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-rw-r--r--indra/newview/pipeline.cpp64
1 files changed, 2 insertions, 62 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c602b71679..c1bab49747 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1343,14 +1343,12 @@ bool LLPipeline::shadersLoaded()
bool LLPipeline::canUseWindLightShaders() const
{
- return (gWLSkyProgram.mProgramObject != 0 &&
- LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+ return true;
}
bool LLPipeline::canUseWindLightShadersOnObjects() const
{
- return (canUseWindLightShaders()
- && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+ return true;
}
bool LLPipeline::canUseAntiAliasing() const
@@ -2431,64 +2429,6 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
}
}
-void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("downsampleDepthBuffer");
-
- LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
-
- LLGLSLShader* shader = NULL;
-
- if (scratch_space)
- {
-#if 0 // TODO -- restore occlusion culling functionality
- GLint bits = 0;
- bits = GL_DEPTH_BUFFER_BIT;
- scratch_space->copyContents(source,
- 0, 0, source.getWidth(), source.getHeight(),
- 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST);
-#endif
- }
-
- dest.bindTarget();
- dest.clear(GL_DEPTH_BUFFER_BIT);
-
- if (source.getUsage() == LLTexUnit::TT_TEXTURE)
- {
- shader = &gDownsampleDepthRectProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f, 1.f);
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
- }
- else
- {
- shader = &gDownsampleDepthProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
- }
-
- gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
-
- {
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- dest.flush();
-
- if (last_shader)
- {
- last_shader->bind();
- }
- else
- {
- shader->unbind();
- }
-}
-
void LLPipeline::doOcclusion(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;