/** 
 * @file lldrawpoolbump.cpp
 * @brief LLDrawPoolBump class implementation
 *
 * $LicenseInfo:firstyear=2003&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#include "llviewerprecompiledheaders.h"

#include "lldrawpoolbump.h"

#include "llstl.h"
#include "llviewercontrol.h"
#include "lldir.h"
#include "m3math.h"
#include "m4math.h"
#include "v4math.h"
#include "llglheaders.h"
#include "llrender.h"

#include "llcubemap.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llstartup.h"
#include "lltextureentry.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewershadermgr.h"
#include "llmodel.h"
#include "fsperfstats.h" // <FS:Beq> performance stats support

//#include "llimagebmp.h"
//#include "../tools/imdebug/imdebug.h"

// static
LLStandardBumpmap gStandardBumpmapList[TEM_BUMPMAP_COUNT]; 
LL::WorkQueue::weak_t LLBumpImageList::sMainQueue;
LL::WorkQueue::weak_t LLBumpImageList::sTexUpdateQueue;
LLRenderTarget LLBumpImageList::sRenderTarget;

// static
U32 LLStandardBumpmap::sStandardBumpmapCount = 0;

// static
LLBumpImageList gBumpImageList;

const S32 STD_BUMP_LATEST_FILE_VERSION = 1;

const U32 VERTEX_MASK_SHINY = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR;
const U32 VERTEX_MASK_BUMP = LLVertexBuffer::MAP_VERTEX |LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;

U32 LLDrawPoolBump::sVertexMask = VERTEX_MASK_SHINY;


static LLGLSLShader* shader = NULL;
static S32 cube_channel = -1;
static S32 diffuse_channel = -1;
static S32 bump_channel = -1;

#define LL_BUMPLIST_MULTITHREADED 0 // TODO -- figure out why this doesn't work


// static 
void LLStandardBumpmap::shutdown()
{
	LLStandardBumpmap::destroyGL();
}

// static 
void LLStandardBumpmap::restoreGL()
{
    addstandard();
}

// static
void LLStandardBumpmap::addstandard()
{
	if(!gTextureList.isInitialized())
	{
		//Note: loading pre-configuration sometimes triggers this call.
		//But it is safe to return here because bump images will be reloaded during initialization later.
		return ;
	}

    if (LLStartUp::getStartupState() < STATE_SEED_CAP_GRANTED)
    {
        // Not ready, need caps for images
        return;
    }

	// can't assert; we destroyGL and restoreGL a lot during *first* startup, which populates this list already, THEN we explicitly init the list as part of *normal* startup.  Sigh.  So clear the list every time before we (re-)add the standard bumpmaps.
	//llassert( LLStandardBumpmap::sStandardBumpmapCount == 0 );
	clear();
	LL_INFOS() << "Adding standard bumpmaps." << LL_ENDL;
	gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("None");		// BE_NO_BUMP
	gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Brightness");	// BE_BRIGHTNESS
	gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Darkness");	// BE_DARKNESS

	std::string file_name = gDirUtilp->getExpandedFilename( LL_PATH_APP_SETTINGS, "std_bump.ini" );
	LLFILE* file = LLFile::fopen( file_name, "rt" );	 /*Flawfinder: ignore*/
	if( !file )
	{
		LL_WARNS() << "Could not open std_bump <" << file_name << ">" << LL_ENDL;
		return;
	}

	S32 file_version = 0;

	S32 fields_read = fscanf( file, "LLStandardBumpmap version %d", &file_version );
	if( fields_read != 1 )
	{
		fclose( file ); // <FS:ND/> Do not leak teh file handle.
		LL_WARNS() << "Bad LLStandardBumpmap header" << LL_ENDL;
		return;
	}

	if( file_version > STD_BUMP_LATEST_FILE_VERSION )
	{
		LL_WARNS() << "LLStandardBumpmap has newer version (" << file_version << ") than viewer (" << STD_BUMP_LATEST_FILE_VERSION << ")" << LL_ENDL;
		fclose( file ); // <FS:ND/> Do not leak the file handle
		return;
	}

	while( !feof(file) && (LLStandardBumpmap::sStandardBumpmapCount < (U32)TEM_BUMPMAP_COUNT) )
	{
		// *NOTE: This buffer size is hard coded into scanf() below.
		char label[2048] = "";	/* Flawfinder: ignore */
		char bump_image_id[2048] = "";	/* Flawfinder: ignore */
		fields_read = fscanf(	/* Flawfinder: ignore */
			file, "\n%2047s %2047s", label, bump_image_id);
		if( EOF == fields_read )
		{
			break;
		}
		if( fields_read != 2 )
		{
			LL_WARNS() << "Bad LLStandardBumpmap entry" << LL_ENDL;
			fclose( file ); // <FS:ND/> Do not leak the file handle
			return;
		}

