Remove dead texunit colorspace conversion code
parent
8759edd575
commit
3a73748929
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@ -1087,17 +1087,17 @@ void LLGLSLShader::unbind(void)
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sCurBoundShaderPtr = NULL;
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}
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S32 LLGLSLShader::bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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S32 LLGLSLShader::bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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S32 channel = 0;
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channel = getUniformLocation(uniform);
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return bindTexture(channel, texture, mode, colorspace);
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return bindTexture(channel, texture, mode);
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}
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S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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@ -1113,7 +1113,6 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextu
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if (uniform > -1)
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{
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gGL.getTexUnit(uniform)->bindFast(texture);
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gGL.getTexUnit(uniform)->setTextureColorSpace(colorspace);
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}
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return uniform;
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@ -1194,7 +1193,7 @@ S32 LLGLSLShader::getTextureChannel(S32 uniform) const
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return mTexture[uniform];
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}
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S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
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S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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@ -1211,12 +1210,11 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex
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{
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gGL.getTexUnit(index)->activate();
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gGL.getTexUnit(index)->enable(mode);
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gGL.getTexUnit(index)->setTextureColorSpace(space);
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}
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return index;
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}
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S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
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S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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@ -1229,7 +1227,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe
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S32 index = mTexture[uniform];
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if (index != -1 && gGL.getTexUnit(index)->getCurrType() != LLTexUnit::TT_NONE)
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{
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if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode && gGL.getTexUnit(index)->getCurrColorSpace() != space)
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if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
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{
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if (gDebugSession)
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{
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@ -249,16 +249,16 @@ public:
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//if given texture uniform is active in the shader,
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//the corresponding channel will be active upon return
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//returns channel texture is enabled in from [0-MAX)
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S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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// get the texture channel of the given uniform, or -1 if uniform is not used as a texture
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S32 getTextureChannel(S32 uniform) const;
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// bindTexture returns the texture unit we've bound the texture to.
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// You can reuse the return value to unbind a texture when required.
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S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR);
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S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0);
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S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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@ -115,7 +115,7 @@ static const GLenum sGLBlendFactor[] =
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LLTexUnit::LLTexUnit(S32 index)
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: mCurrTexType(TT_NONE),
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mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), mTexColorSpace(TCS_LINEAR),
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mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0),
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mHasMipMaps(false),
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mIndex(index)
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{
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@ -145,8 +145,6 @@ void LLTexUnit::refreshState(void)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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setTextureColorSpace(mTexColorSpace);
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}
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void LLTexUnit::activate(void)
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@ -241,7 +239,6 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
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setTextureAddressMode(gl_tex->mAddressMode);
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setTextureFilteringOption(gl_tex->mFilterOption);
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}
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setTextureColorSpace(mTexColorSpace);
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}
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}
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else
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@ -318,7 +315,6 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32
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setTextureFilteringOption(texture->mFilterOption);
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stop_glerror();
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}
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setTextureColorSpace(mTexColorSpace);
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}
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stop_glerror();
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@ -354,7 +350,6 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
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setTextureAddressMode(cubeMap->mImages[0]->mAddressMode);
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setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption);
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}
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setTextureColorSpace(mTexColorSpace);
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return true;
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}
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else
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@ -403,7 +398,6 @@ bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
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mCurrTexture = texture;
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glBindTexture(sGLTextureType[type], texture);
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mHasMipMaps = hasMips;
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setTextureColorSpace(mTexColorSpace);
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}
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return true;
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}
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@ -424,8 +418,6 @@ void LLTexUnit::unbind(eTextureType type)
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{
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mCurrTexture = 0;
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// Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping".
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mTexColorSpace = TCS_LINEAR;
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if (type == LLTexUnit::TT_TEXTURE)
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{
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glBindTexture(sGLTextureType[type], sWhiteTexture);
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@ -447,8 +439,6 @@ void LLTexUnit::unbindFast(eTextureType type)
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{
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mCurrTexture = 0;
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// Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping".
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mTexColorSpace = TCS_LINEAR;
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if (type == LLTexUnit::TT_TEXTURE)
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{
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glBindTexture(sGLTextureType[type], sWhiteTexture);
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@ -642,11 +632,6 @@ void LLTexUnit::debugTextureUnit(void)
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}
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}
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void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
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{
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mTexColorSpace = space;
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}
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LLLightState::LLLightState(S32 index)
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: mIndex(index),
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mEnabled(false),
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@ -1634,6 +1619,7 @@ void LLRender::flush()
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{
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HBXXH64 hash;
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U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
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{
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@ -219,17 +219,12 @@ public:
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void setHasMipMaps(bool hasMips) { mHasMipMaps = hasMips; }
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void setTextureColorSpace(eTextureColorSpace space);
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eTextureColorSpace getCurrColorSpace() { return mTexColorSpace; }
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protected:
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friend class LLRender;
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S32 mIndex;
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U32 mCurrTexture;
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eTextureType mCurrTexType;
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eTextureColorSpace mTexColorSpace;
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S32 mCurrColorScale;
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S32 mCurrAlphaScale;
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bool mHasMipMaps;
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@ -509,7 +509,6 @@ void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilt
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}
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gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);
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gGL.getTexUnit(channel)->setTextureColorSpace(isSRGB ? LLTexUnit::TCS_SRGB : LLTexUnit::TCS_LINEAR);
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}
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void LLRenderTarget::flush()
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