Merge pull request #97 from secondlife/brad/DRTVWR-559
brad/drtvwr-559 mac shader and assert fixesmaster
commit
3947bd13fd
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@ -1408,8 +1408,11 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
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LL_PROFILE_ZONE_NUM(height);
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free_cur_tex_image();
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#if 0
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glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels);
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#if LL_DARWIN
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{
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LL_PROFILE_ZONE_NAMED("glTexImage2D alloc");
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glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels);
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}
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#else
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// break up calls to a manageable size for the GL command buffer
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{
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@ -1363,7 +1363,7 @@ void LLVertexBuffer::setBuffer()
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U32 data_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
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// this Vertex Buffer must provide all necessary attributes for currently bound shader
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llassert(((~data_mask & mTypeMask) > 0) || (mTypeMask == data_mask));
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llassert((data_mask & mTypeMask) == data_mask);
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if (sGLRenderBuffer != mGLBuffer)
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{
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@ -41,7 +41,7 @@ void main()
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{
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vec3 col = vec3(0,0,0);
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float w[] = { 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 };
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float w[9] = float[9]( 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 );
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for (int i = 0; i < 9; ++i)
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{
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@ -26,15 +26,12 @@
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uniform mat4 modelview_projection_matrix;
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in vec3 position;
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in vec4 diffuse_color;
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out vec4 vertex_color;
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out vec2 vary_texcoord0;
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void main()
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{
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = position.xy*0.5+0.5;
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vertex_color = diffuse_color;
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}
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@ -71,6 +71,7 @@ RenderGLMultiThreaded 1 0
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RenderReflectionsEnabled 1 1
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RenderReflectionProbeDetail 1 2
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RenderScreenSpaceReflections 1 1
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RenderReflectionProbeCount 1 8
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//
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// Low Graphics Settings
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