// 		LL_INFOS() << "Loading bumpmap: " << bump_image_id << " from viewerart" << LL_ENDL;
		gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mLabel = label;
		gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage = 
			LLViewerTextureManager::getFetchedTexture(LLUUID(bump_image_id));	
		gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setBoostLevel(LLGLTexture::LOCAL) ;
		gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setLoadedCallback(LLBumpImageList::onSourceStandardLoaded, 0, TRUE, FALSE, NULL, NULL );
		gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->forceToSaveRawImage(0, 30.f) ;
		LLStandardBumpmap::sStandardBumpmapCount++;
	}

	fclose( file );
}

// static
void LLStandardBumpmap::clear()
{
	LL_INFOS() << "Clearing standard bumpmaps." << LL_ENDL;
	for( U32 i = 0; i < LLStandardBumpmap::sStandardBumpmapCount; i++ )
	{
		gStandardBumpmapList[i].mLabel.assign("");
		gStandardBumpmapList[i].mImage = NULL;
	}
	sStandardBumpmapCount = 0;
}

// static
void LLStandardBumpmap::destroyGL()
{
	clear();
}



////////////////////////////////////////////////////////////////

LLDrawPoolBump::LLDrawPoolBump() 
:  LLRenderPass(LLDrawPool::POOL_BUMP)
{
	mShiny = FALSE;
}


void LLDrawPoolBump::prerender()
{
	mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}

// static
S32 LLDrawPoolBump::numBumpPasses()
{
    return 1;
}

S32 LLDrawPoolBump::getNumPasses()
{
	return numBumpPasses();
}

void LLDrawPoolBump::render(S32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);

    if (!gPipeline.hasRenderType(LLDrawPool::POOL_SIMPLE))
    {
        return;
    }

    for (int i = 0; i < 2; ++i)
    {
        mRigged = i == 1;

        // first pass -- shiny
        beginShiny();
        renderShiny();
        endShiny();

        //second pass -- fullbright shiny
        if (mShaderLevel > 1)
        {
            beginFullbrightShiny();
            renderFullbrightShiny();
            endFullbrightShiny();
        }

        //third pass -- bump
        beginBump();
        renderBump(LLRenderPass::PASS_BUMP);
        endBump();
    }
}


//static
void LLDrawPoolBump::beginShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
	
	mShiny = TRUE;
	sVertexMask = VERTEX_MASK_SHINY;
	// Second pass: environment map
	if (mShaderLevel > 1)
	{
		sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
	}
	
	if (LLPipeline::sUnderWaterRender)
	{
		shader = &gObjectShinyWaterProgram;
	}
	else
	{
		shader = &gObjectShinyProgram;
	}

    if (mRigged)
    {
        llassert(shader->mRiggedVariant);
        shader = shader->mRiggedVariant;
    }

	shader->bind();
    if (LLPipeline::sRenderingHUDs)
    {
        shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
    }
    else
    {
        shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
    }

	bindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel);

	if (mShaderLevel > 1)
	{ //indexed texture rendering, channel 0 is always diffuse
		diffuse_channel = 0;
	}
}

//static
void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
	LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
	if( cube_map )
	{
		if (shader )
		{
			LLMatrix4 mat;
			mat.initRows(LLVector4(gGLModelView+0),
						 LLVector4(gGLModelView+4),
						 LLVector4(gGLModelView+8),
						 LLVector4(gGLModelView+12));
			LLVector3 vec = LLVector3(gShinyOrigin) * mat;
			LLVector4 vec4(vec, gShinyOrigin.mV[3]);
			shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);			
			if (shader_level > 1)
			{
                cube_map->setMatrix(1);
				// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for 
				// the cube map in the one pass shiny shaders
				cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
				cube_map->enableTexture(cube_channel);
				diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
			}
			else
			{
                cube_map->setMatrix(0);
				cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
				diffuse_channel = -1;
				cube_map->enable(cube_channel);
			}			
			gGL.getTexUnit(cube_channel)->bind(cube_map);
			gGL.getTexUnit(0)->activate();
		}
		else
		{
			cube_channel = 0;
			diffuse_channel = -1;
			gGL.getTexUnit(0)->disable();
			cube_map->enable(0);
            cube_map->setMatrix(0);
			gGL.getTexUnit(0)->bind(cube_map);
		}
	}
}

void LLDrawPoolBump::renderShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
	
	if( gSky.mVOSkyp->getCubeMap() )
	{
		LLGLEnable blend_enable(GL_BLEND);
		if (mShaderLevel > 1)
		{
            if (mRigged)
            {
                LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_SHINY_RIGGED, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
            }
            else
            {
                LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
            }
		}
		else
		{
            if (mRigged)
            {
                gPipeline.renderRiggedGroups(this, LLRenderPass::PASS_SHINY_RIGGED, sVertexMask, TRUE);
            }
            else
            {
                gPipeline.renderGroups(this, LLRenderPass::PASS_SHINY, sVertexMask, TRUE);
            }
		}
	}
}

