diff options
| author | mobserveur <mobserveur@gmail.com> | 2025-09-16 16:46:51 +0200 |
|---|---|---|
| committer | mobserveur <mobserveur@gmail.com> | 2025-09-16 16:46:51 +0200 |
| commit | 7aa203297435674b7b598eb2764a6db7edbb4bc3 (patch) | |
| tree | 26a1cd40dc4205ab5640f9066d5c768583c8226a /indra/llrender/llglslshader.cpp | |
| parent | 56c5cfa9fd9685180e0ba90625dfdc5475d0dc9a (diff) | |
Fixes the slow down related to the attached huds rendering
This commit fixes the long time issue with attached huds rendering,
which was causing important slow down with certain combinations of
post processing settings.
Diffstat (limited to 'indra/llrender/llglslshader.cpp')
| -rw-r--r-- | indra/llrender/llglslshader.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index aac5e3abc8..a1392e6288 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -1190,22 +1190,22 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLRenderTarget* texture, bool depth, return -1; } - uniform = getTextureChannel(uniform); + S32 channel = getTextureChannel(uniform); - if (uniform > -1) + if (channel > -1) { if (depth) { - gGL.getTexUnit(uniform)->bind(texture, true); + gGL.getTexUnit(channel)->bind(texture, true); } else { bool has_mips = mode == LLTexUnit::TFO_TRILINEAR || mode == LLTexUnit::TFO_ANISOTROPIC; - gGL.getTexUnit(uniform)->bindManual(texture->getUsage(), texture->getTexture(index), has_mips); + gGL.getTexUnit(channel)->bindManual(texture->getUsage(), texture->getTexture(index), has_mips); } - gGL.getTexUnit(uniform)->setTextureFilteringOption(mode); + gGL.getTexUnit(channel)->setTextureFilteringOption(mode); } - return uniform; + return channel; } S32 LLGLSLShader::bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth, LLTexUnit::eTextureFilterOptions mode) |
