SL-20606: Make push GLTF single batch static
parent
ae3990e24f
commit
7c2c49dd26
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@ -746,6 +746,7 @@ void LLRenderPass::pushUntexturedGLTFBatches(U32 type)
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}
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}
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// static
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void LLRenderPass::pushGLTFBatch(LLDrawInfo& params)
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{
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auto& mat = params.mGLTFMaterial;
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@ -764,6 +765,7 @@ void LLRenderPass::pushGLTFBatch(LLDrawInfo& params)
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teardown_texture_matrix(params);
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}
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// static
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void LLRenderPass::pushUntexturedGLTFBatch(LLDrawInfo& params)
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{
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auto& mat = params.mGLTFMaterial;
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@ -825,6 +827,7 @@ void LLRenderPass::pushUntexturedRiggedGLTFBatches(U32 type)
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}
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// static
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void LLRenderPass::pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId)
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{
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if (params.mAvatar.notNull() && (lastAvatar != params.mAvatar || lastMeshId != params.mSkinInfo->mHash))
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@ -837,6 +840,7 @@ void LLRenderPass::pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvat
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pushGLTFBatch(params);
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}
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// static
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void LLRenderPass::pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId)
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{
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if (params.mAvatar.notNull() && (lastAvatar != params.mAvatar || lastMeshId != params.mSkinInfo->mHash))
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@ -372,10 +372,10 @@ public:
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void pushUntexturedRiggedGLTFBatches(U32 type);
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// push a single GLTF draw call
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void pushGLTFBatch(LLDrawInfo& params);
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void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
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void pushUntexturedGLTFBatch(LLDrawInfo& params);
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void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
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static void pushGLTFBatch(LLDrawInfo& params);
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static void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
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static void pushUntexturedGLTFBatch(LLDrawInfo& params);
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static void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
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void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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@ -6536,7 +6536,7 @@ void LLPipeline::renderAlphaObjects(bool rigged)
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LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
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LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
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LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
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mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId);
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LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId);
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}
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else
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{
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@ -6562,7 +6562,7 @@ void LLPipeline::renderAlphaObjects(bool rigged)
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LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
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LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
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LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
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mSimplePool->pushGLTFBatch(*pparams);
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LLRenderPass::pushGLTFBatch(*pparams);
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}
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else
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{
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