From 3e44cb06df22dd1b684dc8574c3b44d0851527bc Mon Sep 17 00:00:00 2001
From: Dave Houlton <euclid@lindenlab.com>
Date: Thu, 23 Jan 2020 13:30:14 -0700
Subject: [PATCH] DRTVWR-440, another whitespace only (detabify) to test
 TeamCity triggers

---
 indra/newview/llviewershadermgr.cpp | 292 ++++++++++++++--------------
 1 file changed, 146 insertions(+), 146 deletions(-)

diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index bdd0330cca4..5628f257c54 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -392,84 +392,84 @@ S32 LLViewerShaderMgr::getShaderLevel(S32 type)
 
 void LLViewerShaderMgr::setShaders()
 {
-	//setShaders might be called redundantly by gSavedSettings, so return on reentrance
-	static bool reentrance = false;
-	
-	if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
-	{
-		return;
-	}
+    //setShaders might be called redundantly by gSavedSettings, so return on reentrance
+    static bool reentrance = false;
+    
+    if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
+    {
+        return;
+    }
 
-	static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
-	LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
+    static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
+    LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
 
-	//NEVER use more than 16 texture channels (work around for prevalent driver bug)
-	LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
+    //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+    LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
 
-	if (gGLManager.mGLSLVersionMajor < 1 ||
-		(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
-	{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
-		LLGLSLShader::sIndexedTextureChannels = 1;
-	}
+    if (gGLManager.mGLSLVersionMajor < 1 ||
+        (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
+    { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
+        LLGLSLShader::sIndexedTextureChannels = 1;
+    }
 
-	reentrance = true;
+    reentrance = true;
 
-	if (LLRender::sGLCoreProfile)
-	{  
-		if (!gSavedSettings.getBOOL("VertexShaderEnable"))
-		{ //vertex shaders MUST be enabled to use core profile
-			gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
-		}
-	}
-	
-	//setup preprocessor definitions
-	LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
-	
-	// Make sure the compiled shader map is cleared before we recompile shaders.
+    if (LLRender::sGLCoreProfile)
+    {  
+        if (!gSavedSettings.getBOOL("VertexShaderEnable"))
+        { //vertex shaders MUST be enabled to use core profile
+            gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
+        }
+    }
+    
+    //setup preprocessor definitions
+    LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+    
+    // Make sure the compiled shader map is cleared before we recompile shaders.
     mVertexShaderObjects.clear();
     mFragmentShaderObjects.clear();
-	
-	initAttribsAndUniforms();
-	gPipeline.releaseGLBuffers();
+    
+    initAttribsAndUniforms();
+    gPipeline.releaseGLBuffers();
 
-	if (gSavedSettings.getBOOL("VertexShaderEnable"))
-	{
-		LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
-		LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); 
-		LLPipeline::updateRenderDeferred();
-	}
-	else
-	{
-		LLPipeline::sRenderGlow = FALSE;
-		LLPipeline::sWaterReflections = FALSE;
-	}
-	
-	//hack to reset buffers that change behavior with shaders
-	gPipeline.resetVertexBuffers();
+    if (gSavedSettings.getBOOL("VertexShaderEnable"))
+    {
+        LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
+        LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); 
+        LLPipeline::updateRenderDeferred();
+    }
+    else
+    {
+        LLPipeline::sRenderGlow = FALSE;
+        LLPipeline::sWaterReflections = FALSE;
+    }
+    
+    //hack to reset buffers that change behavior with shaders
+    gPipeline.resetVertexBuffers();
 
-	if (gViewerWindow)
-	{
-		gViewerWindow->setCursor(UI_CURSOR_WAIT);
-	}
+    if (gViewerWindow)
+    {
+        gViewerWindow->setCursor(UI_CURSOR_WAIT);
+    }
 
-	// Lighting
-	gPipeline.setLightingDetail(-1);
+    // Lighting
+    gPipeline.setLightingDetail(-1);
 
-	// Shaders
-	LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
-	LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
+    // Shaders
+    LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
+    LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
 
-	for (S32 i = 0; i < SHADER_COUNT; i++)
-	{
-		mShaderLevel[i] = 0;
-	}
-	mMaxAvatarShaderLevel = 0;
+    for (S32 i = 0; i < SHADER_COUNT; i++)
+    {
+        mShaderLevel[i] = 0;
+    }
+    mMaxAvatarShaderLevel = 0;
 
-	LLGLSLShader::sNoFixedFunction = false;
-	LLVertexBuffer::unbind();
-	if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") 
-		&& (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
-		&& gSavedSettings.getBOOL("VertexShaderEnable"))
+    LLGLSLShader::sNoFixedFunction = false;
+    LLVertexBuffer::unbind();
+    if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") 
+        && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
+        && gSavedSettings.getBOOL("VertexShaderEnable"))
     {
         bool canRenderDeferred       = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
         bool hasWindLightShaders     = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
@@ -477,24 +477,24 @@ void LLViewerShaderMgr::setShaders()
         bool useRenderDeferred       = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
         bool doingWindLight          = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
 
-		//using shaders, disable fixed function
-		LLGLSLShader::sNoFixedFunction = true;
+        //using shaders, disable fixed function
+        LLGLSLShader::sNoFixedFunction = true;
 
