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-rw-r--r--indra/newview/llfloaterpreference.cpp21
-rw-r--r--indra/newview/llviewercontrol.cpp1
-rw-r--r--indra/newview/llviewershadermgr.cpp436
-rw-r--r--indra/newview/pipeline.cpp4
-rw-r--r--indra/newview/pipeline.h1
5 files changed, 211 insertions, 252 deletions
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index d11e5e44d2..093753c967 100644
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -1339,9 +1339,7 @@ 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);
@@ -1365,15 +1363,14 @@ 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);
- }
+ if (gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
+ {
+ ctrl_avatar_cloth->setEnabled(FALSE);
+ }
+ else
+ {
+ ctrl_avatar_cloth->setEnabled(TRUE);
+ }
// Vertex Shaders, Global Shader Enable
// SL-12594 Basic shaders are always enabled. DJH TODO clean up now-orphaned state handling code
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index e2da4f63fb..c65431d6f6 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -622,7 +622,6 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
- gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleWindowResized, _2));
gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 5628f257c5..f6f4ac54d4 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -414,14 +414,6 @@ void LLViewerShaderMgr::setShaders()
reentrance = true;
- if (LLRender::sGLCoreProfile)
- {
- if (!gSavedSettings.getBOOL("VertexShaderEnable"))
- { //vertex shaders MUST be enabled to use core profile
- gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
- }
- }
-
//setup preprocessor definitions
LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
@@ -432,17 +424,9 @@ void LLViewerShaderMgr::setShaders()
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- {
- LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
- LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
- LLPipeline::updateRenderDeferred();
- }
- else
- {
- LLPipeline::sRenderGlow = FALSE;
- LLPipeline::sWaterReflections = FALSE;
- }
+ LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
+ LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
+ LLPipeline::updateRenderDeferred();
//hack to reset buffers that change behavior with shaders
gPipeline.resetVertexBuffers();
@@ -467,283 +451,267 @@ void LLViewerShaderMgr::setShaders()
LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
- if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
- && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
- && gSavedSettings.getBOOL("VertexShaderEnable"))
+
+ llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10));
+
+ bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
+ bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+ bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
+ bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
+
+ //using shaders, disable fixed function
+ LLGLSLShader::sNoFixedFunction = true;
+
+ S32 light_class = 3;
+ S32 interface_class = 2;
+ S32 env_class = 2;
+ S32 obj_class = 2;
+ S32 effect_class = 2;
+ S32 wl_class = 1;
+ S32 water_class = 2;
+ S32 deferred_class = 0;
+ S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
+
+ static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
+ if (!use_transform_feedback)
{
- bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
- bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
- bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
- bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
-
- //using shaders, disable fixed function
- LLGLSLShader::sNoFixedFunction = true;
-
- S32 light_class = 3;
- S32 interface_class = 2;
- S32 env_class = 2;
- S32 obj_class = 2;
- S32 effect_class = 2;
- S32 wl_class = 1;
- S32 water_class = 2;
- S32 deferred_class = 0;
- S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
-
- static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
- if (!use_transform_feedback)
- {
- transform_class = 0;
- }
+ transform_class = 0;
+ }
- if (useRenderDeferred)
- {
- //shadows
- switch (shadow_detail)
- {
- case 1:
- deferred_class = 2; // PCF shadows
- break;
-
- case 2:
- deferred_class = 2; // PCF shadows
- break;
-
- case 0:
- default:
- deferred_class = 1; // no shadows
- break;
- }
+ if (useRenderDeferred)
+ {
+ //shadows
+ switch (shadow_detail)
+ {
+ case 1:
+ deferred_class = 2; // PCF shadows
+ break;
+
+ case 2:
+ deferred_class = 2; // PCF shadows
+ break;
+
+ case 0:
+ default:
+ deferred_class = 1; // no shadows
+ break;
}
+ }
- if (doingWindLight)
- {
- // user has disabled WindLight in their settings, downgrade
- // windlight shaders to stub versions.
- wl_class = 2;
- }
- else
- {
- light_class = 2;
- }
+ if (doingWindLight)
+ {
+ // user has disabled WindLight in their settings, downgrade
+ // windlight shaders to stub versions.
