SL-16606: Add profiler category SHADER
parent
206a8bb30f
commit
97552d2e75
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@ -207,7 +207,7 @@ void LLGLSLShader::dumpStats()
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//static
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void LLGLSLShader::startProfile()
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (sProfileEnabled && sCurBoundShaderPtr)
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{
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sCurBoundShaderPtr->placeProfileQuery();
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@ -218,7 +218,7 @@ void LLGLSLShader::startProfile()
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//static
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void LLGLSLShader::stopProfile(U32 count, U32 mode)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (sProfileEnabled && sCurBoundShaderPtr)
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{
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sCurBoundShaderPtr->readProfileQuery(count, mode);
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@ -385,7 +385,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
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U32 varying_count,
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const char** varyings)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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unloadInternal();
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@ -591,7 +591,7 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
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BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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//before linking, make sure reserved attributes always have consistent locations
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for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
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@ -654,7 +654,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
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void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (index == -1)
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{
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@ -777,7 +777,7 @@ void LLGLSLShader::removePermutation(std::string name)
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GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||
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type == GL_SAMPLER_2D_MULTISAMPLE)
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@ -791,7 +791,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
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BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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BOOL res = TRUE;
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@ -936,7 +936,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
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BOOL LLGLSLShader::link(BOOL suppress_errors)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
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@ -950,7 +950,7 @@ BOOL LLGLSLShader::link(BOOL suppress_errors)
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void LLGLSLShader::bind()
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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gGL.flush();
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@ -984,7 +984,7 @@ void LLGLSLShader::bind(bool rigged)
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void LLGLSLShader::unbind()
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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gGL.flush();
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stop_glerror();
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@ -997,7 +997,7 @@ void LLGLSLShader::unbind()
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void LLGLSLShader::bindNoShader(void)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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LLVertexBuffer::unbind();
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glUseProgramObjectARB(0);
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@ -1007,7 +1007,7 @@ void LLGLSLShader::bindNoShader(void)
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S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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S32 channel = 0;
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channel = getUniformLocation(uniform);
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@ -1017,7 +1017,7 @@ S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LL
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S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (uniform < 0 || uniform >= (S32)mTexture.size())
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{
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@ -1038,7 +1038,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu
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S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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S32 channel = 0;
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channel = getUniformLocation(uniform);
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@ -1048,7 +1048,7 @@ S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureT
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S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (uniform < 0 || uniform >= (S32)mTexture.size())
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{
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@ -1068,7 +1068,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
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S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (uniform < 0 || uniform >= (S32)mTexture.size())
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{
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@ -1087,7 +1087,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex
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S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (uniform < 0 || uniform >= (S32)mTexture.size())
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{
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@ -1116,7 +1116,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe
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void LLGLSLShader::uniform1i(U32 index, GLint x)
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{
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LL_PROFILE_ZONE_SCOPED
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER
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if (mProgramObject)
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{
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if (mUniform.size() <= index)
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@ -1139,7 +1139,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x)
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void LLGLSLShader::uniform1f(U32 index, GLfloat x)
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{
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LL_PROFILE_ZONE_SCOPED
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER
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if (mProgramObject)
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{
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if (mUniform.size() <= index)
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@ -1337,7 +1337,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
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LLVector4 vec(v[0],v[1],v[2],v[3]);
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if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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glUniform4fvARB(mUniform[index], count, v);
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mValue[mUniform[index]] = vec;
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}
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@ -1381,7 +1381,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c
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void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (mProgramObject)
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{
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@ -1417,7 +1417,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
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GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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GLint ret = -1;
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if (mProgramObject)
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@ -1443,7 +1443,7 @@ GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)
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GLint LLGLSLShader::getUniformLocation(U32 index)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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GLint ret = -1;
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if (mProgramObject)
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@ -1461,7 +1461,7 @@ GLint LLGLSLShader::getUniformLocation(U32 index)
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GLint LLGLSLShader::getAttribLocation(U32 attrib)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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if (attrib < mAttribute.size())
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{
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@ -1613,7 +1613,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co
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const auto& iter = mValue.find(location);
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if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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glUniform4fvARB(location, count, v);
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mValue[location] = vec;
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}
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@ -1657,7 +1657,7 @@ void LLGLSLShader::setMinimumAlpha(F32 minimum)
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void LLShaderUniforms::apply(LLGLSLShader* shader)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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for (auto& uniform : mIntegers)
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{
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shader->uniform1i(uniform.mUniform, uniform.mValue);
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@ -1654,7 +1654,7 @@ void LLEnvironment::updateCloudScroll()
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// static
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void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, const LLSettingsBase::ptr_t &psetting)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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for (int i = 0; i < LLGLSLShader::SG_COUNT; ++i)
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{
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@ -1725,7 +1725,7 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con
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void LLEnvironment::updateShaderUniforms(LLGLSLShader* shader)
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{
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LL_PROFILE_ZONE_SCOPED;
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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// apply uniforms that should be applied to all shaders
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mSkyUniforms[LLGLSLShader::SG_ANY].apply(shader);
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@ -666,7 +666,7 @@ void LLSettingsVOSky::updateSettings()
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void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
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{
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LL_PROFILE_ZONE_SCOPED
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm();
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LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
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@ -909,7 +909,7 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater)
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//-------------------------------------------------------------------------
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void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
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{
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LL_PROFILE_ZONE_SCOPED
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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LLEnvironment& env = LLEnvironment::instance();
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