//static
void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
	LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
	if( cube_map )
	{
		if (shader_level > 1)
		{
			shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
					
			if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
			{
				if (diffuse_channel != 0)
				{
					shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
				}
			}
		}
        // Moved below shader->disableTexture call to avoid false alarms from auto-re-enable of textures on stage 0
        // MAINT-755
		cube_map->disable();
        cube_map->restoreMatrix();
	}
}

void LLDrawPoolBump::endShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);

	unbindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel);
	if (shader)
	{
		shader->unbind();
	}

	diffuse_channel = -1;
	cube_channel = 0;
	mShiny = FALSE;
}

void LLDrawPoolBump::beginFullbrightShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
	
	sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;

	// Second pass: environment map
	
	if (LLPipeline::sUnderWaterRender)
	{
		shader = &gObjectFullbrightShinyWaterProgram;
	}
	else
	{
		if (LLPipeline::sRenderDeferred)
		{
			shader = &gDeferredFullbrightShinyProgram;
		}
		else
		{
			shader = &gObjectFullbrightShinyProgram;
		}
	}

    if (mRigged)
    {
        llassert(shader->mRiggedVariant);
        shader = shader->mRiggedVariant;
    }

	LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
	if( cube_map )
	{
		LLMatrix4 mat;
		mat.initRows(LLVector4(gGLModelView+0),
					 LLVector4(gGLModelView+4),
					 LLVector4(gGLModelView+8),
					 LLVector4(gGLModelView+12));
		shader->bind();
        if (LLPipeline::sRenderingHUDs)
        {
            shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
        }
        else
        {
            shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
        }

		LLVector3 vec = LLVector3(gShinyOrigin) * mat;
		LLVector4 vec4(vec, gShinyOrigin.mV[3]);
		shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);

        cube_map->setMatrix(1);
		// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for 
		// the cube map in the one pass shiny shaders
		gGL.getTexUnit(1)->disable();
		cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
		cube_map->enableTexture(cube_channel);
		diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);

		gGL.getTexUnit(cube_channel)->bind(cube_map);
		gGL.getTexUnit(0)->activate();
	}

	if (mShaderLevel > 1)
	{ //indexed texture rendering, channel 0 is always diffuse
		diffuse_channel = 0;
	}

	mShiny = TRUE;
}

void LLDrawPoolBump::renderFullbrightShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);

	if( gSky.mVOSkyp->getCubeMap() )
	{
		LLGLEnable blend_enable(GL_BLEND);

		if (mShaderLevel > 1)
		{
            if (mRigged)
            {
                LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
            }
            else
            {
                LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
            }
		}
		else
		{
            if (mRigged)
            {
                LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, sVertexMask);
            }
            else
            {
                LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask);
            }
		}
	}
}

void LLDrawPoolBump::endFullbrightShiny()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);

	LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
	if( cube_map )
	{
		cube_map->disable();
        cube_map->restoreMatrix();
		shader->unbind();
	}
	
	diffuse_channel = -1;
	cube_channel = 0;
	mShiny = FALSE;
}

void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE)
{			
	LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
	LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];	
	
	std::unique_ptr<FSPerfStats::RecordAttachmentTime> ratPtr{}; // <FS:Beq/> render time capture
	for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) 
	{
		LLDrawInfo& params = **k;
		// <FS:Beq> Capture render times
		LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
		
		if( vobj && vobj->isAttachment() )
		{
			trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
		}
		// </FS:Beq>		
		applyModelMatrix(params);

		if (params.mGroup)
		{
			params.mGroup->rebuildMesh();
		}
		params.mVertexBuffer->setBuffer(mask);
		params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
		gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
	}
}


// static
BOOL LLDrawPoolBump::bindBumpMap(LLDrawInfo& params, S32 channel)
{
	U8 bump_code = params.mBump;

	return bindBumpMap(bump_code, params.mTexture, params.mVSize, channel);
}

//static
BOOL LLDrawPoolBump::bindBumpMap(LLFace* face, S32 channel)
{
	const LLTextureEntry* te = face->getTextureEntry();
	if (te)
	{
		U8 bump_code = te->getBumpmap();
		return bindBumpMap(bump_code, face->getTexture(), face->getVirtualSize(), channel);
	}

	return FALSE;
}

//static
BOOL LLDrawPoolBump::bindBumpMap(U8 bump_code, LLViewerTexture* texture, F32 vsize, S32 channel)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
	//Note: texture atlas does not support bump texture now.
	LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(texture) ;
	if(!tex)
	{
		//if the texture is not a fetched texture
		return FALSE;
	}

