diff options
author | Merov Linden <merov@lindenlab.com> | 2013-10-04 09:47:26 -0700 |
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committer | Merov Linden <merov@lindenlab.com> | 2013-10-04 09:47:26 -0700 |
commit | 1e32b9dd33fb9e2f0d9a7935a3696b423a191354 (patch) | |
tree | adeadd5ef0b8c4514b325f74c3426b2af76e422b /indra/newview/lldrawpoolalpha.cpp | |
parent | f53b2bd880875b5194b6d298e1aad7d8951db9f3 (diff) | |
parent | f7158bc5afcec1da8b9d2d5a4ed86921e62d4959 (diff) |
Pull merge of lindenlab/viewer-release
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-x | indra/newview/lldrawpoolalpha.cpp | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index e4ebfea665..6c5d229dba 100755 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -379,10 +379,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) if (group->mSpatialPartition->mRenderByGroup && !group->isDead()) { + bool is_particle_or_hud_particle = group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_PARTICLE + || group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; + bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow. // All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress. - group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE && - group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE; + !is_particle_or_hud_particle; + + static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group"); + LLFastTimer t(FTM_RENDER_ALPHA_GROUP_LOOP); + + bool disable_cull = is_particle_or_hud_particle; + LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; @@ -570,10 +578,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } + static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_PUSH("Alpha Push Verts"); + { + LLFastTimer t(FTM_RENDER_ALPHA_PUSH); + gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0)); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + } // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. if (current_shader && @@ -608,6 +621,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } + gGL.setSceneBlendType(LLRender::BT_ALPHA); + LLVertexBuffer::unbind(); if (!light_enabled) @@ -615,4 +630,3 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) gPipeline.enableLightsDynamic(); } } - |