diff options
author | Rider Linden <rider@lindenlab.com> | 2019-03-20 16:10:10 +0000 |
---|---|---|
committer | Rider Linden <rider@lindenlab.com> | 2019-03-20 16:10:10 +0000 |
commit | fa6e4137e39f9adac8696af688d0f6f28f6cb29d (patch) | |
tree | bb8d7caa122850d4ef4c18a9846a55504960d010 | |
parent | b1999722be317f2b293ad3e4a68310a82a467fc0 (diff) | |
parent | 2d514e4b10025dc37c20db7db821e621dcdcaaf1 (diff) |
Merged in graham_linden/viewer-eep-fixes (pull request #305)
SL-10764, SL-10768. SL-10763
12 files changed, 78 insertions, 47 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 088bc3dfac..c0dcafdd51 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8558,6 +8558,28 @@ </array> </map> + <key>RenderAlphaBatchFullbrights</key> + <map> + <key>Comment</key> + <string>Render fullbright alpha content more efficiently, but with possible visual differences from prev viewers.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderAlphaBatchEmissives</key> + <map> + <key>Comment</key> + <string>Render emissive alpha content more efficiently, but with possible visual differences from prev viewers.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderAnisotropic</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 08ddaeceb3..d5ef010017 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,17 +45,6 @@ VARYING vec2 vary_texcoord0; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 fullbrightAtmosTransportDeferred(vec3 light) -{ - return light; -} - -vec3 fullbrightScaleSoftClipDeferred(vec3 light) -{ - //soft clip effect: - return light; -} - #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif @@ -78,8 +67,6 @@ void main() #endif color.rgb *= vertex_color.rgb; - color.rgb = fullbrightAtmosTransportDeferred(color.rgb); - color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); #ifdef WATER_FOG vec3 pos = vary_position; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 2569e49743..57916eb3e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -72,10 +72,13 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +98,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +116,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index a9288b3df6..dd14192ad6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -52,7 +52,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= calcDirectionalLight(n, -lv); return da; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 275bc829a7..4e3ecbcbf5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,11 +71,19 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 srgb_to_linear(vec3 cs); + vec3 getNorm(vec2 pos_screen); +vec4 correctWithGamma(vec4 col) +{ + return vec4(srgb_to_linear(col.rgb), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +103,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -211,16 +220,13 @@ void main() dlit = color.rgb * plcol.rgb * plcol.a; col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5) * proj_ambiance; - amb_da += (da*da*0.5 + 0.5) * proj_ambiance; - //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - //amb_da = min(amb_da,shadow); + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - amb_da += (da*da*0.5+0.5)*proj_ambiance; + amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; amb_da *= dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 9b69d8d855..abea8aecca 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,11 +71,18 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 srgb_to_linear(vec3 cs); vec3 getNorm(vec2 pos_screen); +vec4 correctWithGamma(vec4 col) +{ + return vec4(srgb_to_linear(col.rgb), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +102,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +120,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -216,7 +225,7 @@ void main() //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - amb_da += (da*da*0.5+0.5)*proj_ambiance; + amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; amb_da *= dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index 3acf9fe883..8ca7db1814 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -34,7 +34,7 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec3 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index e043ac873e..ce5855646c 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -32,7 +32,7 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec3 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 9842d9ba93..5302b05043 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -32,7 +32,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 9f65a70a86..9d80853ba3 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -49,10 +49,6 @@ #include "llspatialpartition.h" #include "llglcommonfunc.h" -// These optimizations can and will induce lighting, texturing, and/or GL state bugs -#define BATCH_FULLBRIGHTS 0 -#define BATCH_EMISSIVES 0 - BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE; static BOOL deferred_render = FALSE; @@ -392,7 +388,7 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_mate bool tex_setup = false; - if (use_shaders && use_material && current_shader) + if (deferred_render && use_material && current_shader) { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS); if (draw->mNormalMap) @@ -612,6 +608,8 @@ void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissi void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { + BOOL batch_fullbrights = gSavedSettings.getBOOL("RenderAlphaBatchFullbrights"); + BOOL batch_emissives = gSavedSettings.getBOOL("RenderAlphaBatchEmissives"); BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; @@ -671,13 +669,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } - #if BATCH_FULLBRIGHTS - if (params.mFullbright) + if (params.mFullbright && batch_fullbrights) { fullbrights.push_back(¶ms); continue; } - #endif LLRenderPass::applyModelMatrix(params); @@ -770,7 +766,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) F32 brightness = 1.0f; // We have a material. Supply the appropriate data here. - if (use_shaders && mat && LLPipeline::sRenderDeferred) + if (use_shaders && mat && deferred_render) { spec_color = params.mSpecColor; env_intensity = params.mEnvIntensity; @@ -789,7 +785,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) params.mGroup->rebuildMesh(); } - bool tex_setup = TexSetup(¶ms, use_shaders, mat != nullptr, current_shader); + bool tex_setup = TexSetup(¶ms, use_shaders, use_shaders && (mat != nullptr), current_shader); { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH); @@ -806,17 +802,21 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } - // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. + // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha. if (current_shader && draw_glow_for_this_partition && params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE); - #if BATCH_EMISSIVES - emissives.push_back(¶ms); - #else - drawEmissiveInline(mask, ¶ms); - #endif + + if (batch_emissives) + { + emissives.push_back(¶ms); + } + else + { + drawEmissiveInline(mask, ¶ms); + } } if (tex_setup) @@ -828,15 +828,17 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } - #if BATCH_FULLBRIGHTS + if (batch_fullbrights) + { light_enabled = false; renderFullbrights(mask, fullbrights); - #endif + } - #if BATCH_EMISSIVES + if (batch_emissives) + { light_enabled = true; renderEmissives(mask, emissives); - #endif + } if (current_shader) { diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index abda2d45fb..4c95fb0a0f 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -271,9 +271,9 @@ void LLDrawPoolWater::render(S32 pass) glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(2)->activate(); + gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(2)->disable(); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c3bccfd19b..c4a644c7b6 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6346,7 +6346,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setSpotExponent(0.f); light_state->setSpotCutoff(180.f); - // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight + // we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight const LLColor4 specular(0.f, 0.f, 1.f, 0.f); light_state->setSpecular(specular); } |