diff options
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolavatar.cpp | 67 |
1 files changed, 2 insertions, 65 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 4ffa903cca..19b23609a6 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -52,10 +52,7 @@ #include "llviewerpartsim.h" #include "llviewercontrol.h" // for gSavedSettings #include "llviewertexturelist.h" -#include "llperfstats.h" -static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK; -static U32 sBufferUsage = GL_STREAM_DRAW_ARB; static U32 sShaderLevel = 0; LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL; @@ -144,15 +141,6 @@ void LLDrawPoolAvatar::prerender() mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR); sShaderLevel = mShaderLevel; - - if (sShaderLevel > 0) - { - sBufferUsage = GL_DYNAMIC_DRAW_ARB; - } - else - { - sBufferUsage = GL_STREAM_DRAW_ARB; - } } LLMatrix4& LLDrawPoolAvatar::getModelView() @@ -381,10 +369,9 @@ void LLDrawPoolAvatar::renderShadow(S32 pass) { return; } - LLPerfStats::RecordAvatarTime T(avatarp->getID(), LLPerfStats::StatType_t::RENDER_SHADOWS); - LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance(); - BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor(); + LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance(); + BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor(); // no shadows if the shadows are causing this avatar to breach the limit. if (avatarp->isTooSlow() || impostor || (oa == LLVOAvatar::AOA_INVISIBLE)) { @@ -535,14 +522,6 @@ void LLDrawPoolAvatar::beginRigid() { //eyeballs render with the specular shader sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } else @@ -601,14 +580,6 @@ void LLDrawPoolAvatar::beginDeferredRigid() sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } void LLDrawPoolAvatar::endDeferredRigid() @@ -656,14 +627,6 @@ void LLDrawPoolAvatar::beginSkinned() sVertexProgram->bind(); sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } gGL.getTexUnit(0)->activate(); } else @@ -673,14 +636,6 @@ void LLDrawPoolAvatar::beginSkinned() // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } @@ -723,15 +678,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned() sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); } @@ -793,7 +739,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) { return; } - LLPerfStats::RecordAvatarTime T(avatarp->getID(), LLPerfStats::StatType_t::RENDER_GEOMETRY); if (!single_avatar && !avatarp->isFullyLoaded() ) { @@ -937,11 +882,3 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const } -LLVertexBufferAvatar::LLVertexBufferAvatar() -: LLVertexBuffer(sDataMask, - GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR -} - - |
