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Commit e79bd15f authored by Nyx (Neal Orman)'s avatar Nyx (Neal Orman)
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SH-68 WIP adding debug switch for performance testing

Adding functionality to a previously added debug switch. This will allow me
to have UI, etc turned off and thus not impact framerates when testing for
rendering features.
parent fa17e848
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...@@ -128,6 +128,45 @@ static bool handleSetShaderChanged(const LLSD& newvalue) ...@@ -128,6 +128,45 @@ static bool handleSetShaderChanged(const LLSD& newvalue)
return true; return true;
} }
static bool handleRenderPerfTestChanged(const LLSD& newvalue)
{
bool status = !newvalue.asBoolean();
if (!status)
{
gPipeline.clearRenderTypeMask(LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_GRASS,
LLPipeline::RENDER_TYPE_TREE,
LLPipeline::RENDER_TYPE_WATER,
LLPipeline::RENDER_TYPE_PASS_GRASS,
LLPipeline::RENDER_TYPE_HUD,
LLPipeline::RENDER_TYPE_PARTICLES,
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::RENDER_TYPE_HUD_PARTICLES,
LLPipeline::END_RENDER_TYPES);
gPipeline.setRenderDebugFeatureControl(LLPipeline::RENDER_DEBUG_FEATURE_UI, false);
}
else
{
gPipeline.setRenderTypeMask(LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_GRASS,
LLPipeline::RENDER_TYPE_TREE,
LLPipeline::RENDER_TYPE_WATER,
LLPipeline::RENDER_TYPE_PASS_GRASS,
LLPipeline::RENDER_TYPE_HUD,
LLPipeline::RENDER_TYPE_PARTICLES,
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::RENDER_TYPE_HUD_PARTICLES,
LLPipeline::END_RENDER_TYPES);
gPipeline.setRenderDebugFeatureControl(LLPipeline::RENDER_DEBUG_FEATURE_UI, true);
}
return true;
}
bool handleRenderTransparentWaterChanged(const LLSD& newvalue) bool handleRenderTransparentWaterChanged(const LLSD& newvalue)
{ {
LLWorld::getInstance()->updateWaterObjects(); LLWorld::getInstance()->updateWaterObjects();
...@@ -565,6 +604,7 @@ void settings_setup_listeners() ...@@ -565,6 +604,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2));
gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2)); gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2));
gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2)); gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2));
gSavedSettings.getControl("ChatFontSize")->getSignal()->connect(boost::bind(&handleChatFontSizeChanged, _2)); gSavedSettings.getControl("ChatFontSize")->getSignal()->connect(boost::bind(&handleChatFontSizeChanged, _2));
......
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