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authorDave Parks <davep@lindenlab.com>2013-04-15 13:16:14 -0500
committerDave Parks <davep@lindenlab.com>2013-04-15 13:16:14 -0500
commit8025b8b2bc6028ed268e191d432cb3f740e351db (patch)
treeecc74cb4b2dceaf28b77919a2be04d33e80f10aa /indra/newview
parent41097e74ecea7f99d2e4b0ee03dfa40ed6463f46 (diff)
NORSPEC-49 Add shader profiler, add support for ARB_depth_clamp where available
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl8
-rw-r--r--indra/newview/llspatialpartition.cpp2
-rw-r--r--indra/newview/llviewerdisplay.cpp13
-rw-r--r--indra/newview/llviewermenu.cpp13
-rw-r--r--indra/newview/llviewershadermgr.cpp5
-rw-r--r--indra/newview/llvotree.cpp126
-rw-r--r--indra/newview/llvotree.h5
-rw-r--r--indra/newview/pipeline.cpp3
-rw-r--r--indra/newview/skins/default/xui/en/menu_viewer.xml6
18 files changed, 94 insertions, 137 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index 81961d7746..3f90600ace 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -39,7 +39,12 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
vec4 p = projection_matrix * vec4(pos, 1.0);
+#if !DEPTH_CLAMP
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
+#else
+ gl_Position = p;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 3686f2f647..b809b73973 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -31,12 +31,16 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
+#if !DEPTH_CLAMP
VARYING vec4 post_pos;
+#endif
void main()
{
frag_color = vec4(1,1,1,1);
+#if !DEPTH_CLAMP
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 23feb09d72..bde1ad4e9f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -31,7 +31,9 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
+#if !DEPTH_CLAMP
VARYING vec4 post_pos;
+#endif
void main()
{
@@ -51,9 +53,13 @@ void main()
norm = normalize(norm);
pos = projection_matrix * pos;
+#if !DEPTH_CLAMP
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 40b980bf51..a2c3ec3355 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -46,7 +46,7 @@ void main()
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
- //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
+ frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 76d29b1df7..3c026796c8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -47,6 +47,6 @@ void main()
passTextureIndex();
vary_normal = normalize(normal_matrix * normal);
-
+
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index bced4a5577..91a96977f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -31,8 +31,12 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
+#if !DEPTH_CLAMP
VARYING float pos_zd2;
+#endif
+
VARYING float pos_w;
+
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -56,5 +60,7 @@ void main()
frag_color = vec4(1,1,1,1);
+#if !DEPTH_CLAMP
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index c1f2d90712..11411a605c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -31,8 +31,12 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+#if !DEPTH_CLAMP
VARYING float pos_zd2;
+#endif
+
VARYING float pos_w;
+
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -45,10 +49,16 @@ void main()
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
pos_w = pos.w;
+
+#if !DEPTH_CLAMP
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
passTextureIndex();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
index 6195e2f1ec..ef153dfc5b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -27,7 +27,9 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if !DEPTH_CLAMP
VARYING vec4 post_pos;
+#endif
uniform vec3 box_center;
uniform vec3 box_size;
@@ -37,8 +39,12 @@ void main()
//transform vertex
vec3 p = position*box_size+box_center;
vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-
+
+#if !DEPTH_CLAMP
post_pos = pos;
-
+
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 7e55fdc12a..3d1b182875 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -29,11 +29,16 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+#if !DEPTH_CLAMP
