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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-09-28 22:21:50 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-09-28 22:21:50 +0300
commita9f70ec80e3799489ec265b2eedcf77d5dc0d342 (patch)
tree0c90825f9a6768303587897a6fa844351607eb06 /indra/llrender/llrender.cpp
parentf4bfaeb45e57ae0a62a47dc4f2759a34fe7a7581 (diff)
parentbac6652cdcd2d8333df04c3ebd3a6a7b752328b3 (diff)
Merge branch 'master' into DRTVWR-483
# Conflicts: # indra/newview/lltexturectrl.h
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp88
1 files changed, 50 insertions, 38 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index ebc4659bcf..11d9ef3f57 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -849,26 +849,32 @@ void LLTexUnit::debugTextureUnit(void)
}
}
-void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
+void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
+{
mTexColorSpace = space;
#if USE_SRGB_DECODE
- if (gGLManager.mHasTexturesRGBDecode) {
-
- if (space == TCS_SRGB) {
+ if (gGLManager.mHasTexturesRGBDecode)
+ {
+ if (space == TCS_SRGB)
+ {
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
}
- else {
+ else
+ {
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
- if (gDebugGL) {
+ if (gDebugGL)
+ {
assert_glerror();
}
}
+ else
#endif
- glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
-
+ {
+ glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
+ }
}
LLLightState::LLLightState(S32 index)
@@ -1192,46 +1198,46 @@ void LLRender::refreshState(void)
void LLRender::syncLightState()
{
- LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr;
- if (!shader)
- {
- return;
- }
+ if (!shader)
+ {
+ return;
+ }
- if (shader->mLightHash != mLightHash)
- {
- shader->mLightHash = mLightHash;
+ if (shader->mLightHash != mLightHash)
+ {
+ shader->mLightHash = mLightHash;
- LLVector4 position[8];
- LLVector3 direction[8];
- LLVector4 attenuation[8];
- LLVector3 diffuse[8];
- LLVector3 diffuse_b[8];
- bool sun_primary[8];
+ LLVector4 position[LL_NUM_LIGHT_UNITS];
+ LLVector3 direction[LL_NUM_LIGHT_UNITS];
+ LLVector4 attenuation[LL_NUM_LIGHT_UNITS];
+ LLVector3 diffuse[LL_NUM_LIGHT_UNITS];
+ LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];
+ bool sun_primary[LL_NUM_LIGHT_UNITS];
- for (U32 i = 0; i < 8; i++)
- {
- LLLightState* light = mLightState[i];
+ for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)
+ {
+ LLLightState *light = mLightState[i];
- position[i] = light->mPosition;
- direction[i] = light->mSpotDirection;
+ position[i] = light->mPosition;
+ direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
- diffuse[i].set(light->mDiffuse.mV);
+ diffuse[i].set(light->mDiffuse.mV);
diffuse_b[i].set(light->mDiffuseB.mV);
sun_primary[i] = light->mSunIsPrimary;
- }
+ }
- shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
- shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
- shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
- shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
- shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);
- }
+ }
}
void LLRender::syncMatrices()
@@ -1539,11 +1545,17 @@ void LLRender::matrixMode(eMatrixMode mode)
{
U32 tex_index = gGL.getCurrentTexUnitIndex();
// the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering
- llassert_always(tex_index <= 3);
- mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex());
+ llassert(tex_index <= 3);
+ mode = eMatrixMode(MM_TEXTURE0 + tex_index);
+ if (mode > MM_TEXTURE3)
+ {
+ // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS)
+ // Large value will result in a crash at mMatrix
+ LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL;
+ mode = MM_TEXTURE0;
+ }
}
- llassert(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}