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-rw-r--r--indra/newview/pipeline.cpp60
-rw-r--r--indra/newview/skins/default/xui/en/widgets/tab_container.xml2
2 files changed, 1 insertions, 61 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index b40c9fa6db..a4b77f031e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -431,7 +431,6 @@ void LLPipeline::init()
stop_glerror();
//create render pass pools
- getPool(LLDrawPool::POOL_WATEREXCLUSION);
getPool(LLDrawPool::POOL_ALPHA_PRE_WATER);
getPool(LLDrawPool::POOL_ALPHA_POST_WATER);
getPool(LLDrawPool::POOL_SIMPLE);
@@ -674,8 +673,6 @@ void LLPipeline::cleanup()
// don't delete wl sky pool it was handled above in the for loop
//delete mWLSkyPool;
mWLSkyPool = NULL;
- delete mWaterExclusionPool;
- mWaterExclusionPool = nullptr;
releaseGLBuffers();
@@ -910,15 +907,6 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
mPostMap.allocate(resX, resY, screenFormat);
- // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes.
- // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask.
- // Why do we do this? Because it saves us some janky logic in the exclusion shader when we generate the mask.
- // Regardless, this should always only be an R8 texture unless we choose to start having multiple kinds of exclusion that 8 bits can't handle.
- // - Geenz 2025-02-06
- bool success = mWaterExclusionMask.allocate(resX, resY, GL_R8, true);
-
- assert(success);
-
// used to scale down textures
// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
mDownResMap.allocate(1024, 1024, GL_RGBA);
@@ -1178,8 +1166,6 @@ void LLPipeline::releaseGLBuffers()
mSceneMap.release();
- mWaterExclusionMask.release();
-
mPostMap.release();
mFXAAMap.release();
@@ -1701,10 +1687,6 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
poolp = mPBRAlphaMaskPool;
break;
- case LLDrawPool::POOL_WATEREXCLUSION:
- poolp = mWaterExclusionPool;
- break;
-
default:
llassert(0);
LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL;
@@ -4101,8 +4083,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
#endif
}
-// Render all of our geometry that's required after our deferred pass.
-// This is gonna be stuff like alpha, water, etc.
void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
@@ -4121,10 +4101,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
bool done_water_haze = done_atmospherics;
- bool done_water_exclusion = false;
-
- // do water exclusion just before water pass.
- U32 water_exclusion_pass = LLDrawPool::POOL_WATEREXCLUSION;
// do atmospheric haze just before post water alpha
U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
@@ -4163,12 +4139,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
cur_type = poolp->getType();
- if (cur_type >= water_exclusion_pass && !done_water_exclusion)
- { // do water exclusion against depth buffer before rendering alpha
- doWaterExclusionMask();
- done_water_exclusion = true;
- }
-
if (cur_type >= atmospherics_pass && !done_atmospherics)
{ // do atmospherics against depth buffer before rendering alpha
doAtmospherics();
@@ -5284,17 +5254,6 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
}
break;
- case LLDrawPool::POOL_WATEREXCLUSION:
- if (mWaterExclusionPool)
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water Exclusion Pool" << LL_ENDL;
- }
- else
- {
- mWaterExclusionPool = new_poolp;
- }
- break;
default:
llassert(0);
@@ -5417,11 +5376,6 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
mPBRAlphaMaskPool = NULL;
break;
- case LLDrawPool::POOL_WATEREXCLUSION:
- llassert(poolp == mWaterExclusionPool);
- mWaterExclusionPool = nullptr;
- break;
-
default:
llassert(0);
LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
@@ -8923,7 +8877,6 @@ void LLPipeline::renderDeferredLighting()
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_WATEREXCLUSION,
END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
@@ -9062,8 +9015,6 @@ void LLPipeline::doWaterHaze()
static LLStaticHashedString above_water_str("above_water");
haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
- haze_shader.bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &mWaterExclusionMask);
-
if (LLPipeline::sUnderWaterRender)
{
LLGLDepthTest depth(GL_FALSE);
@@ -9094,17 +9045,6 @@ void LLPipeline::doWaterHaze()
}
}
-void LLPipeline::doWaterExclusionMask()
-{
- mWaterExclusionMask.bindTarget();
- glClearColor(1, 1, 1, 1);
- mWaterExclusionMask.clear();
- mWaterExclusionPool->render();
-
- mWaterExclusionMask.flush();
- glClearColor(0, 0, 0, 0);
-}
-
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum
diff --git a/indra/newview/skins/default/xui/en/widgets/tab_container.xml b/indra/newview/skins/default/xui/en/widgets/tab_container.xml
index 22955fe73d..f565161794 100644
--- a/indra/newview/skins/default/xui/en/widgets/tab_container.xml
+++ b/indra/newview/skins/default/xui/en/widgets/tab_container.xml
@@ -10,7 +10,7 @@ label_pad_left - padding to the left of tab button labels
use_custom_icon_ctrl="false"
halign="center"
font="SansSerifSmall"
- tab_height="21"
+ tab_height="22"
label_pad_bottom="1"
label_pad_left="4">
<!--