Get fix for MAINT-3338
commit
6b9972be57
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@ -364,35 +364,55 @@ void LLRenderTarget::release()
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sBytesAllocated -= mResX*mResY*4;
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}
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else if (mUseDepth && mFBO)
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{ //detach shared depth buffer
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else if (mFBO)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (mStencil)
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{ //attached as a renderbuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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mStencil = false;
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if (mUseDepth)
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{ //detach shared depth buffer
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if (mStencil)
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{ //attached as a renderbuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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mStencil = false;
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}
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else
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{ //attached as a texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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}
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mUseDepth = false;
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}
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else
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{ //attached as a texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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}
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// Detach any extra color buffers (e.g. SRGB spec buffers)
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//
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if (mFBO && (mTex.size() > 1))
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{
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S32 z;
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for (z = mTex.size() - 1; z >= 1; z--)
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{
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sBytesAllocated -= mResX*mResY*4;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+z, LLTexUnit::getInternalType(mUsage), 0, 0);
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stop_glerror();
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LLImageGL::deleteTextures(1, &mTex[z]);
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}
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mUseDepth = false;
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}
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if (mFBO)
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{
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glDeleteFramebuffers(1, (GLuint *) &mFBO);
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stop_glerror();
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mFBO = 0;
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}
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if (mTex.size() > 0)
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{
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sBytesAllocated -= mResX*mResY*4*mTex.size();
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LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
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sBytesAllocated -= mResX*mResY*4;
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LLImageGL::deleteTextures(1, &mTex[0]);
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}
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mTex.clear();
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mInternalFormat.clear();
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}
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mResX = mResY = 0;
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@ -382,9 +382,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
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bool is_particle_or_hud_particle = group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
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|| group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
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bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
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// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
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!is_particle_or_hud_particle;
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bool draw_glow_for_this_partition = mVertexShaderLevel > 0; // no shaders = no glow.
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static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group");
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LLFastTimer t(FTM_RENDER_ALPHA_GROUP_LOOP);
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