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-rw-r--r--indra/llrender/llshadermgr.h50
1 files changed, 25 insertions, 25 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 3dfac3cf0a..c3e5a2aafd 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llshadermgr.h
* @brief Shader Manager
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,8 +33,8 @@
class LLShaderMgr
{
public:
- LLShaderMgr();
- virtual ~LLShaderMgr();
+ LLShaderMgr();
+ virtual ~LLShaderMgr();
// clang-format off
typedef enum
@@ -325,23 +325,23 @@ public:
} eGLSLReservedUniforms;
// clang-format on
- // singleton pattern implementation
- static LLShaderMgr * instance();
+ // singleton pattern implementation
+ static LLShaderMgr * instance();
- virtual void initAttribsAndUniforms(void);
+ virtual void initAttribsAndUniforms(void);
- bool attachShaderFeatures(LLGLSLShader * shader);
- void dumpObjectLog(GLuint ret, bool warns = true, const std::string& filename = "");
+ bool attachShaderFeatures(LLGLSLShader * shader);
+ void dumpObjectLog(GLuint ret, bool warns = true, const std::string& filename = "");
void dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text);
- bool linkProgramObject(GLuint obj, bool suppress_errors = false);
- bool validateProgramObject(GLuint obj);
- GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
+ bool linkProgramObject(GLuint obj, bool suppress_errors = false);
+ bool validateProgramObject(GLuint obj);
+ GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
- // Implemented in the application to actually point to the shader directory.
- virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
+ // Implemented in the application to actually point to the shader directory.
+ virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
- // Implemented in the application to actually update out of date uniforms for a particular shader
- virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
+ // Implemented in the application to actually update out of date uniforms for a particular shader
+ virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
void initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version);
void clearShaderCache();
@@ -351,14 +351,14 @@ public:
bool saveCachedProgramBinary(LLGLSLShader* shader);
public:
- // Map of shader names to compiled
+ // Map of shader names to compiled
std::map<std::string, GLuint> mVertexShaderObjects;
std::map<std::string, GLuint> mFragmentShaderObjects;
- //global (reserved slot) shader parameters
- std::vector<std::string> mReservedAttribs;
+ //global (reserved slot) shader parameters
+ std::vector<std::string> mReservedAttribs;
- std::vector<std::string> mReservedUniforms;
+ std::vector<std::string> mReservedUniforms;
struct ProgramBinaryData
{
@@ -374,8 +374,8 @@ public:
protected:
- // our parameter manager singleton instance
- static LLShaderMgr * sInstance;
+ // our parameter manager singleton instance
+ static LLShaderMgr * sInstance;
}; //LLShaderMgr