-		S32 light_class = 3;
+        S32 light_class = 3;
         S32 interface_class = 2;
-		S32 env_class = 2;
-		S32 obj_class = 2;
-		S32 effect_class = 2;
-		S32 wl_class = 1;
-		S32 water_class = 2;
-		S32 deferred_class = 0;
-		S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
-
-		static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
-		if (!use_transform_feedback)
-		{
-			transform_class = 0;
-		}
+        S32 env_class = 2;
+        S32 obj_class = 2;
+        S32 effect_class = 2;
+        S32 wl_class = 1;
+        S32 water_class = 2;
+        S32 deferred_class = 0;
+        S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
+
+        static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
+        if (!use_transform_feedback)
+        {
+            transform_class = 0;
+        }
 
         if (useRenderDeferred)
         {
@@ -527,55 +527,55 @@ void LLViewerShaderMgr::setShaders()
             light_class = 2;
         }
 
-		// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
-		if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
-		{
-			gSky.mVOSkyp->forceSkyUpdate();
-		}
+        // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
+        if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
+        {
+            gSky.mVOSkyp->forceSkyUpdate();
+        }
 
-		// Load lighting shaders
-		mShaderLevel[SHADER_LIGHTING] = light_class;
-		mShaderLevel[SHADER_INTERFACE] = interface_class;
-		mShaderLevel[SHADER_ENVIRONMENT] = env_class;
-		mShaderLevel[SHADER_WATER] = water_class;
-		mShaderLevel[SHADER_OBJECT] = obj_class;
-		mShaderLevel[SHADER_EFFECT] = effect_class;
-		mShaderLevel[SHADER_WINDLIGHT] = wl_class;
-		mShaderLevel[SHADER_DEFERRED] = deferred_class;
-		mShaderLevel[SHADER_TRANSFORM] = transform_class;
+        // Load lighting shaders
+        mShaderLevel[SHADER_LIGHTING] = light_class;
+        mShaderLevel[SHADER_INTERFACE] = interface_class;
+        mShaderLevel[SHADER_ENVIRONMENT] = env_class;
+        mShaderLevel[SHADER_WATER] = water_class;
+        mShaderLevel[SHADER_OBJECT] = obj_class;
+        mShaderLevel[SHADER_EFFECT] = effect_class;
+        mShaderLevel[SHADER_WINDLIGHT] = wl_class;
+        mShaderLevel[SHADER_DEFERRED] = deferred_class;
+        mShaderLevel[SHADER_TRANSFORM] = transform_class;
 
         BOOL loaded = loadBasicShaders();
-		if (loaded)
-		{
-			LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
-		}
-		else
-		{
-			LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
-			llassert(loaded);
-		}
+        if (loaded)
+        {
+            LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
+        }
+        else
+        {
+            LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+            llassert(loaded);
+        }
 
-		if (loaded)
-		{
-			gPipeline.mVertexShadersEnabled = TRUE;
-			gPipeline.mVertexShadersLoaded = 1;
+        if (loaded)
+        {
+            gPipeline.mVertexShadersEnabled = TRUE;
+            gPipeline.mVertexShadersLoaded = 1;
 
-			// Load all shaders to set max levels
-			loaded = loadShadersEnvironment();
+            // Load all shaders to set max levels
+            loaded = loadShadersEnvironment();
 
-			if (loaded)
-			{
-				LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
-			}
-			else
-			{
-				LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
-				llassert(loaded);
-			}
+            if (loaded)
+            {
+                LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+            }
+            else
+            {
+                LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+                llassert(loaded);
+            }
 
-			if (loaded)
-			{
-				loaded = loadShadersWater();
+            if (loaded)
+            {
+                loaded = loadShadersWater();
                 if (loaded)
                 {
                     LL_INFOS() << "Loaded water shaders." << LL_ENDL;
@@ -585,10 +585,10 @@ void LLViewerShaderMgr::setShaders()
                     LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
                     llassert(loaded);
                 }
-			}
+            }
 
-			if (loaded)
-			{
+            if (loaded)
+            {
                 loaded = loadShadersWindLight();
                 if (loaded)
                 {
@@ -599,10 +599,10 @@ void LLViewerShaderMgr::setShaders()
                     LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
                     llassert(loaded);
                 }
-			}
+            }
 
-			if (loaded)
-			{
+            if (loaded)
+            {
                 loaded = loadShadersEffects();
                 if (loaded)
                 {
@@ -613,25 +613,25 @@ void LLViewerShaderMgr::setShaders()
                     LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
                     llassert(loaded);
                 }
-			}
+            }
 
-			if (loaded)
-			{
-				loaded = loadShadersInterface();
-				if (loaded)
-				{
-					LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
-				}
-				else
-				{
-					LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
-					llassert(loaded);
-				}
-			}
+            if (loaded)
+            {
+                loaded = loadShadersInterface();
+                if (loaded)
+                {
+                    LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
+                }
+                else
+                {
+                    LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
+                    llassert(loaded);
+                }
+            }
 
-			if (loaded)
+            if (loaded)
 
-			{
+            {
                 loaded = loadTransformShaders();
                 if (loaded)
                 {
@@ -767,7 +767,7 @@ void LLViewerShaderMgr::setShaders()
     }
     gPipeline.createGLBuffers();
 
-	reentrance = false;
+    reentrance = false;
 }
 
 void LLViewerShaderMgr::unloadShaders()
-- 
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