VARYING vec4 post_pos;
+#endif
void main()
{
frag_color = vec4(1,1,1,1);
+#if !DEPTH_CLAMP
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 8b46e81f90..cc77a4cea0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -27,14 +27,20 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if !DEPTH_CLAMP
VARYING vec4 post_pos;
+#endif
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#if !DEPTH_CLAMP
post_pos = pos;
-
+
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
}
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index f42586c715..f6e282ad87 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -89,7 +89,7 @@ class LLOcclusionQueryPool : public LLGLNamePool
public:
LLOcclusionQueryPool()
{
- mCurQuery = 1;
+ mCurQuery = 2; //1 is reserved for LLGLSLShader
}
protected:
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index abeef7097a..1e5c5097ea 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -98,6 +98,7 @@ BOOL gDepthDirty = FALSE;
BOOL gResizeScreenTexture = FALSE;
BOOL gWindowResized = FALSE;
BOOL gSnapshot = FALSE;
+BOOL gShaderProfileFrame = FALSE;
U32 gRecentFrameCount = 0; // number of 'recent' frames
LLFrameTimer gRecentFPSTime;
@@ -340,6 +341,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
return;
}
+
+ if (gShaderProfileFrame)
+ {
+ LLGLSLShader::initProfile();
+ }
+
//LLGLState::verify(FALSE);
/////////////////////////////////////////////////
@@ -1018,6 +1025,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
gShiftFrame = false;
+
+ if (gShaderProfileFrame)
+ {
+ gShaderProfileFrame = FALSE;
+ LLGLSLShader::finishProfile();
+ }
}
void render_hud_attachments()
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index 84f6248a81..2735e908cd 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -147,6 +147,8 @@ void handle_test_load_url(void*);
//extern BOOL gDebugAvatarRotation;
extern BOOL gDebugClicks;
extern BOOL gDebugWindowProc;
+extern BOOL gShaderProfileFrame;
+
//extern BOOL gDebugTextEditorTips;
//extern BOOL gDebugSelectMgr;
@@ -7038,6 +7040,15 @@ class LLAdvancedClickRenderShadowOption: public view_listener_t
}
};
+class LLAdvancedClickRenderProfile: public view_listener_t
+{
+ bool handleEvent(const LLSD& userdata)
+ {
+ gShaderProfileFrame = TRUE;
+ return true;
+ }
+};
+
void menu_toggle_attached_lights(void* user_data)
{
LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
@@ -8473,7 +8484,7 @@ void initialize_menus()
view_listener_t::addMenu(new LLAdvancedHandleAttachedLightParticles(), "Advanced.HandleAttachedLightParticles");
view_listener_t::addMenu(new LLAdvancedCheckRenderShadowOption(), "Advanced.CheckRenderShadowOption");
view_listener_t::addMenu(new LLAdvancedClickRenderShadowOption(), "Advanced.ClickRenderShadowOption");
-
+ view_listener_t::addMenu(new LLAdvancedClickRenderProfile(), "Advanced.ClickRenderProfile");
#ifdef TOGGLE_HACKED_GODLIKE_VIEWER
view_listener_t::addMenu(new LLAdvancedHandleToggleHackedGodmode(), "Advanced.HandleToggleHackedGodmode");
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ce066d85f1..ff66828e67 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1477,6 +1477,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
success = gDeferredShadowProgram.createShader(NULL, NULL);
}
@@ -1486,6 +1487,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
}
@@ -1497,6 +1499,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1508,6 +1511,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
}
@@ -1519,6 +1523,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
}
diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp
index 6687ce432f..3d9c4c59b3 100644
--- a/indra/newview/llvotree.cpp
+++ b/indra/newview/llvotree.cpp
@@ -1085,132 +1085,6 @@ void LLVOTree::calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S3
}
}
-U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha)
-{
- U32 ret = 0;
- //
- // Draws a tree by recursing, drawing branches and then a 'leaf' texture.
