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Diffstat (limited to 'indra/newview/llfloaterpreference.cpp')
-rw-r--r--indra/newview/llfloaterpreference.cpp145
1 files changed, 49 insertions, 96 deletions
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index 0e899d5950..91a93830c1 100644
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -293,7 +293,7 @@ LLFloaterPreference::LLFloaterPreference(const LLSD& key)
mCommitCallbackRegistrar.add("Pref.HardwareDefaults", boost::bind(&LLFloaterPreference::setHardwareDefaults, this));
mCommitCallbackRegistrar.add("Pref.AvatarImpostorsEnable", boost::bind(&LLFloaterPreference::onAvatarImpostorsEnable, this));
mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxComplexity", boost::bind(&LLFloaterPreference::updateMaxComplexity, this));
- mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreference::onVertexShaderEnable, this));
+ mCommitCallbackRegistrar.add("Pref.RenderOptionUpdate", boost::bind(&LLFloaterPreference::onRenderOptionEnable, this));
mCommitCallbackRegistrar.add("Pref.WindowedMod", boost::bind(&LLFloaterPreference::onCommitWindowedMode, this));
mCommitCallbackRegistrar.add("Pref.UpdateSliderText", boost::bind(&LLFloaterPreference::refreshUI,this));
mCommitCallbackRegistrar.add("Pref.QualityPerformance", boost::bind(&LLFloaterPreference::onChangeQuality, this, _2));
@@ -735,12 +735,23 @@ void LLFloaterPreference::onOpen(const LLSD& key)
}
}
-void LLFloaterPreference::onVertexShaderEnable()
+void LLFloaterPreference::onRenderOptionEnable()
{
refreshEnabledGraphics();
}
-void LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable()
+void LLFloaterPreferenceGraphicsAdvanced::onRenderOptionEnable()
+{
+ LLFloaterPreference* instance = LLFloaterReg::findTypedInstance<LLFloaterPreference>("preferences");
+ if (instance)
+ {
+ instance->refresh();
+ }
+
+ refreshEnabledGraphics();
+}
+
+void LLFloaterPreferenceGraphicsAdvanced::onAdvancedAtmosphericsEnable()
{
LLFloaterPreference* instance = LLFloaterReg::findTypedInstance<LLFloaterPreference>("preferences");
if (instance)
@@ -1164,20 +1175,19 @@ void LLFloaterPreference::refreshEnabledState()
LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders");
// if vertex shaders off, disable all shader related products
- if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
- !LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"))
+ if (!LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"))
{
ctrl_wind_light->setEnabled(FALSE);
ctrl_wind_light->setValue(FALSE);
}
else
{
- ctrl_wind_light->setEnabled(gSavedSettings.getBOOL("VertexShaderEnable"));
+ ctrl_wind_light->setEnabled(TRUE);
}
//Deferred/SSAO/Shadows
BOOL bumpshiny = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps && LLFeatureManager::getInstance()->isFeatureAvailable("RenderObjectBump") && gSavedSettings.getBOOL("RenderObjectBump");
- BOOL shaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders") && gSavedSettings.getBOOL("VertexShaderEnable");
+ BOOL shaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
bumpshiny &&
shaders &&
@@ -1199,9 +1209,7 @@ void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledState()
LLTextBox* reflections_text = getChild<LLTextBox>("ReflectionsText");
// Reflections
- BOOL reflections = gSavedSettings.getBOOL("VertexShaderEnable")
- && gGLManager.mHasCubeMap
- && LLCubeMap::sUseCubeMaps;
+ BOOL reflections = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps;
ctrl_reflections->setEnabled(reflections);
reflections_text->setEnabled(reflections);
@@ -1225,59 +1233,41 @@ void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledState()
ctrl_avatar_vp->setEnabled(avatar_vp_enabled);
- if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE ||
- gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
- {
- ctrl_avatar_cloth->setEnabled(FALSE);
- }
- else
- {
- ctrl_avatar_cloth->setEnabled(TRUE);
- }
-
- // Vertex Shaders
- // Global Shader Enable
- LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders");
- LLSliderCtrl* terrain_detail = getChild<LLSliderCtrl>("TerrainDetail"); // can be linked with control var
- LLTextBox* terrain_text = getChild<LLTextBox>("TerrainDetailText");
+ if (gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
+ {
+ ctrl_avatar_cloth->setEnabled(FALSE);
+ }
+ else
+ {
+ ctrl_avatar_cloth->setEnabled(TRUE);
+ }
- ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"));
-
- BOOL shaders = ctrl_shader_enable->get();
- if (shaders)
- {
- terrain_detail->setEnabled(FALSE);
- terrain_text->setEnabled(FALSE);
- }
- else
- {
- terrain_detail->setEnabled(TRUE);
- terrain_text->setEnabled(TRUE);
- }
-
- // WindLight
- LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders");
- LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail");
- LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText");
+ // Vertex Shaders, Global Shader Enable
+ // SL-12594 Basic shaders are always enabled. DJH TODO clean up now-orphaned state handling code
+ LLSliderCtrl* terrain_detail = getChild<LLSliderCtrl>("TerrainDetail"); // can be linked with control var
+ LLTextBox* terrain_text = getChild<LLTextBox>("TerrainDetailText");
- // *HACK just checks to see if we can use shaders...
