diff options
author | Nat Goodspeed <nat@lindenlab.com> | 2022-05-18 14:08:24 -0400 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2022-05-18 14:08:24 -0400 |
commit | c0aa1a1202678fdde0206c9372fb071c028cfe5b (patch) | |
tree | 614a5e0b9e24343c59709a9378050b601dd0f828 /indra/newview/llviewershadermgr.cpp | |
parent | 06aa68c2fbcd83cb00465c9f14933bda276b11e8 (diff) | |
parent | a9363222618a879dd7d0d78471f8773af6b61618 (diff) |
SL-17219: Merge 'DRTVWR-546' of lindenlab/viewer into SL-17219
Update task branch from main project branch.
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index a8e0f576ca..086b433c72 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -426,6 +426,13 @@ void LLViewerShaderMgr::setShaders() return; } + if (!gGLManager.mHasRequirements) + { + // Viewer will show 'hardware requirements' warning later + LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL; + return; + } + static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16); LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1); @@ -1876,6 +1883,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->clearPermutations(); shader->addPermutation("USE_VERTEX_COLOR", "1"); + shader->addPermutation("HAS_ALPHA_MASK", "1"); shader->addPermutation("USE_INDEXED_TEX", "1"); if (use_sun_shadow) { @@ -1952,6 +1960,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->clearPermutations(); shader->addPermutation("USE_INDEXED_TEX", "1"); shader->addPermutation("FOR_IMPOSTOR", "1"); + shader->addPermutation("HAS_ALPHA_MASK", "1"); shader->addPermutation("USE_VERTEX_COLOR", "1"); if (rigged) { @@ -2023,6 +2032,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader[i]->addPermutation("USE_INDEXED_TEX", "1"); shader[i]->addPermutation("WATER_FOG", "1"); shader[i]->addPermutation("USE_VERTEX_COLOR", "1"); + shader[i]->addPermutation("HAS_ALPHA_MASK", "1"); if (use_sun_shadow) { shader[i]->addPermutation("HAS_SHADOW", "1"); |