	LLViewerTexture* bump = NULL;

	switch( bump_code )
	{
	case BE_NO_BUMP:		
		break;
	case BE_BRIGHTNESS: 
	case BE_DARKNESS:
		bump = gBumpImageList.getBrightnessDarknessImage( tex, bump_code );
		break;

	default:
		if( bump_code < LLStandardBumpmap::sStandardBumpmapCount )
		{
			bump = gStandardBumpmapList[bump_code].mImage;
			gBumpImageList.addTextureStats(bump_code, tex->getID(), vsize);
		}
		break;
	}

	if (bump)
	{
		if (channel == -2)
		{
			gGL.getTexUnit(1)->bindFast(bump);
			gGL.getTexUnit(0)->bindFast(bump);
		}
		else
		{
            // NOTE: do not use bindFast here (see SL-16222)
            gGL.getTexUnit(channel)->bind(bump);
		}

		return TRUE;
	}

	return FALSE;
}

//static
void LLDrawPoolBump::beginBump()
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
	sVertexMask = VERTEX_MASK_BUMP;
	// Optional second pass: emboss bump map
	stop_glerror();

    shader = &gObjectBumpProgram;

    if (mRigged)
    {
        llassert(shader->mRiggedVariant);
        shader = shader->mRiggedVariant;
    }

    shader->bind();

	gGL.setSceneBlendType(LLRender::BT_MULT_X2);
	stop_glerror();
}

//static
void LLDrawPoolBump::renderBump(U32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
	LLGLDisable fog(GL_FOG);
	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
	LLGLEnable blend(GL_BLEND);
	gGL.diffuseColor4f(1,1,1,1);
	/// Get rid of z-fighting with non-bump pass.
	LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(-1.0f, -1.0f);
	renderBump(pass, sVertexMask);
}

//static
void LLDrawPoolBump::endBump(U32 pass)
{
    gObjectBumpProgram.unbind();

    gGL.setSceneBlendType(LLRender::BT_ALPHA);
}

S32 LLDrawPoolBump::getNumDeferredPasses()
{ 
	// <FS:PP> Attempt to speed up things a little
	// if (gSavedSettings.getBOOL("RenderObjectBump"))
	static LLCachedControl<bool> RenderObjectBump(gSavedSettings, "RenderObjectBump");
	if (RenderObjectBump)
	// </FS:PP>
	{
		return 1;
	}
	else
	{
		return 0;
	}
}

void LLDrawPoolBump::renderDeferred(S32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);

    mShiny = TRUE;
    for (int i = 0; i < 2; ++i)
    {
        bool rigged = i == 1;
        gDeferredBumpProgram.bind(rigged);
        diffuse_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
        bump_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::BUMP_MAP);
        gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
        gGL.getTexUnit(bump_channel)->unbind(LLTexUnit::TT_TEXTURE);

        U32 type = rigged ? LLRenderPass::PASS_BUMP_RIGGED : LLRenderPass::PASS_BUMP;
        LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
        LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);

        U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR;

        LLVOAvatar* avatar = nullptr;
        U64 skin = 0;

        std::unique_ptr<FSPerfStats::RecordAttachmentTime> ratPtr{}; // <FS:Beq/> render time capture
        for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
        {
            LLDrawInfo& params = **i;

            // <FS:Beq> Capture render times
            if(params.mFace)
            {
                LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();

                if(vobj && vobj->isAttachment())
                {
                     trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
                }
            }
            // </FS:Beq>

            LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(params.mAlphaMaskCutoff);
            LLDrawPoolBump::bindBumpMap(params, bump_channel);

            if (rigged)
            {
                if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
                {
                    uploadMatrixPalette(params);
                    avatar = params.mAvatar;
                    skin = params.mSkinInfo->mHash;
                }
                pushBatch(params, mask | LLVertexBuffer::MAP_WEIGHT4, TRUE, FALSE);
            }
            else
            {
                pushBatch(params, mask, TRUE, FALSE);
            }
        }

        LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
        LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::BUMP_MAP);
        LLGLSLShader::sCurBoundShaderPtr->unbind();
        gGL.getTexUnit(0)->activate();
    }

    mShiny = FALSE;
}


void LLDrawPoolBump::renderPostDeferred(S32 pass)
{
    for (int i = 0; i < 2; ++i)
    { // two passes -- static and rigged
        mRigged = (i == 1);

        // render shiny
        beginFullbrightShiny();
        renderFullbrightShiny();
        endFullbrightShiny();

        //render bump
        beginBump();
        renderBump(LLRenderPass::PASS_POST_BUMP);
        endBump();
    }
}


////////////////////////////////////////////////////////////////
// List of bump-maps created from other textures.


