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| author | Dave Parks <davep@lindenlab.com> | 2024-06-14 17:06:07 -0500 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-06-14 17:06:07 -0500 | 
| commit | 375555012f92c1b836f2d122754f9facd050be62 (patch) | |
| tree | 4dd500b7935a07ac5436fc29c6eb09850ef8615f /indra/newview/app_settings/shaders | |
| parent | 29130e16bcb8e2062b7168dfbabd826e3d862766 (diff) | |
1736 audit texture image unit usage on os x (#1739)
* #1736 Remove some unused samplers from glsl files and refactor shader manager to assume 16 texture image units and 4 indexed texture units all the time.
Diffstat (limited to 'indra/newview/app_settings/shaders')
14 files changed, 4 insertions, 22 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 49470f0e39..ce018623a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -23,8 +23,7 @@   * $/LicenseInfo$   */ -uniform sampler2D       noiseMap; -uniform sampler2D   normalMap; +uniform sampler2D   noiseMap;  uniform sampler2D   depthMap;  uniform float ssao_radius; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 438e1d1b33..37dcbbd328 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -27,8 +27,6 @@  out vec4 frag_color; -uniform sampler2D diffuseMap; -  void main()  {      frag_color = vec4(1,1,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index d7d98477c0..23a3ca4911 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -27,7 +27,6 @@  out vec4 frag_color; -uniform sampler2D normalMap;  uniform sampler2D lightMap;  uniform float dist_factor; diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 3ea2248bec..ab0e4fd4d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -50,7 +50,6 @@ SOFTWARE.  uniform sampler2D   normalMap;  uniform sampler2D   depthMap; -uniform sampler2D emissiveRect;  uniform sampler2D projectionMap; // rgba  uniform sampler2D brdfLut; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9db8f461dd..f208ac746b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -27,8 +27,6 @@  out vec4 frag_color; -uniform sampler2D diffuseMap; -  in vec4 post_pos;  in float target_pos_x;  in vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 16cc7cfbbc..6f7bd2bf3c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -24,7 +24,6 @@   */  uniform sampler2D   normalMap; -uniform sampler2D   depthMap;  #if defined(SUN_SHADOW)  uniform sampler2DShadow shadowMap0; diff --git a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl index edaa2488f0..094d147e86 100644 --- a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl @@ -25,7 +25,10 @@  in vec2 tc; +#if defined(COPY_DEPTH)  uniform sampler2D depthMap; +#endif +  uniform sampler2D diffuseMap;  out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 87977eb28c..7b82aa1a0d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -25,8 +25,6 @@  out vec4 frag_color; -uniform sampler2D normalMap; -  // Inputs  uniform vec3 sun_dir;  uniform vec3 moon_dir; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index ac3fec23f6..4ed778371f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,7 +27,6 @@  out vec4 frag_color; -uniform sampler2D depthMap;  uniform sampler2D diffuseRect;  uniform sampler2D specularRect;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index e419525bd5..6c13757149 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -29,10 +29,8 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; -uniform sampler2D normalMap;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D lightFunc; -uniform sampler2D depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 529d1cba6b..ca88fe7482 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -29,7 +29,6 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; -uniform sampler2D normalMap;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  const float M_PI = 3.14159265; @@ -38,7 +37,6 @@ const float M_PI = 3.14159265;  uniform sampler2D lightMap;  #endif -uniform sampler2D depthMap;  uniform sampler2D     lightFunc;  uniform float blur_size; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 092b0c3c08..bc4d36d10d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -29,12 +29,9 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap;  uniform sampler2D lightMap; -uniform sampler2D projectionMap; // rgba  uniform sampler2D lightFunc;  uniform mat4 proj_mat; //screen space to light space diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index a5a37d80dd..2bf785e773 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -28,8 +28,6 @@ out vec4 frag_color;  // Inputs  in vec4 vary_fragcoord; -uniform sampler2D normalMap; -  vec4 getPositionWithDepth(vec2 pos_screen, float depth);  float getDepth(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 728d70ebb2..1c02dc764d 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -25,7 +25,6 @@  out vec4 frag_color; -uniform sampler2D diffuseMap;  uniform sampler2D bumpMap;  #ifdef TRANSPARENT_WATER | 
