2; - S32 effect_class = 2; - S32 wl_class = 1; - S32 water_class = 2; - S32 deferred_class = 0; - S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0; - - static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false); - if (!use_transform_feedback) - { - transform_class = 0; - } + transform_class = 0; + } - if (useRenderDeferred) - { - //shadows - switch (shadow_detail) - { - case 1: - deferred_class = 2; // PCF shadows - break; - - case 2: - deferred_class = 2; // PCF shadows - break; - - case 0: - default: - deferred_class = 1; // no shadows - break; - } + if (useRenderDeferred) + { + //shadows + switch (shadow_detail) + { + case 1: + deferred_class = 2; // PCF shadows + break; + + case 2: + deferred_class = 2; // PCF shadows + break; + + case 0: + default: + deferred_class = 1; // no shadows + break; } + } - if (doingWindLight) - { - // user has disabled WindLight in their settings, downgrade - // windlight shaders to stub versions. - wl_class = 2; - } - else - { - light_class = 2; - } + if (doingWindLight) + { + // user has disabled WindLight in their settings, downgrade + // windlight shaders to stub versions. + wl_class = 2; + } + else + { + light_class = 2; + } - // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders - if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())) - { - gSky.mVOSkyp->forceSkyUpdate(); - } + // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders + if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())) + { + gSky.mVOSkyp->forceSkyUpdate(); + } + + // Load lighting shaders + mShaderLevel[SHADER_LIGHTING] = light_class; + mShaderLevel[SHADER_INTERFACE] = interface_class; + mShaderLevel[SHADER_ENVIRONMENT] = env_class; + mShaderLevel[SHADER_WATER] = water_class; + mShaderLevel[SHADER_OBJECT] = obj_class; + mShaderLevel[SHADER_EFFECT] = effect_class; + mShaderLevel[SHADER_WINDLIGHT] = wl_class; + mShaderLevel[SHADER_DEFERRED] = deferred_class; + mShaderLevel[SHADER_TRANSFORM] = transform_class; + + BOOL loaded = loadBasicShaders(); + if (loaded) + { + LL_INFOS() << "Loaded basic shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load basic shaders." << LL_ENDL; + llassert(loaded); + } + + if (loaded) + { + gPipeline.mVertexShadersEnabled = TRUE; + gPipeline.mVertexShadersLoaded = 1; + + // Load all shaders to set max levels + loaded = loadShadersEnvironment(); - // Load lighting shaders - mShaderLevel[SHADER_LIGHTING] = light_class; - mShaderLevel[SHADER_INTERFACE] = interface_class; - mShaderLevel[SHADER_ENVIRONMENT] = env_class; - mShaderLevel[SHADER_WATER] = water_class; - mShaderLevel[SHADER_OBJECT] = obj_class; - mShaderLevel[SHADER_EFFECT] = effect_class; - mShaderLevel[SHADER_WINDLIGHT] = wl_class; - mShaderLevel[SHADER_DEFERRED] = deferred_class; - mShaderLevel[SHADER_TRANSFORM] = transform_class; - - BOOL loaded = loadBasicShaders(); if (loaded) { - LL_INFOS() << "Loaded basic shaders." << LL_ENDL; + LL_INFOS() << "Loaded environment shaders." << LL_ENDL; } else { - LL_WARNS() << "Failed to load basic shaders." << LL_ENDL; + LL_WARNS() << "Failed to load environment shaders." << LL_ENDL; llassert(loaded); } if (loaded) { - gPipeline.mVertexShadersEnabled = TRUE; - gPipeline.mVertexShadersLoaded = 1; - - // Load all shaders to set max levels - loaded = loadShadersEnvironment(); - + loaded = loadShadersWater(); if (loaded) { - LL_INFOS() << "Loaded environment shaders." << LL_ENDL; + LL_INFOS() << "Loaded water shaders." << LL_ENDL; } else { - LL_WARNS() << "Failed to load environment shaders." << LL_ENDL; + LL_WARNS() << "Failed to load water shaders." << LL_ENDL; llassert(loaded); } + } + if (loaded) + { + loaded = loadShadersWindLight(); if (loaded) { - loaded = loadShadersWater(); - if (loaded) - { - LL_INFOS() << "Loaded water shaders." << LL_ENDL; - } - else - { - LL_WARNS() << "Failed to load water shaders." << LL_ENDL; - llassert(loaded); - } + LL_INFOS() << "Loaded windlight shaders." << LL_ENDL; } - - if (loaded) + else { - loaded = loadShadersWindLight(); - if (loaded) - { - LL_INFOS() << "Loaded windlight shaders." << LL_ENDL; - } - else - { - LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL; - llassert(loaded); - } + LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL; + llassert(loaded); } + } + if (loaded) + { + loaded = loadShadersEffects(); if (loaded) { - loaded = loadShadersEffects(); - if (loaded) - { - LL_INFOS() << "Loaded effects shaders." << LL_ENDL; - } - else - { - LL_WARNS() << "Failed to load effects shaders." << LL_ENDL; - llassert(loaded); - } + LL_INFOS() << "Loaded effects shaders." << LL_ENDL; } - - if (loaded) + else { - loaded = loadShadersInterface(); - if (loaded) - { - LL_INFOS() << "Loaded interface shaders." << LL_ENDL; - } - else - { - LL_WARNS() << "Failed to load interface shaders." << LL_ENDL; - llassert(loaded); - } + LL_WARNS() << "Failed to load effects shaders." << LL_ENDL; + llassert(loaded); } + } + if (loaded) + { + loaded = loadShadersInterface(); if (loaded) - { - loaded = loadTransformShaders(); - if (loaded) - { - LL_INFOS() << "Loaded transform shaders." << LL_ENDL; - } - else - { - LL_WARNS() << "Failed to load transform shaders." << LL_ENDL; - llassert(loaded); - } + LL_INFOS() << "Loaded interface shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load interface shaders." << LL_ENDL; + llassert(loaded); } + } + + if (loaded) + { + loaded = loadTransformShaders(); if (loaded) { - // Load max avatar shaders to set the max level - mShaderLevel[SHADER_AVATAR] = 3; - mMaxAvatarShaderLevel = 3; + LL_INFOS() << "Loaded transform shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load transform shaders." << LL_ENDL; + llassert(loaded); + } + } + + if (loaded) + { + // Load max avatar shaders to set the max level + mShaderLevel[SHADER_AVATAR] = 3; + mMaxAvatarShaderLevel = 3; - if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject()) - { //hardware skinning is enabled and rigged attachment shaders loaded correctly - BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); + if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject()) + { //hardware skinning is enabled and rigged attachment shaders loaded correctly + BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); - // cloth is a class3 shader - S32 avatar_class = avatar_cloth ? 3 : 1; + // cloth is a class3 shader + S32 avatar_class = avatar_cloth ? 3 : 1; - // Set the actual level - mShaderLevel[SHADER_AVATAR] = avatar_class; + // Set the actual level + mShaderLevel[SHADER_AVATAR] = avatar_class; - loaded = loadShadersAvatar(); - llassert(loaded); + loaded = loadShadersAvatar(); + llassert(loaded); - if (mShaderLevel[SHADER_AVATAR] != avatar_class) + if (mShaderLevel[SHADER_AVATAR] != avatar_class) + { + if (mShaderLevel[SHADER_AVATAR] == 0) { - if (mShaderLevel[SHADER_AVATAR] == 0) - { - gSavedSettings.setBOOL("RenderAvatarVP", FALSE); - } - if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3) - { - avatar_cloth = true; - } - else - { - avatar_cloth = false; - } - gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); + gSavedSettings.setBOOL("RenderAvatarVP", FALSE); } - } - else - { //hardware skinning not possible, neither is deferred rendering - mShaderLevel[SHADER_AVATAR] = 0; - mShaderLevel[SHADER_DEFERRED] = 0; - - if (gSavedSettings.getBOOL("RenderAvatarVP")) + if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3) { - gSavedSettings.setBOOL("RenderDeferred", FALSE); - gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); - gSavedSettings.setBOOL("RenderAvatarVP", FALSE); + avatar_cloth = true; } - - loadShadersAvatar(); // unloads - - loaded = loadShadersObject(); - llassert(loaded); + else + { + avatar_cloth = false; + } + gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); } } + else + { //hardware skinning not possible, neither is deferred rendering + mShaderLevel[SHADER_AVATAR] = 0; + mShaderLevel[SHADER_DEFERRED] = 0; - if (!loaded) - { //some shader absolutely could not load, try to fall back to a simpler setting - if (gSavedSettings.getBOOL("WindLightUseAtmosShaders")) - { //disable windlight and try again - gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE); - LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL; - reentrance = false; - setShaders(); - return; + if (gSavedSettings.getBOOL("RenderAvatarVP")) + { + gSavedSettings.setBOOL("RenderDeferred", FALSE); + gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); + gSavedSettings.setBOOL("RenderAvatarVP", FALSE); } - if (gSavedSettings.getBOOL("VertexShaderEnable")) - { //disable shaders outright and try again - gSavedSettings.setBOOL("VertexShaderEnable", FALSE); - LL_WARNS() << "Falling back to no vertex shaders." << LL_ENDL; - reentrance = false; - setShaders(); - return; - } - } + loadShadersAvatar(); // unloads - llassert(loaded); + loaded = loadShadersObject(); + llassert(loaded); + } + } - if (loaded && !loadShadersDeferred()) - { //everything else succeeded but deferred failed, disable deferred and try again - gSavedSettings.setBOOL("RenderDeferred", FALSE); - LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL; + if (!loaded) + { //some shader absolutely could not load, try to fall back to a simpler setting + if (gSavedSettings.getBOOL("WindLightUseAtmosShaders")) + { //disable windlight and try again + gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE); + LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL; reentrance = false; setShaders(); return; } - } - else - { - LLGLSLShader::sNoFixedFunction = false; - gPipeline.mVertexShadersEnabled = FALSE; - gPipeline.mVertexShadersLoaded = 0; - mShaderLevel[SHADER_LIGHTING] = 0; - mShaderLevel[SHADER_INTERFACE] = 0; - mShaderLevel[SHADER_ENVIRONMENT] = 0; - mShaderLevel[SHADER_WATER] = 0; - mShaderLevel[SHADER_OBJECT] = 0; - mShaderLevel[SHADER_EFFECT] = 0; - mShaderLevel[SHADER_WINDLIGHT] = 0; - mShaderLevel[SHADER_AVATAR] = 0; + + if (gSavedSettings.getBOOL("VertexShaderEnable")) + { //disable shaders outright and try again + gSavedSettings.setBOOL("VertexShaderEnable", FALSE); + LL_WARNS() << "Falling back to no vertex shaders." << LL_ENDL; + reentrance = false; + setShaders(); + return; + } + } + + llassert(loaded); + + if (loaded && !loadShadersDeferred()) + { //everything else succeeded but deferred failed, disable deferred and try again + gSavedSettings.setBOOL("RenderDeferred", FALSE); + LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL; + reentrance = false; + setShaders(); + return; } } else diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 0395bf1a71..d6ff9bd548 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -133,7 +133,6 @@ bool gShiftFrame = false; //cached settings bool LLPipeline::RenderAvatarVP; -bool LLPipeline::VertexShaderEnable; bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; @@ -531,7 +530,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); connectRefreshCachedSettingsSafe("RenderDelayVBUpdate"); connectRefreshCachedSettingsSafe("UseOcclusion"); - connectRefreshCachedSettingsSafe("VertexShaderEnable"); connectRefreshCachedSettingsSafe("RenderAvatarVP"); connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); connectRefreshCachedSettingsSafe("RenderDeferred"); @@ -1057,7 +1055,6 @@ void LLPipeline::updateRenderDeferred() LLRenderTarget::sUseFBO && LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && LLPipeline::sRenderBump && - VertexShaderEnable && RenderAvatarVP && WindLightUseAtmosShaders)) && !gUseWireframe; @@ -1086,7 +1083,6 @@ void LLPipeline::refreshCachedSettings() && gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery) ? 2 : 0; - VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); RenderDeferred = gSavedSettings.getBOOL("RenderDeferred"); @@ -1407,12 +1403,9 @@ void LLPipeline::restoreGL() bool LLPipeline::canUseVertexShaders() { - static const std::string vertex_shader_enable_feature_string = "VertexShaderEnable"; - if (sDisableShaders || !gGLManager.mHasVertexShader || !gGLManager.mHasFragmentShader || - !LLFeatureManager::getInstance()->isFeatureAvailable(vertex_shader_enable_feature_string) || (assertInitialized() && mVertexShadersLoaded != 1) ) { return false; diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index e75a09d753..68ce3fe88d 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -880,7 +880,6 @@ public: //cached settings static bool WindLightUseAtmosShaders; - static bool VertexShaderEnable; static bool RenderAvatarVP; static bool RenderDeferred; static F32 RenderDeferredSunWash; diff --git a/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml index e494b2b755..c7770eb81b 100644 --- a/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml @@ -29,7 +29,6 @@ <check_box initial_value="true" label="Gennemsigtig vand" name="TransparentWater"/> <check_box initial_value="true" label="Glatte flader og skin" name="BumpShiny"/> <check_box initial_value="true" label="Lokale lys" name="LocalLights"/> - <check_box initial_value="true" label="Basale flader" name="BasicShaders" tool_tip="Ved at slå dette valg fra, kan det forhindres at visse grafikkort drivere crasher."/> <check_box initial_value="true" label="Atmosfæriske flader" name="WindLightUseAtmosShaders"/> <check_box initial_value="true" label="Lys og skygger" name="UseLightShaders"/> <check_box initial_value="true" label=""Ambient Occlusion"" name="UseSSAO"/> diff --git a/indra/newview/skins/default/xui/de/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/de/floater_preferences_graphics_advanced.xml index 41e8dc5ef4..cd514f5afd 100644 --- a/indra/newview/skins/default/xui/de/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/de/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Transparentes Wasser" name="TransparentWater"/> <check_box initial_value="true" label="Bumpmapping und Glanz" name="BumpShiny"/> <check_box initial_value="true" label="Lokale Lichtquellen" name="LocalLights"/> - <check_box initial_value="true" label="Einfache Shader" name="BasicShaders" tool_tip="Deaktivieren Sie diese Option, wenn der Grafikkartentreiber Abstürze verursacht"/> <slider label="Terraindetails:" name="TerrainDetail"/> <text name="TerrainDetailText"> Niedrig diff --git a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml index 70bf3f7c14..e93568a87e 100644 --- a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml @@ -609,7 +609,7 @@ top_delta="16" width="300"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <check_box @@ -623,6 +623,7 @@ top_delta="16" width="300" /> + <!