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-rw-r--r--indra/llrender/llrender.cpp5
-rw-r--r--indra/llrender/llrender.h1
-rw-r--r--indra/llrender/llshadermgr.cpp54
3 files changed, 40 insertions, 20 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 812fa7024b..cd827f5091 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1444,6 +1444,11 @@ const glh::matrix4f& LLRender::getModelviewMatrix()
return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]];
}
+const glh::matrix4f& LLRender::getProjectionMatrix()
+{
+ return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];
+}
+
void LLRender::translateUI(F32 x, F32 y, F32 z)
{
if (mUIOffset.empty())
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 7581b9f908..fa5f7f311d 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -348,6 +348,7 @@ public:
void matrixMode(U32 mode);
const glh::matrix4f& getModelviewMatrix();
+ const glh::matrix4f& getProjectionMatrix();
void syncMatrices();
void syncLightState();
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index eea768a3ea..ac9dc9544d 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -845,28 +845,42 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
}
-// NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer,
-// but want it for reference once I move it.
-#if 0
- // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
- // per Apple's suggestion
- glBegin(gGL.mMode);
- glEnd();
-
- // Query whether the shader can or cannot run in hardware
- // http://developer.apple.com/qa/qa2007/qa1502.html
- long vertexGPUProcessing;
- CGLContextObj ctx = CGLGetCurrentContext();
- CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
- long fragmentGPUProcessing;
- CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
- if (!fragmentGPUProcessing || !vertexGPUProcessing)
+#if LL_DARWIN
+
+ // For some reason this absolutely kills the frame rate when VBO's are enabled
+ if (0)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
+ // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
+ // per Apple's suggestion
+ LLGLSLShader::sNoFixedFunction = false;
+
+ glUseProgramObjectARB(obj);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.end();
+ gGL.flush();
+
+ glUseProgramObjectARB(0);
+
+ LLGLSLShader::sNoFixedFunction = true;
+
+ // Query whether the shader can or cannot run in hardware
+ // http://developer.apple.com/qa/qa2007/qa1502.html
+ GLint vertexGPUProcessing, fragmentGPUProcessing;
+ CGLContextObj ctx = CGLGetCurrentContext();
+ CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
+ CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
+ if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ {
+ LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
}
-
+
#else
std::string log = get_object_log(obj);
LLStringUtil::toLower(log);