summaryrefslogtreecommitdiff
path: root/indra/llrender/llglslshader.cpp
diff options
context:
space:
mode:
authormobserveur <mobserveur@gmail.com>2025-09-16 16:46:51 +0200
committermobserveur <mobserveur@gmail.com>2025-09-16 16:46:51 +0200
commit7aa203297435674b7b598eb2764a6db7edbb4bc3 (patch)
tree26a1cd40dc4205ab5640f9066d5c768583c8226a /indra/llrender/llglslshader.cpp
parent56c5cfa9fd9685180e0ba90625dfdc5475d0dc9a (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.cpp12
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)