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path: root/indra/llrender/llglslshader.cpp
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Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r--indra/llrender/llglslshader.cpp16
1 files changed, 5 insertions, 11 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 37a62da17c..b027a24017 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -84,6 +84,9 @@ LLShaderFeatures::LLShaderFeatures()
, hasObjectSkinning(false)
, hasAtmospherics(false)
, hasGamma(false)
+ , hasSrgb(false)
+ , encodesNormal(false)
+ , decodesNormal(false)
, mIndexedTextureChannels(0)
, disableTextureIndex(false)
, hasAlphaMask(false)
@@ -542,11 +545,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
mAttribute.clear();
U32 numAttributes = (attributes == NULL) ? 0 : attributes->size();
-#if LL_RELEASE_WITH_DEBUG_INFO
- mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, { -1, NULL });
-#else
mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1);
-#endif
if (res)
{ //read back channel locations
@@ -560,11 +559,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name);
if (index != -1)
{
-#if LL_RELEASE_WITH_DEBUG_INFO
- mAttribute[i] = { index, name };
-#else
mAttribute[i] = index;
-#endif
mAttributeMask |= 1 << i;
LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
@@ -664,7 +659,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
mUniformMap[hashedName] = location;
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
-
+
//find the index of this uniform
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
{
@@ -688,7 +683,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
std::pair<uniforms_index_t::iterator, bool> result;
S32 index = i + LLShaderMgr::instance()->mReservedUniforms.size();
- if ((*uniforms)[i].String() == name)
+ if ((*uniforms)[i] == hashedName)
{
result = mUniform.insert(uniforms_index_t::value_type(index, location));
if (result.second)
@@ -1231,7 +1226,6 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
if (mProgramObject)
{
GLint location = getLocationForIndex(index);
-
if (location >= 0)
{
glUniformMatrix4fvARB(location, count, transpose, v);