diff options
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 80 |
1 files changed, 18 insertions, 62 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e76f0b36ee..0d9670d9ca 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -493,12 +493,12 @@ void LLViewerShaderMgr::setShaders() llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)); - bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); - bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); + //bool canRenderDeferred = true; // DEPRECATED -- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); + //bool hasWindLightShaders = true; // DEPRECATED -- LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool pbr = gSavedSettings.getBOOL("RenderPBR"); - bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - bool useRenderDeferred = doingWindLight && canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred"); + bool doingWindLight = true; //DEPRECATED -- hasWindLightShaders&& gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + bool useRenderDeferred = true; //DEPRECATED -- doingWindLight&& canRenderDeferred&& gSavedSettings.getBOOL("RenderDeferred"); S32 light_class = 3; S32 interface_class = 2; @@ -569,15 +569,14 @@ void LLViewerShaderMgr::setShaders() mShaderLevel[SHADER_DEFERRED] = deferred_class; mShaderLevel[SHADER_TRANSFORM] = transform_class; - BOOL loaded = loadBasicShaders(); - if (loaded) + std::string shader_name = loadBasicShaders(); + if (shader_name.empty()) { LL_INFOS() << "Loaded basic shaders." << LL_ENDL; } else { - LL_ERRS() << "Unable to load basic shaders, verify graphics driver installed and current." << LL_ENDL; - llassert(loaded); + LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL; reentrance = false; // For hygiene only, re-try probably helps nothing return; } @@ -585,7 +584,7 @@ void LLViewerShaderMgr::setShaders() gPipeline.mShadersLoaded = true; // Load all shaders to set max levels - loaded = loadShadersEnvironment(); + BOOL loaded = loadShadersEnvironment(); if (loaded) { @@ -675,67 +674,24 @@ void LLViewerShaderMgr::setShaders() if (loadShadersObject()) { //hardware skinning is enabled and rigged attachment shaders loaded correctly - BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); - // cloth is a class3 shader - S32 avatar_class = avatar_cloth ? 3 : 1; + S32 avatar_class = 1; // Set the actual level mShaderLevel[SHADER_AVATAR] = avatar_class; loaded = loadShadersAvatar(); llassert(loaded); - - if (mShaderLevel[SHADER_AVATAR] != avatar_class) - { - if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3) - { - avatar_cloth = true; - } - else - { - avatar_cloth = false; - } - gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); - } } else { //hardware skinning not possible, neither is deferred rendering - mShaderLevel[SHADER_AVATAR] = 0; - mShaderLevel[SHADER_DEFERRED] = 0; - - gSavedSettings.setBOOL("RenderDeferred", FALSE); - gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); - - loadShadersAvatar(); // unloads - - loaded = loadShadersObject(); - llassert(loaded); + llassert(false); // SHOULD NOT BE POSSIBLE } } - if (!loaded) - { //some shader absolutely could not load, try to fall back to a simpler setting - if (gSavedSettings.getBOOL("WindLightUseAtmosShaders")) - { //disable windlight and try again - gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE); - LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL; - reentrance = false; - setShaders(); - return; - } - } - llassert(loaded); - - if (loaded && !loadShadersDeferred()) - { //everything else succeeded but deferred failed, disable deferred and try again - gSavedSettings.setBOOL("RenderDeferred", FALSE); - LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL; - reentrance = false; - setShaders(); - return; - } + loaded = loaded && loadShadersDeferred(); + llassert(loaded); if (gViewerWindow) { @@ -874,7 +830,7 @@ void LLViewerShaderMgr::unloadShaders() gPipeline.mShadersLoaded = false; } -BOOL LLViewerShaderMgr::loadBasicShaders() +std::string LLViewerShaderMgr::loadBasicShaders() { // Load basic dependency shaders first // All of these have to load for any shaders to function @@ -960,8 +916,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // Note usage of GL_VERTEX_SHADER_ARB if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB, &attribs) == 0) { - LL_SHADER_LOADING_WARNS() << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; - return FALSE; + LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; + return shaders[i].first; } } @@ -1021,12 +977,12 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // Note usage of GL_FRAGMENT_SHADER_ARB if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, &attribs, index_channels[i]) == 0) { - LL_SHADER_LOADING_WARNS() << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; - return FALSE; + LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; + return shaders[i].first; } } - return TRUE; + return std::string(); } BOOL LLViewerShaderMgr::loadShadersEnvironment() |
