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authorDave Houlton <euclid@lindenlab.com>2020-01-23 13:30:14 -0700
committerDave Houlton <euclid@lindenlab.com>2020-01-23 13:30:14 -0700
commit3e44cb06df22dd1b684dc8574c3b44d0851527bc (patch)
tree15d8bfa405d9e25fe62349fde742dae2a4880638 /indra
parent16699fe8a563202c9b53b2f8e80a49c336b518d4 (diff)
DRTVWR-440, another whitespace only (detabify) to test TeamCity triggers
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llviewershadermgr.cpp292
1 files changed, 146 insertions, 146 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index bdd0330cca..5628f257c5 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -392,84 +392,84 @@ S32 LLViewerShaderMgr::getShaderLevel(S32 type)
void LLViewerShaderMgr::setShaders()
{
- //setShaders might be called redundantly by gSavedSettings, so return on reentrance
- static bool reentrance = false;
-
- if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
- {
- return;
- }
+ //setShaders might be called redundantly by gSavedSettings, so return on reentrance
+ static bool reentrance = false;
+
+ if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
+ {
+ return;
+ }
- static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
- LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
+ static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
- //NEVER use more than 16 texture channels (work around for prevalent driver bug)
- LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
+ //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+ LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
- if (gGLManager.mGLSLVersionMajor < 1 ||
- (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
- { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
- LLGLSLShader::sIndexedTextureChannels = 1;
- }
+ if (gGLManager.mGLSLVersionMajor < 1 ||
+ (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
+ { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
+ LLGLSLShader::sIndexedTextureChannels = 1;
+ }
- reentrance = true;
+ reentrance = true;
- if (LLRender::sGLCoreProfile)
- {
- if (!gSavedSettings.getBOOL("VertexShaderEnable"))
- { //vertex shaders MUST be enabled to use core profile
- gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
- }
- }
-
- //setup preprocessor definitions
- LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
-
- // Make sure the compiled shader map is cleared before we recompile shaders.
+ if (LLRender::sGLCoreProfile)
+ {
+ if (!gSavedSettings.getBOOL("VertexShaderEnable"))
+ { //vertex shaders MUST be enabled to use core profile
+ gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
+ }
+ }
+
+ //setup preprocessor definitions
+ LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+
+ // Make sure the compiled shader map is cleared before we recompile shaders.
mVertexShaderObjects.clear();
mFragmentShaderObjects.clear();
-
- initAttribsAndUniforms();
- gPipeline.releaseGLBuffers();
+
+ initAttribsAndUniforms();
+ gPipeline.releaseGLBuffers();
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- {
- LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
- LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
- LLPipeline::updateRenderDeferred();
- }
- else
- {
- LLPipeline::sRenderGlow = FALSE;
- LLPipeline::sWaterReflections = FALSE;
- }
-
- //hack to reset buffers that change behavior with shaders
- gPipeline.resetVertexBuffers();
+ if (gSavedSettings.getBOOL("VertexShaderEnable"))
+ {
+ LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
+ LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
+ LLPipeline::updateRenderDeferred();
+ }
+ else
+ {
+ LLPipeline::sRenderGlow = FALSE;
+ LLPipeline::sWaterReflections = FALSE;
+ }
+
+ //hack to reset buffers that change behavior with shaders
+ gPipeline.resetVertexBuffers();
- if (gViewerWindow)
- {
- gViewerWindow->setCursor(UI_CURSOR_WAIT);
- }
+ if (gViewerWindow)
+ {
+ gViewerWindow->setCursor(UI_CURSOR_WAIT);
+ }
- // Lighting
- gPipeline.setLightingDetail(-1);
+ // Lighting
+ gPipeline.setLightingDetail(-1);
- // Shaders
- LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
- LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
+ // Shaders
+ LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
+ LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
- for (S32 i = 0; i < SHADER_COUNT; i++)
- {
- mShaderLevel[i] = 0;
- }
- mMaxAvatarShaderLevel = 0;
+ for (S32 i = 0; i < SHADER_COUNT; i++)
+ {
+ mShaderLevel[i] = 0;
+ }
+ mMaxAvatarShaderLevel = 0;
- LLGLSLShader::sNoFixedFunction = false;
- LLVertexBuffer::unbind();
- if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
- && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
- && gSavedSettings.getBOOL("VertexShaderEnable"))
+ LLGLSLShader::sNoFixedFunction = false;
+ LLVertexBuffer::unbind();
+ if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
+ && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
+ && gSavedSettings.getBOOL("VertexShaderEnable"))
{
bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
@@ -477,24 +477,24 @@ void LLViewerShaderMgr::setShaders()
bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
- //using shaders, disable fixed function
- LLGLSLShader::sNoFixedFunction = true;
+ //using shaders, disable fixed function
+ LLGLSLShader::sNoFixedFunction = true;
- S32 light_class = 3;
+ S32 light_class = 3;
S32 interface_class = 2;
- S32 env_class = 2;
- S32 obj_class = 2;
- S32 effect_class = 2;
- S32 wl_class = 1;
- S32 water_class = 2;
- S32 deferred_class = 0;
- S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
-
- static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
- if (!use_transform_feedback)
- {
- transform_class = 0;
- }
+ S32 env_class = 2;
+ S32 obj_class = 2;
+ S32 effect_class = 2;
+ S32 wl_class = 1;
+ S32 water_class = 2;
+ S32 deferred_class = 0;
+ S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
+
+ static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
+ if (!use_transform_feedback)
+ {
+ transform_class = 0;
+ }
if (useRenderDeferred)
{
@@ -527,55 +527,55 @@ void LLViewerShaderMgr::setShaders()
light_class = 2;
}
- // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
- if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
- {
- gSky.mVOSkyp->forceSkyUpdate();
- }
+ // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
+ if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
+ {
+ gSky.mVOSkyp->forceSkyUpdate();
+ }
- // Load lighting shaders
- mShaderLevel[SHADER_LIGHTING] = light_class;
- mShaderLevel[SHADER_INTERFACE] = interface_class;
- mShaderLevel[SHADER_ENVIRONMENT] = env_class;
- mShaderLevel[SHADER_WATER] = water_class;
- mShaderLevel[SHADER_OBJECT] = obj_class;
- mShaderLevel[SHADER_EFFECT] = effect_class;
- mShaderLevel[SHADER_WINDLIGHT] = wl_class;
- mShaderLevel[SHADER_DEFERRED] = deferred_class;
- mShaderLevel[SHADER_TRANSFORM] = transform_class;
+ // Load lighting shaders
+ mShaderLevel[SHADER_LIGHTING] = light_class;
+ mShaderLevel[SHADER_INTERFACE] = interface_class;
+ mShaderLevel[SHADER_ENVIRONMENT] = env_class;
+ mShaderLevel[SHADER_WATER] = water_class;
+ mShaderLevel[SHADER_OBJECT] = obj_class;
+ mShaderLevel[SHADER_EFFECT] = effect_class;
+ mShaderLevel[SHADER_WINDLIGHT] = wl_class;
+ mShaderLevel[SHADER_DEFERRED] = deferred_class;
+ mShaderLevel[SHADER_TRANSFORM] = transform_class;
BOOL loaded = loadBasicShaders();
- if (loaded)
- {
- LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
- llassert(loaded);
- }
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+ llassert(loaded);
+ }
- if (loaded)
- {
- gPipeline.mVertexShadersEnabled = TRUE;
- gPipeline.mVertexShadersLoaded = 1;
+ if (loaded)
+ {
+ gPipeline.mVertexShadersEnabled = TRUE;
+ gPipeline.mVertexShadersLoaded = 1;
- // Load all shaders to set max levels
- loaded = loadShadersEnvironment();
+ // Load all shaders to set max levels
+ loaded = loadShadersEnvironment();
- if (loaded)
- {
- LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
- llassert(loaded);
- }
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+ llassert(loaded);
+ }
- if (loaded)
- {
- loaded = loadShadersWater();
+ if (loaded)
+ {
+ loaded = loadShadersWater();
if (loaded)
{
LL_INFOS() << "Loaded water shaders." << LL_ENDL;
@@ -585,10 +585,10 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
llassert(loaded);
}
- }
+ }
- if (loaded)
- {
+ if (loaded)
+ {
loaded = loadShadersWindLight();
if (loaded)
{
@@ -599,10 +599,10 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
llassert(loaded);
}
- }
+ }
- if (loaded)
- {
+ if (loaded)
+ {
loaded = loadShadersEffects();
if (loaded)
{
@@ -613,25 +613,25 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
llassert(loaded);
}
- }
+ }
- if (loaded)
- {
- loaded = loadShadersInterface();
- if (loaded)
- {
- LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
- llassert(loaded);
- }
- }
+ if (loaded)
+ {
+ loaded = loadShadersInterface();
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+ }
- if (loaded)
+ if (loaded)
- {
+ {
loaded = loadTransformShaders();
if (loaded)
{
@@ -767,7 +767,7 @@ void LLViewerShaderMgr::setShaders()
}
gPipeline.createGLBuffers();
- reentrance = false;
+ reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()