Remove some unnecessary irradiance map bits, also fix the leak.

DRTVWR-583
master
Jonathan "Geenz" Goodman 2023-09-20 14:57:25 -07:00
parent 4192cfc1ea
commit 3ff3e1a353
2 changed files with 3 additions and 12 deletions

View File

@ -300,12 +300,9 @@ void LLHeroProbeManager::updateProbeFace(LLReflectionMap* probe, U32 face)
{
LL_PROFILE_GPU_ZONE("probe mip copy");
mTexture->bind(0);
//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, sourceIdx * 6 + face, 0, 0, res, res);
//if (i == 0)
//{
//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
//}
mTexture->unbind();
}
mMipChain[i].flush();
@ -458,7 +455,7 @@ void LLHeroProbeManager::renderDebug()
void LLHeroProbeManager::initReflectionMaps()
{
U32 count = LL_MAX_REFLECTION_PROBE_COUNT;
U32 count = LL_MAX_HERO_PROBE_COUNT;
if (mTexture.isNull() || mReflectionProbeCount != count || mReset)
{
@ -472,9 +469,6 @@ void LLHeroProbeManager::initReflectionMaps()
// store mReflectionProbeCount+2 cube maps, final two cube maps are used for render target and radiance map generation source)
mTexture->allocate(mProbeResolution, 3, mReflectionProbeCount + 2);
mIrradianceMaps = new LLCubeMapArray();
mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE);
if (mDefaultProbe.isNull())
{
llassert(mProbes.empty()); // default probe MUST be the first probe created

View File

@ -94,9 +94,6 @@ private:
// vertex buffer for pushing verts to filter shaders
LLPointer<LLVertexBuffer> mVertexBuffer;
// storage for reflection probe irradiance maps
LLPointer<LLCubeMapArray> mIrradianceMaps;
// update the specified face of the specified probe
void updateProbeFace(LLReflectionMap* probe, U32 face);