//const LLUUID TEST_BUMP_ID("3d33eaf2-459c-6f97-fd76-5fce3fc29447");

void LLBumpImageList::init()
{
	llassert( mBrightnessEntries.size() == 0 );
	llassert( mDarknessEntries.size() == 0 );

	LLStandardBumpmap::restoreGL();
    sMainQueue = LL::WorkQueue::getInstance("mainloop");
    sTexUpdateQueue = LL::WorkQueue::getInstance("LLImageGL"); // Share work queue with tex loader.
}

void LLBumpImageList::clear()
{
	LL_INFOS() << "Clearing dynamic bumpmaps." << LL_ENDL;
	// these will be re-populated on-demand
	mBrightnessEntries.clear();
	mDarknessEntries.clear();

    sRenderTarget.release();

	LLStandardBumpmap::clear();
}

void LLBumpImageList::shutdown()
{
	clear();
	LLStandardBumpmap::shutdown();
}

void LLBumpImageList::destroyGL()
{
	clear();
	LLStandardBumpmap::destroyGL();
}

void LLBumpImageList::restoreGL()
{
	if(!gTextureList.isInitialized())
	{
		//safe to return here because bump images will be reloaded during initialization later.
		return ;
	}

	LLStandardBumpmap::restoreGL();
	// Images will be recreated as they are needed.
}


LLBumpImageList::~LLBumpImageList()
{
	// Shutdown should have already been called.
	llassert( mBrightnessEntries.size() == 0 );
	llassert( mDarknessEntries.size() == 0 );
}


// Note: Does nothing for entries in gStandardBumpmapList that are not actually standard bump images (e.g. none, brightness, and darkness)
void LLBumpImageList::addTextureStats(U8 bump, const LLUUID& base_image_id, F32 virtual_size)
{
	bump &= TEM_BUMP_MASK;
	LLViewerFetchedTexture* bump_image = gStandardBumpmapList[bump].mImage;
	if( bump_image )
	{		
		bump_image->addTextureStats(virtual_size);
	}
}


void LLBumpImageList::updateImages()
{	
	for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); )
	{
		bump_image_map_t::iterator curiter = iter++;
		LLViewerTexture* image = curiter->second;
		if( image )
		{
			BOOL destroy = TRUE;
			if( image->hasGLTexture())
			{
				if( image->getBoundRecently() )
				{
					destroy = FALSE;
				}
				else
				{
					image->destroyGLTexture();
				}
			}

			if( destroy )
			{
				//LL_INFOS() << "*** Destroying bright " << (void*)image << LL_ENDL;
				mBrightnessEntries.erase(curiter);   // deletes the image thanks to reference counting
			}
		}
	}
	
	for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); )
	{
		bump_image_map_t::iterator curiter = iter++;
		LLViewerTexture* image = curiter->second;
		if( image )
		{
			BOOL destroy = TRUE;
			if( image->hasGLTexture())
			{
				if( image->getBoundRecently() )
				{
					destroy = FALSE;
				}
				else
				{
					image->destroyGLTexture();
				}
			}

			if( destroy )
			{
				//LL_INFOS() << "*** Destroying dark " << (void*)image << LL_ENDL;;
				mDarknessEntries.erase(curiter);  // deletes the image thanks to reference counting
			}
		}
	}
}


// Note: the caller SHOULD NOT keep the pointer that this function returns.  It may be updated as more data arrives.
LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedTexture* src_image, U8 bump_code )
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
	llassert( (bump_code == BE_BRIGHTNESS) || (bump_code == BE_DARKNESS) );

	LLViewerTexture* bump = NULL;
	
	bump_image_map_t* entries_list = NULL;
	void (*callback_func)( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) = NULL;

	switch( bump_code )
	{
	case BE_BRIGHTNESS:
		entries_list = &mBrightnessEntries;
		callback_func = LLBumpImageList::onSourceBrightnessLoaded;
		break;
	case BE_DARKNESS:
		entries_list = &mDarknessEntries;
		callback_func = LLBumpImageList::onSourceDarknessLoaded;
		break;
	default:
		llassert(0);
		return NULL;
	}

	bump_image_map_t::iterator iter = entries_list->find(src_image->getID());
	if (iter != entries_list->end() && iter->second.notNull())
	{
		bump = iter->second;
	}
	else
	{
		(*entries_list)[src_image->getID()] = LLViewerTextureManager::getLocalTexture( TRUE );
		bump = (*entries_list)[src_image->getID()]; // In case callback was called immediately and replaced the image
	}

	if (!src_image->hasCallbacks())
	{ //if image has no callbacks but resolutions don't match, trigger raw image loaded callback again
		if (src_image->getWidth() != bump->getWidth() ||
			src_image->getHeight() != bump->getHeight())// ||
			//(LLPipeline::sRenderDeferred && bump->getComponents() != 4))
		{
			src_image->setBoostLevel(LLGLTexture::BOOST_BUMP) ;
			src_image->setLoadedCallback( callback_func, 0, TRUE, FALSE, new LLUUID(src_image->getID()), NULL );
			src_image->forceToSaveRawImage(0) ;
		}
	}

	return bump;
}


// static
void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
	LLUUID* source_asset_id = (LLUUID*)userdata;
	LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_BRIGHTNESS );
	if( final )
	{
		delete source_asset_id;
	}
}