-- SL-12594, basic shaders always enabled, no fixed-function GL <check_box control_name="VertexShaderEnable" height="16" @@ -637,7 +638,8 @@ <check_box.commit_callback function="Pref.VertexShaderEnable" /> </check_box> - + --> + <slider control_name="RenderTerrainDetail" follows="left|top" @@ -683,7 +685,7 @@ top_delta="16" width="280"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <check_box @@ -751,7 +753,7 @@ top_delta="16" width="280"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <slider @@ -800,7 +802,7 @@ top_delta="16" width="260"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <check_box @@ -814,7 +816,7 @@ top_delta="16" width="240"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <check_box @@ -828,7 +830,7 @@ top_delta="16" width="240"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <!-- diff --git a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml index 4692a226d9..4d9152e9a5 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml @@ -242,7 +242,7 @@ top_delta="24" width="280"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <check_box @@ -256,7 +256,7 @@ top_delta="24" width="256"> <check_box.commit_callback - function="Pref.VertexShaderEnable" /> + function="Pref.RenderOptionUpdate" /> </check_box> <slider diff --git a/indra/newview/skins/default/xui/es/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/es/floater_preferences_graphics_advanced.xml index b8d5824fb7..2bcec020b2 100644 --- a/indra/newview/skins/default/xui/es/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/es/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Agua transparente" name="TransparentWater"/> <check_box initial_value="true" label="Efecto de relieve y brillo" name="BumpShiny"/> <check_box initial_value="true" label="Puntos de luz locales" name="LocalLights"/> - <check_box initial_value="true" label="Shaders básicos" name="BasicShaders" tool_tip="Desactivar esta opción puede evitar que se bloqueen los controladores de algunas tarjetas gráficas"/> <slider label="Nivel de detalle del terreno:" name="TerrainDetail"/> <text name="TerrainDetailText"> Bajo diff --git a/indra/newview/skins/default/xui/fr/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/fr/floater_preferences_graphics_advanced.xml index fd47254934..42af9c526d 100644 --- a/indra/newview/skins/default/xui/fr/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/fr/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Eau transparente" name="TransparentWater"/> <check_box initial_value="true" label="Placage de relief et brillance" name="BumpShiny"/> <check_box initial_value="true" label="Lumières locales" name="LocalLights"/> - <check_box initial_value="true" label="Effets de base" name="BasicShaders" tool_tip="La désactivation de cette option peut éviter le plantage de certains pilotes de cartes graphiques"/> <slider label="Rendu du terrain :" name="TerrainDetail"/> <text name="TerrainDetailText"> Faible diff --git a/indra/newview/skins/default/xui/it/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/it/floater_preferences_graphics_advanced.xml index 3773ef3711..53f9ebc6fd 100644 --- a/indra/newview/skins/default/xui/it/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/it/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Acqua trasparente" name="TransparentWater"/> <check_box initial_value="true" label="Mappatura urti e brillantezza" name="BumpShiny"/> <check_box initial_value="true" label="Luci locali" name="LocalLights"/> - <check_box initial_value="true" label="Shader di base" name="BasicShaders" tool_tip="Se si disattiva questa opzione, si possono evitare interruzioni nei driver di alcune schede grafiche"/> <slider label="Dettagli terreno:" name="TerrainDetail"/> <text name="TerrainDetailText"> Basso diff --git a/indra/newview/skins/default/xui/ja/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/ja/floater_preferences_graphics_advanced.xml index c28afa4c98..8ba537faa2 100644 --- a/indra/newview/skins/default/xui/ja/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/ja/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="透明な水" name="TransparentWater"/> <check_box initial_value="true" label="バンプマッピングと光沢" name="BumpShiny"/> <check_box initial_value="true" label="近くの光" name="LocalLights"/> - <check_box initial_value="true" label="基本シェーダー" name="BasicShaders" tool_tip="このオプションを無効にすると、グラフィックカードのドライバの種類によっては、クラッシュするのを防ぎます。"