+ wl_class = 2;
+ }
+ else
+ {
+ light_class = 2;
+ }
- // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
- if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
- {
- gSky.mVOSkyp->forceSkyUpdate();
- }
+ // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
+ if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
+ {
+ gSky.mVOSkyp->forceSkyUpdate();
+ }
+
+ // Load lighting shaders
+ mShaderLevel[SHADER_LIGHTING] = light_class;
+ mShaderLevel[SHADER_INTERFACE] = interface_class;
+ mShaderLevel[SHADER_ENVIRONMENT] = env_class;
+ mShaderLevel[SHADER_WATER] = water_class;
+ mShaderLevel[SHADER_OBJECT] = obj_class;
+ mShaderLevel[SHADER_EFFECT] = effect_class;
+ mShaderLevel[SHADER_WINDLIGHT] = wl_class;
+ mShaderLevel[SHADER_DEFERRED] = deferred_class;
+ mShaderLevel[SHADER_TRANSFORM] = transform_class;
+
+ BOOL loaded = loadBasicShaders();
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+
+ if (loaded)
+ {
+ gPipeline.mVertexShadersEnabled = TRUE;
+ gPipeline.mVertexShadersLoaded = 1;
+
+ // Load all shaders to set max levels
+ loaded = loadShadersEnvironment();
- // Load lighting shaders
- mShaderLevel[SHADER_LIGHTING] = light_class;
- mShaderLevel[SHADER_INTERFACE] = interface_class;
- mShaderLevel[SHADER_ENVIRONMENT] = env_class;
- mShaderLevel[SHADER_WATER] = water_class;
- mShaderLevel[SHADER_OBJECT] = obj_class;
- mShaderLevel[SHADER_EFFECT] = effect_class;
- mShaderLevel[SHADER_WINDLIGHT] = wl_class;
- mShaderLevel[SHADER_DEFERRED] = deferred_class;
- mShaderLevel[SHADER_TRANSFORM] = transform_class;
-
- BOOL loaded = loadBasicShaders();
if (loaded)
{
- LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
+ LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
}
else
{
- LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+ LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
llassert(loaded);
}
if (loaded)
{
- gPipeline.mVertexShadersEnabled = TRUE;
- gPipeline.mVertexShadersLoaded = 1;
-
- // Load all shaders to set max levels
- loaded = loadShadersEnvironment();
-
+ loaded = loadShadersWater();
if (loaded)
{
- LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+ LL_INFOS() << "Loaded water shaders." << LL_ENDL;
}
else
{
- LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+ LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersWindLight();
if (loaded)
{
- loaded = loadShadersWater();
- if (loaded)
- {
- LL_INFOS() << "Loaded water shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded windlight shaders." << LL_ENDL;
}
-
- if (loaded)
+ else
{
- loaded = loadShadersWindLight();
- if (loaded)
- {
- LL_INFOS() << "Loaded windlight shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersEffects();
if (loaded)
{
- loaded = loadShadersEffects();
- if (loaded)
- {
- LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
}
-
- if (loaded)
+ else
{
- loaded = loadShadersInterface();
- if (loaded)
- {
- LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersInterface();
if (loaded)
-
{
- loaded = loadTransformShaders();
- if (loaded)
- {
- LL_INFOS() << "Loaded transform shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+
+ if (loaded)
+ {
+ loaded = loadTransformShaders();
if (loaded)
{
- // Load max avatar shaders to set the max level
- mShaderLevel[SHADER_AVATAR] = 3;
- mMaxAvatarShaderLevel = 3;
+ LL_INFOS() << "Loaded transform shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+ }
+
+ if (loaded)
+ {
+ // Load max avatar shaders to set the max level
+ mShaderLevel[SHADER_AVATAR] = 3;
+ mMaxAvatarShaderLevel = 3;
- if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
- { //hardware skinning is enabled and rigged attachment shaders loaded correctly
- BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
+ if (gSavedSettings.getBOOL("RenderAvatarVP") && 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;
+ // cloth is a class3 shader
+ S32 avatar_class = avatar_cloth ? 3 : 1;
- // Set the actual level
- mShaderLevel[SHADER_AVATAR] = avatar_class;
+ // Set the actual level