// static
void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
	LLUUID* source_asset_id = (LLUUID*)userdata;
	LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_DARKNESS );
	if( final )
	{
		delete source_asset_id;
	}
}

void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata)
{
	if (success && LLPipeline::sRenderDeferred)
	{
        LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
		LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4);
		{
			generateNormalMapFromAlpha(src, nrm_image);
		}
		src_vi->setExplicitFormat(GL_RGBA, GL_RGBA);
		{
			src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
		}
	}
}

void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nrm_image)
{
	U8* nrm_data = nrm_image->getData();
	S32 resX = src->getWidth();
	S32 resY = src->getHeight();

	U8* src_data = src->getData();

	S32 src_cmp = src->getComponents();

	// <FS:PP> Attempt to speed up things a little
	// F32 norm_scale = gSavedSettings.getF32("RenderNormalMapScale");
	static LLCachedControl<F32> RenderNormalMapScale(gSavedSettings, "RenderNormalMapScale");
	F32 norm_scale = RenderNormalMapScale;
	// </FS:PP>

	U32 idx = 0;
	//generate normal map from pseudo-heightfield
	for (S32 j = 0; j < resY; ++j)
	{
		for (S32 i = 0; i < resX; ++i)
		{
			S32 rX = (i+1)%resX;
			S32 rY = (j+1)%resY;
			S32 lX = (i-1)%resX;
			S32 lY = (j-1)%resY;

			if (lX < 0)
			{
				lX += resX;
			}
			if (lY < 0)
			{
				lY += resY;
			}

			F32 cH = (F32) src_data[(j*resX+i)*src_cmp+src_cmp-1];

			LLVector3 right = LLVector3(norm_scale, 0, (F32) src_data[(j*resX+rX)*src_cmp+src_cmp-1]-cH);
			LLVector3 left = LLVector3(-norm_scale, 0, (F32) src_data[(j*resX+lX)*src_cmp+src_cmp-1]-cH);
			LLVector3 up = LLVector3(0, -norm_scale, (F32) src_data[(lY*resX+i)*src_cmp+src_cmp-1]-cH);
			LLVector3 down = LLVector3(0, norm_scale, (F32) src_data[(rY*resX+i)*src_cmp+src_cmp-1]-cH);

			LLVector3 norm = right%down + down%left + left%up + up%right;
		
			norm.normVec();
			
			norm *= 0.5f;
			norm += LLVector3(0.5f,0.5f,0.5f);

			idx = (j*resX+i)*4;
			nrm_data[idx+0]= (U8) (norm.mV[0]*255);
			nrm_data[idx+1]= (U8) (norm.mV[1]*255);
			nrm_data[idx+2]= (U8) (norm.mV[2]*255);
			nrm_data[idx+3]= src_data[(j*resX+i)*src_cmp+src_cmp-1];
		}
	}
}

// static
void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code )
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;

	if( success )
	{
        LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;


		bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries );
		bump_image_map_t::iterator iter = entries_list.find(source_asset_id);

		{
			if (iter == entries_list.end() ||
				iter->second.isNull() ||
							iter->second->getWidth() != src->getWidth() ||
							iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
			{ //make sure an entry exists for this image
				entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture(TRUE);
				iter = entries_list.find(src_vi->getID());
			}
		}

		if (iter->second->getWidth() != src->getWidth() ||
			iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
		{
			LLPointer<LLImageRaw> dst_image = new LLImageRaw(src->getWidth(), src->getHeight(), 1);
			U8* dst_data = dst_image->getData();
			S32 dst_data_size = dst_image->getDataSize();

			U8* src_data = src->getData();
			S32 src_data_size = src->getDataSize();

			S32 src_components = src->getComponents();

			// Convert to luminance and then scale and bias that to get ready for
			// embossed bump mapping.  (0-255 maps to 127-255)

			// Convert to fixed point so we don't have to worry about precision/clamping.
			const S32 FIXED_PT = 8;
			const S32 R_WEIGHT = S32(0.2995f * (1<<FIXED_PT));
			const S32 G_WEIGHT = S32(0.5875f * (1<<FIXED_PT));
			const S32 B_WEIGHT = S32(0.1145f * (1<<FIXED_PT));