- // If stop_level = -1, simply draws the whole tree as a billboarded texture
- //
-
- static F32 constant_twist;
- static F32 width = 0;
-
- //F32 length = ((scale == 1.f)? mTrunkLength:mBranchLength);
- //F32 aspect = ((scale == 1.f)? mTrunkAspect:mBranchAspect);
- F32 length = ((trunk_depth || (scale == 1.f))? mTrunkLength:mBranchLength);
- F32 aspect = ((trunk_depth || (scale == 1.f))? mTrunkAspect:mBranchAspect);
-
- constant_twist = 360.f/branches;
-
- if (!LLPipeline::sReflectionRender && stop_level >= 0)
- {
- //
- // Draw the tree using recursion
- //
- if (depth > stop_level)
- {
- {
- llassert(sLODIndexCount[trunk_LOD] > 0);
- width = scale * length * aspect;
- LLMatrix4 scale_mat;
- scale_mat.mMatrix[0][0] = width;
- scale_mat.mMatrix[1][1] = width;
- scale_mat.mMatrix[2][2] = scale*length;
- scale_mat *= matrix;
-
- gGL.loadMatrix((F32*) scale_mat.mMatrix);
- gGL.syncMatrices();
- glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]);
- gPipeline.addTrianglesDrawn(LEAF_INDICES);
- stop_glerror();
- ret += sLODIndexCount[trunk_LOD];
- }
-
- // Recurse to create more branches
- for (S32 i=0; i < (S32)branches; i++)
- {
- LLMatrix4 trans_mat;
- trans_mat.setTranslation(0,0,scale*length);
- trans_mat *= matrix;
-
- LLQuaternion rot =
- LLQuaternion(20.f*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)) *
- LLQuaternion(droop*DEG_TO_RAD, LLVector4(0.f, 1.f, 0.f)) *
- LLQuaternion(((constant_twist + ((i%2==0)?twist:-twist))*i)*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f));
-
- LLMatrix4 rot_mat(rot);
- rot_mat *= trans_mat;
-
- ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha);
- }
- // Recurse to continue trunk
- if (trunk_depth)
- {
- LLMatrix4 trans_mat;
- trans_mat.setTranslation(0,0,scale*length);
- trans_mat *= matrix;
-
- LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1));
- rot_mat *= trans_mat; // rotate a bit around Z when ascending
- ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha);
- }
- }
- else
- {
- //
- // Draw leaves as two 90 deg crossed quads with leaf textures
- //
- {
- LLMatrix4 scale_mat;
- scale_mat.mMatrix[0][0] =
- scale_mat.mMatrix[1][1] =
- scale_mat.mMatrix[2][2] = scale*mLeafScale;
-
- scale_mat *= matrix;
-
-
- gGL.loadMatrix((F32*) scale_mat.mMatrix);
- gGL.syncMatrices();
- glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
- gPipeline.addTrianglesDrawn(LEAF_INDICES);
- stop_glerror();
- ret += LEAF_INDICES;
- }
- }
- }
- else
- {
- //
- // Draw the tree as a single billboard texture
- //
-
- LLMatrix4 scale_mat;
- scale_mat.mMatrix[0][0] =
- scale_mat.mMatrix[1][1] =
- scale_mat.mMatrix[2][2] = mBillboardScale*mBillboardRatio;
-
- scale_mat *= matrix;
-
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.translatef(0.0, -0.5, 0.0);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- gGL.loadMatrix((F32*) scale_mat.mMatrix);
- gGL.syncMatrices();
- glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
- gPipeline.addTrianglesDrawn(LEAF_INDICES);
- stop_glerror();
- ret += LEAF_INDICES;
-
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- }
-
- return ret;
-}
-
void LLVOTree::updateRadius()
{
if (mDrawable.isNull())
diff --git a/indra/newview/llvotree.h b/indra/newview/llvotree.h
index 52debc85ab..2a7eb21238 100644
--- a/indra/newview/llvotree.h
+++ b/indra/newview/llvotree.h
@@ -104,10 +104,7 @@ public:
F32 twist,
F32 droop,
F32 branches,
- F32 alpha);
-
- U32 drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha);
-
+ F32 alpha);
/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 89df61919e..c074a0e16e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -9023,6 +9023,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLGLEnable cull(GL_CULL_FACE);
+ //enable depth clamping if available
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
+
if (use_shader)
{
gDeferredShadowCubeProgram.bind();
diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml
index 5af02a238f..364c1df999 100644
--- a/indra/newview/skins/default/xui/en/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/en/menu_viewer.xml
@@ -2359,6 +2359,12 @@
<menu_item_check.on_click
function="Advanced.ToggleFrameTest" />
</menu_item_check>
+ <menu_item_call
+ label="Frame Profile"
+ name="Frame Profile">
+ <menu_item_call.on_click
+ function="Advanced.ClickRenderProfile" />
+ </menu_item_call>
</menu>
<menu
create_jump_keys="true"