+ mShaderLevel[SHADER_AVATAR] = avatar_class;
- loaded = loadShadersAvatar();
- llassert(loaded);
+ loaded = loadShadersAvatar();
+ llassert(loaded);
- if (mShaderLevel[SHADER_AVATAR] != avatar_class)
+ if (mShaderLevel[SHADER_AVATAR] != avatar_class)
+ {
+ if (mShaderLevel[SHADER_AVATAR] == 0)
{
- if (mShaderLevel[SHADER_AVATAR] == 0)
- {
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
- }
- if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
- {
- avatar_cloth = true;
- }
- else
- {
- avatar_cloth = false;
- }
- gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
+ gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
- }
- else
- { //hardware skinning not possible, neither is deferred rendering
- mShaderLevel[SHADER_AVATAR] = 0;
- mShaderLevel[SHADER_DEFERRED] = 0;
-
- if (gSavedSettings.getBOOL("RenderAvatarVP"))
+ if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
{
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+ avatar_cloth = true;
}
-
- loadShadersAvatar(); // unloads
-
- loaded = loadShadersObject();
- llassert(loaded);
+ 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;
- 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;
+ if (gSavedSettings.getBOOL("RenderAvatarVP"))
+ {
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- { //disable shaders outright and try again
- gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
- LL_WARNS() << "Falling back to no vertex shaders." << LL_ENDL;
- reentrance = false;
- setShaders();
- return;
- }
- }
+ loadShadersAvatar(); // unloads
- llassert(loaded);
+ loaded = loadShadersObject();
+ 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;
+ 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;
}
- }
- else
- {
- LLGLSLShader::sNoFixedFunction = false;
- gPipeline.mVertexShadersEnabled = FALSE;
- gPipeline.mVertexShadersLoaded = 0;
- mShaderLevel[SHADER_LIGHTING] = 0;
- mShaderLevel[SHADER_INTERFACE] = 0;
- mShaderLevel[SHADER_ENVIRONMENT] = 0;
- mShaderLevel[SHADER_WATER] = 0;
- mShaderLevel[SHADER_OBJECT] = 0;
- mShaderLevel[SHADER_EFFECT] = 0;
- mShaderLevel[SHADER_WINDLIGHT] = 0;
- mShaderLevel[SHADER_AVATAR] = 0;
+
+ if (gSavedSettings.getBOOL("VertexShaderEnable"))
+ { //disable shaders outright and try again
+ gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
+ LL_WARNS() << "Falling back to no vertex 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;
}
}
else
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 349f2a761c..d6ff9bd548 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -133,7 +133,6 @@ bool gShiftFrame = false;
//cached settings
bool LLPipeline::RenderAvatarVP;
-bool LLPipeline::VertexShaderEnable;
bool LLPipeline::WindLightUseAtmosShaders;
bool LLPipeline::RenderDeferred;
F32 LLPipeline::RenderDeferredSunWash;
@@ -531,7 +530,6 @@ void LLPipeline::init()
connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors");
connectRefreshCachedSettingsSafe("RenderDelayVBUpdate");
connectRefreshCachedSettingsSafe("UseOcclusion");
- connectRefreshCachedSettingsSafe("VertexShaderEnable");
connectRefreshCachedSettingsSafe("RenderAvatarVP");
connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
connectRefreshCachedSettingsSafe("RenderDeferred");
@@ -1057,7 +1055,6 @@ void LLPipeline::updateRenderDeferred()
LLRenderTarget::sUseFBO &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
LLPipeline::sRenderBump &&
- VertexShaderEnable &&
RenderAvatarVP &&
WindLightUseAtmosShaders)) &&
!gUseWireframe;
@@ -1086,7 +1083,6 @@ void LLPipeline::refreshCachedSettings()
&& gSavedSettings.getBOOL("UseOcclusion")
&& gGLManager.mHasOcclusionQuery) ? 2 : 0;
- VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable");
RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index e75a09d753..68ce3fe88d 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -880,7 +880,6 @@ public:
//cached settings
static bool WindLightUseAtmosShaders;
- static bool VertexShaderEnable;
static bool RenderAvatarVP;
static bool RenderDeferred;
static F32 RenderDeferredSunWash;