			S32 minimum = 255;
			S32 maximum = 0;

			switch( src_components )
			{
			case 1:
			case 2:
				{
					if( src_data_size == dst_data_size * src_components )
					{
						for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
						{
							dst_data[i] = src_data[j];
							if( dst_data[i] < minimum )
							{
								minimum = dst_data[i];
							}
							if( dst_data[i] > maximum )
							{
								maximum = dst_data[i];
							}
						}
					}
					else
					{
						llassert(0);
						dst_image->clear();
					}
				}
				break;
			case 3:
			case 4:
				{
					if( src_data_size == dst_data_size * src_components )
					{
						for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
						{
							// RGB to luminance
							dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
							//llassert( dst_data[i] <= 255 );true because it's 8bit
							if( dst_data[i] < minimum )
							{
								minimum = dst_data[i];
							}
							if( dst_data[i] > maximum )
							{
								maximum = dst_data[i];
							}
						}
					}
					else
					{
						llassert(0);
						dst_image->clear();
					}
				}
				break;
			default:
				llassert(0);
				dst_image->clear();
				break;
			}

			if( maximum > minimum )
			{
				U8 bias_and_scale_lut[256];
				F32 twice_one_over_range = 2.f / (maximum - minimum);
				S32 i;

				const F32 ARTIFICIAL_SCALE = 2.f;  // Advantage: exaggerates the effect in midrange.  Disadvantage: clamps at the extremes.
				if (BE_DARKNESS == bump_code)
				{
					for( i = minimum; i <= maximum; i++ )
					{
						F32 minus_one_to_one = F32(maximum - i) * twice_one_over_range - 1.f;
						bias_and_scale_lut[i] = llclampb(ll_round(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128));
					}
				}
				else
				{
					for( i = minimum; i <= maximum; i++ )
					{
						F32 minus_one_to_one = F32(i - minimum) * twice_one_over_range - 1.f;
						bias_and_scale_lut[i] = llclampb(ll_round(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128));
					}
				}

				for( i = 0; i < dst_data_size; i++ )
				{
					dst_data[i] = bias_and_scale_lut[dst_data[i]];
				}
			}

			//---------------------------------------------------
			// immediately assign bump to a smart pointer in case some local smart pointer
			// accidentally releases it.
            LLPointer<LLViewerTexture> bump = iter->second;

			if (!LLPipeline::sRenderDeferred)
			{
				bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA);

#if LL_BUMPLIST_MULTITHREADED
                auto tex_queue = LLImageGLThread::sEnabled ? sTexUpdateQueue.lock() : nullptr;

                if (tex_queue)
                { //dispatch creation to background thread
                    LLImageRaw* dst_ptr = dst_image;
                    LLViewerTexture* bump_ptr = bump;
                    dst_ptr->ref();
                    bump_ptr->ref();
                    tex_queue->post(
                        [=]()
                        {
                            LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("bil - create texture");
                            bump_ptr->createGLTexture(0, dst_ptr);
                            bump_ptr->unref();
                            dst_ptr->unref();
                        });

                }
                else
#endif
                {
                    bump->createGLTexture(0, dst_image);
                }
			}
			else 
			{ //convert to normal map
                LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("bil - create normal map");
                LLImageGL* img = bump->getGLTexture();
                LLImageRaw* dst_ptr = dst_image.get();
                LLGLTexture* bump_ptr = bump.get();

                dst_ptr->ref();
                img->ref();
                bump_ptr->ref();
                auto create_func = [=]()
                {
                    img->setUseMipMaps(TRUE);
                    // upload dst_image to GPU (greyscale in red channel)
                    img->setExplicitFormat(GL_RED, GL_RED);

                    bump_ptr->createGLTexture(0, dst_ptr);
                    dst_ptr->unref();
                };

                auto generate_func = [=]()
                {
                    // Allocate an empty RGBA texture at "tex_name" the same size as bump
                    //  Note: bump will still point at GPU copy of dst_image
                    bump_ptr->setExplicitFormat(GL_RGBA, GL_RGBA);
                    LLGLuint tex_name;
                    img->createGLTexture(0, nullptr, 0, 0, true, &tex_name);

                    // point render target at empty buffer
                    sRenderTarget.setColorAttachment(img, tex_name);

                    // generate normal map in empty texture
                    {
                        sRenderTarget.bindTarget();

                        LLGLDepthTest depth(GL_FALSE);
                        LLGLDisable cull(GL_CULL_FACE);
                        LLGLDisable blend(GL_BLEND);
                        gGL.setColorMask(TRUE, TRUE);

                        gNormalMapGenProgram.bind();

                        static LLStaticHashedString sNormScale("norm_scale");
                        static LLStaticHashedString sStepX("stepX");
                        static LLStaticHashedString sStepY("stepY");

                        gNormalMapGenProgram.uniform1f(sNormScale, gSavedSettings.getF32("RenderNormalMapScale"));
                        gNormalMapGenProgram.uniform1f(sStepX, 1.f / bump_ptr->getWidth());
                        gNormalMapGenProgram.uniform1f(sStepY, 1.f / bump_ptr->getHeight());

                        gGL.getTexUnit(0)->bind(bump_ptr);

                        gGL.begin(LLRender::TRIANGLE_STRIP);
                        gGL.texCoord2f(0, 0);
                        gGL.vertex2f(0, 0);