- // maybe some cards that use shaders, but don't support windlight
- ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders);
+ terrain_detail->setEnabled(FALSE);
+ terrain_text->setEnabled(FALSE);
- sky->setEnabled(ctrl_wind_light->get() && shaders);
- sky_text->setEnabled(ctrl_wind_light->get() && shaders);
+ // WindLight
+ LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders");
+ LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail");
+ LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText");
+ ctrl_wind_light->setEnabled(TRUE);
+ sky->setEnabled(TRUE);
+ sky_text->setEnabled(TRUE);
- //Deferred/SSAO/Shadows
- LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders");
-
- BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- ((bumpshiny_ctrl && bumpshiny_ctrl->get()) ? TRUE : FALSE) &&
- shaders &&
- gGLManager.mHasFramebufferObject &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- (ctrl_wind_light->get()) ? TRUE : FALSE;
+ //Deferred/SSAO/Shadows
+ LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders");
+
+ BOOL enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ ((bumpshiny_ctrl && bumpshiny_ctrl->get()) ? TRUE : FALSE) &&
+ gGLManager.mHasFramebufferObject &&
+ gSavedSettings.getBOOL("RenderAvatarVP") &&
+ (ctrl_wind_light->get()) ? TRUE : FALSE;
- ctrl_deferred->setEnabled(enabled);
+ ctrl_deferred->setEnabled(enabled);
LLCheckBoxCtrl* ctrl_ssao = getChild<LLCheckBoxCtrl>("UseSSAO");
LLCheckBoxCtrl* ctrl_dof = getChild<LLCheckBoxCtrl>("UseDoF");
@@ -1375,7 +1365,6 @@ void LLFloaterPreferenceGraphicsAdvanced::disableUnavailableSettings()
LLTextBox* reflections_text = getChild<LLTextBox>("ReflectionsText");
LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram");
LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth");
- LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders");
LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders");
LLCheckBoxCtrl* ctrl_deferred = getChild<LLCheckBoxCtrl>("UseLightShaders");
LLComboBox* ctrl_shadows = getChild<LLComboBox>("ShadowDetail");
@@ -1385,42 +1374,6 @@ void LLFloaterPreferenceGraphicsAdvanced::disableUnavailableSettings()
LLSliderCtrl* sky = getChild<LLSliderCtrl>("SkyMeshDetail");
LLTextBox* sky_text = getChild<LLTextBox>("SkyMeshDetailText");
- // if vertex shaders off, disable all shader related products
- if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"))
- {
- ctrl_shader_enable->setEnabled(FALSE);
- ctrl_shader_enable->setValue(FALSE);
-
- ctrl_wind_light->setEnabled(FALSE);
- ctrl_wind_light->setValue(FALSE);
-
- sky->setEnabled(FALSE);
- sky_text->setEnabled(FALSE);
-
- ctrl_reflections->setEnabled(FALSE);
- ctrl_reflections->setValue(0);
- reflections_text->setEnabled(FALSE);
-
- ctrl_avatar_vp->setEnabled(FALSE);
- ctrl_avatar_vp->setValue(FALSE);
-
- ctrl_avatar_cloth->setEnabled(FALSE);
- ctrl_avatar_cloth->setValue(FALSE);
-
- ctrl_shadows->setEnabled(FALSE);
- ctrl_shadows->setValue(0);
- shadows_text->setEnabled(FALSE);
-
- ctrl_ssao->setEnabled(FALSE);
- ctrl_ssao->setValue(FALSE);
-
- ctrl_dof->setEnabled(FALSE);
- ctrl_dof->setValue(FALSE);
-
- ctrl_deferred->setEnabled(FALSE);
- ctrl_deferred->setValue(FALSE);
- }
-
// disabled windlight
if (!LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"))
{
@@ -3053,7 +3006,7 @@ void LLPanelPreferenceControls::onCancelKeyBind()
LLFloaterPreferenceGraphicsAdvanced::LLFloaterPreferenceGraphicsAdvanced(const LLSD& key)
: LLFloater(key)
{
- mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable, this));
+ mCommitCallbackRegistrar.add("Pref.RenderOptionUpdate", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onRenderOptionEnable, this));
mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxNonImpostors", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxNonImpostors,this));
mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxComplexity", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxComplexity,this));
}