diff options
| -rw-r--r-- | indra/llrender/llglslshader.cpp | 52 | ||||
| -rw-r--r-- | indra/newview/llenvironment.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llsettingsvo.cpp | 4 | 
3 files changed, 30 insertions, 30 deletions
| diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 220e88386a..185c1450c8 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -207,7 +207,7 @@ void LLGLSLShader::dumpStats()  //static  void LLGLSLShader::startProfile()  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (sProfileEnabled && sCurBoundShaderPtr)      {          sCurBoundShaderPtr->placeProfileQuery(); @@ -218,7 +218,7 @@ void LLGLSLShader::startProfile()  //static  void LLGLSLShader::stopProfile(U32 count, U32 mode)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (sProfileEnabled && sCurBoundShaderPtr)      {          sCurBoundShaderPtr->readProfileQuery(count, mode); @@ -385,7 +385,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,                                  U32 varying_count,                                  const char** varyings)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      unloadInternal(); @@ -591,7 +591,7 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)  BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      //before linking, make sure reserved attributes always have consistent locations      for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) @@ -654,7 +654,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri  void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (index == -1)      { @@ -777,7 +777,7 @@ void LLGLSLShader::removePermutation(std::string name)  GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||          type == GL_SAMPLER_2D_MULTISAMPLE) @@ -791,7 +791,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)  BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      BOOL res = TRUE; @@ -936,7 +936,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)  BOOL LLGLSLShader::link(BOOL suppress_errors)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors); @@ -950,7 +950,7 @@ BOOL LLGLSLShader::link(BOOL suppress_errors)  void LLGLSLShader::bind()  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      gGL.flush(); @@ -984,7 +984,7 @@ void LLGLSLShader::bind(bool rigged)  void LLGLSLShader::unbind()  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      gGL.flush();      stop_glerror(); @@ -997,7 +997,7 @@ void LLGLSLShader::unbind()  void LLGLSLShader::bindNoShader(void)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      LLVertexBuffer::unbind();      glUseProgramObjectARB(0); @@ -1007,7 +1007,7 @@ void LLGLSLShader::bindNoShader(void)  S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      S32 channel = 0;      channel = getUniformLocation(uniform); @@ -1017,7 +1017,7 @@ S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LL  S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (uniform < 0 || uniform >= (S32)mTexture.size())      { @@ -1038,7 +1038,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu  S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      S32 channel = 0;      channel = getUniformLocation(uniform); @@ -1048,7 +1048,7 @@ S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureT  S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (uniform < 0 || uniform >= (S32)mTexture.size())      { @@ -1068,7 +1068,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)  S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (uniform < 0 || uniform >= (S32)mTexture.size())      { @@ -1087,7 +1087,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex  S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (uniform < 0 || uniform >= (S32)mTexture.size())      { @@ -1116,7 +1116,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe  void LLGLSLShader::uniform1i(U32 index, GLint x)  { -    LL_PROFILE_ZONE_SCOPED +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER      if (mProgramObject)      {             if (mUniform.size() <= index) @@ -1139,7 +1139,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x)  void LLGLSLShader::uniform1f(U32 index, GLfloat x)  { -    LL_PROFILE_ZONE_SCOPED +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER      if (mProgramObject)      {             if (mUniform.size() <= index) @@ -1337,7 +1337,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)              LLVector4 vec(v[0],v[1],v[2],v[3]);              if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)              { -                LL_PROFILE_ZONE_SCOPED; +                LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;                  glUniform4fvARB(mUniform[index], count, v);                  mValue[mUniform[index]] = vec;              } @@ -1381,7 +1381,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c  void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;  	if (mProgramObject)  	{	 @@ -1417,7 +1417,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c  GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      GLint ret = -1;      if (mProgramObject) @@ -1443,7 +1443,7 @@ GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)  GLint LLGLSLShader::getUniformLocation(U32 index)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      GLint ret = -1;      if (mProgramObject) @@ -1461,7 +1461,7 @@ GLint LLGLSLShader::getUniformLocation(U32 index)  GLint LLGLSLShader::getAttribLocation(U32 attrib)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      if (attrib < mAttribute.size())      { @@ -1613,7 +1613,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co          const auto& iter = mValue.find(location);          if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)          { -            LL_PROFILE_ZONE_SCOPED; +            LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;              glUniform4fvARB(location, count, v);              mValue[location] = vec;          } @@ -1657,7 +1657,7 @@ void LLGLSLShader::setMinimumAlpha(F32 minimum)  void LLShaderUniforms::apply(LLGLSLShader* shader)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      for (auto& uniform : mIntegers)      {          shader->uniform1i(uniform.mUniform, uniform.mValue); diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index f232ca47e0..0cdafcba81 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -1654,7 +1654,7 @@ void LLEnvironment::updateCloudScroll()  // static  void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, const LLSettingsBase::ptr_t &psetting)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      for (int i = 0; i < LLGLSLShader::SG_COUNT; ++i)      { @@ -1725,7 +1725,7 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con  void LLEnvironment::updateShaderUniforms(LLGLSLShader* shader)  { -    LL_PROFILE_ZONE_SCOPED; +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      // apply uniforms that should be applied to all shaders      mSkyUniforms[LLGLSLShader::SG_ANY].apply(shader); diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 217d45de68..14a9f4aa30 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -666,7 +666,7 @@ void LLSettingsVOSky::updateSettings()  void LLSettingsVOSky::applySpecial(void *ptarget, bool force)  { -    LL_PROFILE_ZONE_SCOPED +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm();      LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; @@ -909,7 +909,7 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater)  //-------------------------------------------------------------------------  void LLSettingsVOWater::applySpecial(void *ptarget, bool force)  { -    LL_PROFILE_ZONE_SCOPED +    LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      LLEnvironment& env = LLEnvironment::instance(); | 