                        gGL.texCoord2f(0, 1);
                        gGL.vertex2f(0, 1);

                        gGL.texCoord2f(1, 0);
                        gGL.vertex2f(1, 0);

                        gGL.texCoord2f(1, 1);
                        gGL.vertex2f(1, 1);

                        gGL.end();

                        gGL.flush();

                        gNormalMapGenProgram.unbind();

                        sRenderTarget.flush();
                        sRenderTarget.releaseColorAttachment();
                    }

                    // point bump at normal map and free gpu copy of dst_image
                    img->syncTexName(tex_name);

                    // generate mipmap
                    gGL.getTexUnit(0)->bind(img);
                    glGenerateMipmap(GL_TEXTURE_2D);
                    gGL.getTexUnit(0)->disable();

                    bump_ptr->unref();
                    img->unref();
                };

#if LL_BUMPLIST_MULTITHREADED
                auto main_queue = LLImageGLThread::sEnabled ? sMainQueue.lock() : nullptr;

                if (main_queue)
                { //dispatch texture upload to background thread, issue GPU commands to generate normal map on main thread
                    main_queue->postTo(
                        sTexUpdateQueue,
                        create_func,
                        generate_func);
                }
                else
#endif
                { // immediate upload texture and generate normal map
                    create_func();
                    generate_func();
                }


			}

			iter->second = bump; // derefs (and deletes) old image
			//---------------------------------------------------
		}
	}
}

void LLDrawPoolBump::renderBump(U32 type, U32 mask)
{	
    LLVOAvatar* avatar = nullptr;
    U64 skin = 0;

    if (mRigged)
    { // nudge type enum and include skinweights for rigged pass
        type += 1;
        mask |= LLVertexBuffer::MAP_WEIGHT4;
    }

    LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
    LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);

	std::unique_ptr<FSPerfStats::RecordAttachmentTime> ratPtr{}; // <FS:Beq/> render time capture
	for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)	
	{
		LLDrawInfo& params = **i;
		// <FS:Beq> Capture render times
		if(params.mFace)
		{
			LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
			
			if( vobj && vobj->isAttachment() )
			{
				trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
			}
		}
		// </FS:Beq>

		if (LLDrawPoolBump::bindBumpMap(params))
		{
            if (mRigged)
            {
                if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
                {
                    if (uploadMatrixPalette(params))
                    {
                        avatar = params.mAvatar;
                        skin = params.mSkinInfo->mHash;
                    }
                    else
                    {
                        continue;
                    }
                }
            }
			pushBatch(params, mask, FALSE);
		}
	}
}

void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
	applyModelMatrix(params);

	bool tex_setup = false;

	if (batch_textures && params.mTextureList.size() > 1)
	{
		for (U32 i = 0; i < params.mTextureList.size(); ++i)
		{
			if (params.mTextureList[i].notNull())
			{
				gGL.getTexUnit(i)->bindFast(params.mTextureList[i]);
			}
		}
	}
	else
	{ //not batching textures or batch has only 1 texture -- might need a texture matrix
		if (params.mTextureMatrix)
		{
			if (mShiny)
			{
				gGL.getTexUnit(0)->activate();
				gGL.matrixMode(LLRender::MM_TEXTURE);
			}
			else
			{
				gGL.getTexUnit(0)->activate();
				gGL.matrixMode(LLRender::MM_TEXTURE);
				gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
				gPipeline.mTextureMatrixOps++;
			}

			gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
			gPipeline.mTextureMatrixOps++;

			tex_setup = true;
		}

		if (mShiny && mShaderLevel > 1 && texture)
		{
			if (params.mTexture.notNull())
			{
				gGL.getTexUnit(diffuse_channel)->bindFast(params.mTexture);
			}
			else
			{
				gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
			}
		}
	}

	if (params.mGroup)
	{
		params.mGroup->rebuildMesh();
	}
	params.mVertexBuffer->setBufferFast(mask);
	params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);

    if (tex_setup)
	{
		if (mShiny)
		{
			gGL.getTexUnit(0)->activate();
		}
		else
		{
			gGL.getTexUnit(0)->activate();
			gGL.matrixMode(LLRender::MM_TEXTURE);
		}
		gGL.loadIdentity();
		gGL.matrixMode(LLRender::MM_MODELVIEW);
	}
}

void LLDrawPoolInvisible::render(S32 pass)
{ //render invisiprims
	LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_INVISIBLE);
  
	if (gPipeline.shadersLoaded())
	{
		gOcclusionProgram.bind();
	}

	U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
	glStencilMask(0);
	gGL.setColorMask(false, false);
	pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE);
	gGL.setColorMask(true, false);
	glStencilMask(0xFFFFFFFF);

	if (gPipeline.shadersLoaded())
	{
		gOcclusionProgram.unbind();
	}
}