/> <slider label="地形詳細:" name="TerrainDetail"/> <text name="TerrainDetailText"> 低 diff --git a/indra/newview/skins/default/xui/pl/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/pl/panel_preferences_graphics1.xml index 738805d800..e8c400dbd1 100644 --- a/indra/newview/skins/default/xui/pl/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/pl/panel_preferences_graphics1.xml @@ -28,7 +28,6 @@ <check_box label="Przezroczysta woda" name="TransparentWater" /> <check_box label="Mapping wypukłości i połysk" name="BumpShiny" /> <check_box label="Lokalne światła" name="LocalLights" /> - <check_box label="Podstawowe shadery" name="BasicShaders" tool_tip="Wyłączenie tej opcji może naprawić błędy niektórych sterowników graficznych" /> <check_box label="Shadery atmosfery" name="WindLightUseAtmosShaders" /> <check_box label="Zaawansowane oświetlenie" name="UseLightShaders" /> <check_box label="Okluzja otoczenia" name="UseSSAO" /> diff --git a/indra/newview/skins/default/xui/pt/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/pt/floater_preferences_graphics_advanced.xml index c5039267ca..bbe36e3e03 100644 --- a/indra/newview/skins/default/xui/pt/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/pt/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Água transparente" name="TransparentWater"/> <check_box initial_value="true" label="Mapeamento de relevo e brilho" name="BumpShiny"/> <check_box initial_value="true" label="Luzes locais" name="LocalLights"/> - <check_box initial_value="true" label="Sombreamento simples" name="BasicShaders" tool_tip="Desativar essa opção pode evitar o travamento de alguns drivers de placas gráficas"/> <slider label="Detalhes do terreno:" name="TerrainDetail"/> <text name="TerrainDetailText"> Baixo diff --git a/indra/newview/skins/default/xui/ru/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/ru/floater_preferences_graphics_advanced.xml index fc6b6a173e..84e1ff15a0 100644 --- a/indra/newview/skins/default/xui/ru/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/ru/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Прозрачность воды" name="TransparentWater"/> <check_box initial_value="true" label="Рельефность и сияние" name="BumpShiny"/> <check_box initial_value="true" label="Локальный свет" name="LocalLights"/> - <check_box initial_value="true" label="Базовые шейдеры" name="BasicShaders" tool_tip="Отключение этого параметра может предотвратить зависание некоторых видеокарт"/> <slider label="Ландшафт:" name="TerrainDetail"/> <text name="TerrainDetailText"> Низкая diff --git a/indra/newview/skins/default/xui/tr/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/tr/floater_preferences_graphics_advanced.xml index 01ada1354c..c5ca997336 100644 --- a/indra/newview/skins/default/xui/tr/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/tr/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="Saydam Su" name="TransparentWater"/> <check_box initial_value="true" label="Tümsek eşleme ve parlaklık" name="BumpShiny"/> <check_box initial_value="true" label="Yerel Işıklar" name="LocalLights"/> - <check_box initial_value="true" label="Temel gölgeleyiciler" name="BasicShaders" tool_tip="Bu seçeneğin devre dışı bırakılması bazı grafik kartlarının sürücülerinin kilitlenmesini önleyebilir"/> <slider label="Yüzey Ayrıntısı:" name="TerrainDetail"/> <text name="TerrainDetailText"> Düşük diff --git a/indra/newview/skins/default/xui/zh/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/zh/floater_preferences_graphics_advanced.xml index 7b127acd71..58314efeed 100644 --- a/indra/newview/skins/default/xui/zh/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/zh/floater_preferences_graphics_advanced.xml @@ -82,7 +82,6 @@ <check_box initial_value="true" label="清澈透明的水" name="TransparentWater"/> <check_box initial_value="true" label="凹凸映射與光澤效果" name="BumpShiny"/> <check_box initial_value="true" label="本地光線" name="LocalLights"/> - <check_box initial_value="true" label="基本著色" name="BasicShaders" tool_tip="關閉此一選項可能避免部分顯示卡驅動程式損毀當機"/> <slider label="地形細節:" name="TerrainDetail"/> <text name="TerrainDetailText"> 低 |