FIRE-21231: Backed out changeset 14adb7eddc14
parent
4d186f6af5
commit
94fb8836bf
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@ -989,10 +989,8 @@ void LLGLManager::initExtensions()
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mHasSync = ExtensionExists("GL_ARB_sync", gGLHExts.mSysExts);
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mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts);
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mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range", gGLHExts.mSysExts);
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// <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
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//mHasDepthClamp = FALSE;
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// </FS>
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//mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
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mHasDepthClamp = FALSE;
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// mask out FBO support when packed_depth_stencil isn't there 'cause we need it for LLRenderTarget -Brad
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#ifdef GL_ARB_framebuffer_object
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mHasFramebufferObject = ExtensionExists("GL_ARB_framebuffer_object", gGLHExts.mSysExts);
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@ -33,9 +33,7 @@ uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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#if !DEPTH_CLAMP // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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VARYING vec4 post_pos;
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#endif // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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VARYING vec2 vary_texcoord0;
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void main()
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@ -49,7 +47,5 @@ void main()
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frag_color = vec4(1,1,1,1);
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#if !DEPTH_CLAMP // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
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#endif // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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}
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@ -29,9 +29,7 @@ uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec2 texcoord0;
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#if !DEPTH_CLAMP // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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VARYING vec4 post_pos;
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#endif // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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VARYING vec2 vary_texcoord0;
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void main()
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@ -39,15 +37,9 @@ void main()
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//transform vertex
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vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
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#if !DEPTH_CLAMP // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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post_pos = pos;
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gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
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// <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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#else
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gl_Position = pos;
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#endif
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// </FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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}
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@ -1413,7 +1413,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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gDeferredTreeShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
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}
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@ -1815,7 +1814,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
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success = gDeferredShadowProgram.createShader(NULL, NULL);
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}
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@ -1825,7 +1824,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowCubeProgram.mShaderFiles.clear();
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gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
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gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
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}
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@ -1837,7 +1836,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
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gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
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gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
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}
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@ -1849,7 +1848,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAvatarShadowProgram.mShaderFiles.clear();
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gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
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gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
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}
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@ -1861,7 +1860,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAttachmentShadowProgram.mShaderFiles.clear();
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gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
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gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
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}
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@ -10306,7 +10306,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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LLGLEnable cull(GL_CULL_FACE);
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//enable depth clamping if available
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LLGLEnable depth_clamp(/*gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP :*/ 0); // <FS> Fix void and region water flickr by Drake Arconis (Alchemy viewer)
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LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
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if (use_shader)
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{
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