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authorDave Parks <davep@lindenlab.com>2021-10-19 02:26:41 +0000
committerDave Parks <davep@lindenlab.com>2021-10-19 02:26:41 +0000
commitd2dce17803a545378407d6b7c62fdcd3007a92bc (patch)
treeefc7f17fb435b7dca9fc6a9438848bb2ce8724ab /indra/newview/lldrawpoolwlsky.cpp
parent02f813d17bcf4592f6425e207e9fe487275b9354 (diff)
SL-16197 Optimize LLEnvironment handling of shader uniforms. Instrument LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 0c3d8f3098..8c8dc3f3d2 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -182,8 +182,6 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
- ((LLSettingsVOSky*)psky.get())->updateShader(sky_shader);
-
F32 moisture_level = (float)psky->getSkyMoistureLevel();
F32 droplet_radius = (float)psky->getSkyDropletRadius();
F32 ice_level = (float)psky->getSkyIceLevel();
@@ -406,8 +404,6 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
- ((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
-
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);
@@ -462,8 +458,6 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
- ((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
-
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);