DRTVWR-440, another whitespace only (detabify) to test TeamCity triggers

meow-7.2.2
Dave Houlton 2020-01-23 13:30:14 -07:00
parent 16699fe8a5
commit 3e44cb06df
1 changed files with 145 additions and 145 deletions

View File

@ -392,84 +392,84 @@ S32 LLViewerShaderMgr::getShaderLevel(S32 type)
void LLViewerShaderMgr::setShaders()
{
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
//NEVER use more than 16 texture channels (work around for prevalent driver bug)
LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
//NEVER use more than 16 texture channels (work around for prevalent driver bug)
LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
if (gGLManager.mGLSLVersionMajor < 1 ||
(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
LLGLSLShader::sIndexedTextureChannels = 1;
}
if (gGLManager.mGLSLVersionMajor < 1 ||
(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
LLGLSLShader::sIndexedTextureChannels = 1;
}
reentrance = true;
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);
// Make sure the compiled shader map is cleared before we recompile shaders.
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);
// Make sure the compiled shader map is cleared before we recompile shaders.
mVertexShaderObjects.clear();
mFragmentShaderObjects.clear();
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
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;
}
//hack to reset buffers that change behavior with shaders
gPipeline.resetVertexBuffers();
if (gSavedSettings.getBOOL("VertexShaderEnable"))
{
LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
LLPipeline::updateRenderDeferred();
}
else
{
LLPipeline::sRenderGlow = FALSE;
LLPipeline::sWaterReflections = FALSE;
}
//hack to reset buffers that change behavior with shaders
gPipeline.resetVertexBuffers();
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_WAIT);
}
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_WAIT);
}
// Lighting
gPipeline.setLightingDetail(-1);
// Lighting
gPipeline.setLightingDetail(-1);
// Shaders
LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
// Shaders
LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
for (S32 i = 0; i < SHADER_COUNT; i++)
{
mShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
for (S32 i = 0; i < SHADER_COUNT; i++)
{
mShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
&& (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
&& gSavedSettings.getBOOL("VertexShaderEnable"))
LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
&& (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
&& gSavedSettings.getBOOL("VertexShaderEnable"))
{
bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
@ -477,24 +477,24 @@ void LLViewerShaderMgr::setShaders()
bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
//using shaders, disable fixed function
LLGLSLShader::sNoFixedFunction = true;
//using shaders, disable fixed function
LLGLSLShader::sNoFixedFunction = true;
S32 light_class = 3;
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;
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;
}
static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
if (!use_transform_feedback)
{
transform_class = 0;
}
if (useRenderDeferred)
{
@ -527,55 +527,55 @@ void LLViewerShaderMgr::setShaders()
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;
// 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)
{
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;
if (loaded)
{
gPipeline.mVertexShadersEnabled = TRUE;
gPipeline.mVertexShadersLoaded = 1;
// Load all shaders to set max levels
loaded = loadShadersEnvironment();
// Load all shaders to set max levels
loaded = loadShadersEnvironment();
if (loaded)
{
LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
llassert(loaded);
}
if (loaded)
{
LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
llassert(loaded);
}
if (loaded)
{
loaded = loadShadersWater();
if (loaded)
{
loaded = loadShadersWater();
if (loaded)
{
LL_INFOS() << "Loaded water shaders." << LL_ENDL;
@ -585,10 +585,10 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
llassert(loaded);
}
}
}
if (loaded)
{
if (loaded)
{
loaded = loadShadersWindLight();
if (loaded)
{
@ -599,10 +599,10 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
llassert(loaded);
}
}
}
if (loaded)
{
if (loaded)
{
loaded = loadShadersEffects();
if (loaded)
{
@ -613,25 +613,25 @@ void LLViewerShaderMgr::setShaders()
LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
llassert(loaded);
}
}
}
if (loaded)
{
loaded = loadShadersInterface();
if (loaded)
{
LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
llassert(loaded);
}
}
if (loaded)
{
loaded = loadShadersInterface();
if (loaded)
{
LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
}
else
{
LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
llassert(loaded);
}
}
if (loaded)
if (loaded)
{
{
loaded = loadTransformShaders();
if (loaded)
{
@ -767,7 +767,7 @@ void LLViewerShaderMgr::setShaders()
}
gPipeline.createGLBuffers();
reentrance = false;
reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()