From 51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 19 May 2011 20:38:39 -0500 Subject: SH-469 WIP -- get rid of LLMultiSampleBuffer and use GL_ARB_texture_multisample instead. --- indra/llrender/llgl.h | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'indra/llrender/llgl.h') diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3d002fd8c4..7484196db5 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -83,8 +83,9 @@ public: BOOL mHasMipMapGeneration; BOOL mHasCompressedTextures; BOOL mHasFramebufferObject; + S32 mMaxSamples; BOOL mHasBlendFuncSeparate; - + // ARB Extensions BOOL mHasVertexBufferObject; BOOL mHasPBuffer; @@ -97,6 +98,11 @@ public: BOOL mHasDrawBuffers; BOOL mHasDepthClamp; BOOL mHasTextureRectangle; + BOOL mHasTextureMultisample; + S32 mMaxSampleMaskWords; + S32 mMaxColorTextureSamples; + S32 mMaxDepthTextureSamples; + S32 mMaxIntegerSamples; // Other extensions. BOOL mHasAnisotropic; -- cgit v1.2.3 From 9eea451a82379a61fa4a6cc2a55274e06cecbd58 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 25 May 2011 15:51:15 -0500 Subject: SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets. --- indra/llrender/llgl.h | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/llrender/llgl.h') diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3719b25557..420922cf06 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -145,6 +145,7 @@ public: void printGLInfoString(); void getGLInfo(LLSD& info); + U32 getNumFBOFSAASamples(U32 desired_samples = 32); // In ALL CAPS std::string mGLVendor; std::string mGLVendorShort; -- cgit v1.2.3