summaryrefslogtreecommitdiff
path: root/indra/llrender/llglslshader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r--indra/llrender/llglslshader.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 65c44ed04c..405203b3de 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -309,7 +309,7 @@ LLGLSLShader::LLGLSLShader()
mShaderLevel(0),
mShaderGroup(SG_DEFAULT),
mFeatures(),
- mUniformsDirty(FALSE),
+ mUniformsDirty(false),
mTimerQuery(0),
mSamplesQuery(0),
mPrimitivesQuery(0)
@@ -602,11 +602,11 @@ void LLGLSLShader::attachObjects(GLuint* objects, S32 count)
}
}
-BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attributes)
+bool LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attributes)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
- BOOL res = TRUE;
+ bool res = true;
if (!mUsingBinaryProgram)
{
//before linking, make sure reserved attributes always have consistent locations
@@ -663,10 +663,10 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attrib
}
}
- return TRUE;
+ return true;
}
- return FALSE;
+ return false;
}
void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString>* uniforms)
@@ -830,11 +830,11 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
return -1;
}
-BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
+bool LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
- BOOL res = TRUE;
+ bool res = true;
mTotalUniformSize = 0;
mActiveTextureChannels = 0;
@@ -1001,11 +1001,11 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
}
-BOOL LLGLSLShader::link(BOOL suppress_errors)
+bool LLGLSLShader::link(bool suppress_errors)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
- BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
+ bool success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
if (!success && !suppress_errors)
{
@@ -1045,7 +1045,7 @@ void LLGLSLShader::bind()
if (mUniformsDirty)
{
LLShaderMgr::instance()->updateShaderUniforms(this);
- mUniformsDirty = FALSE;
+ mUniformsDirty = false;
}
}